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Revision: 1.31
Committed: Mon Sep 11 23:33:27 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.30: +19 -4 lines
Log Message:
- temporarily disabled shstr garbage collection
- use sint64 instead of uint64 in shop code
- implement fully recursive item iterator for object
- add some utility functions

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 root 1.24 void
629     update_ob_speed (object *op)
630     {
631     extern int arch_init;
632 elmex 1.1
633 root 1.24 /* No reason putting the archetypes objects on the speed list,
634     * since they never really need to be updated.
635     */
636 elmex 1.1
637 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638     {
639     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
640 elmex 1.1 #ifdef MANY_CORES
641 root 1.24 abort ();
642 elmex 1.1 #else
643 root 1.24 op->speed = 0;
644 elmex 1.1 #endif
645     }
646 root 1.31
647 root 1.24 if (arch_init)
648 root 1.31 return;
649    
650 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651     {
652     /* If already on active list, don't do anything */
653     if (op->active_next || op->active_prev || op == active_objects)
654 root 1.8 return;
655 root 1.24
656     /* process_events() expects us to insert the object at the beginning
657     * of the list. */
658     op->active_next = active_objects;
659 root 1.31
660 root 1.24 if (op->active_next != NULL)
661     op->active_next->active_prev = op;
662 root 1.31
663 root 1.24 active_objects = op;
664 elmex 1.1 }
665 root 1.24 else
666     {
667     /* If not on the active list, nothing needs to be done */
668     if (!op->active_next && !op->active_prev && op != active_objects)
669     return;
670    
671     if (op->active_prev == NULL)
672     {
673     active_objects = op->active_next;
674 root 1.31
675 root 1.24 if (op->active_next != NULL)
676     op->active_next->active_prev = NULL;
677 root 1.8 }
678 root 1.24 else
679     {
680     op->active_prev->active_next = op->active_next;
681 root 1.31
682 root 1.24 if (op->active_next)
683     op->active_next->active_prev = op->active_prev;
684     }
685 root 1.31
686 root 1.24 op->active_next = NULL;
687     op->active_prev = NULL;
688 elmex 1.1 }
689     }
690    
691     /* This function removes object 'op' from the list of active
692     * objects.
693     * This should only be used for style maps or other such
694     * reference maps where you don't want an object that isn't
695     * in play chewing up cpu time getting processed.
696     * The reverse of this is to call update_ob_speed, which
697     * will do the right thing based on the speed of the object.
698     */
699 root 1.24 void
700     remove_from_active_list (object *op)
701 elmex 1.1 {
702 root 1.24 /* If not on the active list, nothing needs to be done */
703     if (!op->active_next && !op->active_prev && op != active_objects)
704     return;
705 elmex 1.1
706 root 1.24 if (op->active_prev == NULL)
707     {
708     active_objects = op->active_next;
709     if (op->active_next != NULL)
710     op->active_next->active_prev = NULL;
711 elmex 1.1 }
712 root 1.24 else
713     {
714     op->active_prev->active_next = op->active_next;
715     if (op->active_next)
716     op->active_next->active_prev = op->active_prev;
717 elmex 1.1 }
718 root 1.24 op->active_next = NULL;
719     op->active_prev = NULL;
720 elmex 1.1 }
721    
722     /*
723     * update_object() updates the array which represents the map.
724     * It takes into account invisible objects (and represent squares covered
725     * by invisible objects by whatever is below them (unless it's another
726     * invisible object, etc...)
727     * If the object being updated is beneath a player, the look-window
728     * of that player is updated (this might be a suboptimal way of
729     * updating that window, though, since update_object() is called _often_)
730     *
731     * action is a hint of what the caller believes need to be done.
732     * For example, if the only thing that has changed is the face (due to
733     * an animation), we don't need to call update_position until that actually
734     * comes into view of a player. OTOH, many other things, like addition/removal
735     * of walls or living creatures may need us to update the flags now.
736     * current action are:
737     * UP_OBJ_INSERT: op was inserted
738     * UP_OBJ_REMOVE: op was removed
739     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740     * as that is easier than trying to look at what may have changed.
741     * UP_OBJ_FACE: only the objects face has changed.
742     */
743    
744 root 1.24 void
745     update_object (object *op, int action)
746     {
747     int update_now = 0, flags;
748     MoveType move_on, move_off, move_block, move_slow;
749    
750     if (op == NULL)
751     {
752     /* this should never happen */
753     LOG (llevDebug, "update_object() called for NULL object.\n");
754     return;
755 elmex 1.1 }
756 root 1.24
757     if (op->env != NULL)
758     {
759     /* Animation is currently handled by client, so nothing
760     * to do in this case.
761     */
762     return;
763 elmex 1.1 }
764    
765 root 1.24 /* If the map is saving, don't do anything as everything is
766     * going to get freed anyways.
767     */
768     if (!op->map || op->map->in_memory == MAP_SAVING)
769     return;
770    
771     /* make sure the object is within map boundaries */
772     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
773     {
774     LOG (llevError, "update_object() called for object out of map!\n");
775 elmex 1.1 #ifdef MANY_CORES
776 root 1.24 abort ();
777 elmex 1.1 #endif
778 root 1.24 return;
779 elmex 1.1 }
780    
781 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
782     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 elmex 1.1
788 root 1.24 if (action == UP_OBJ_INSERT)
789     {
790     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
791     update_now = 1;
792    
793     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
794     update_now = 1;
795 elmex 1.1
796 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
797     update_now = 1;
798 elmex 1.1
799 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800     update_now = 1;
801 elmex 1.1
802 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803     update_now = 1;
804 root 1.20
805 root 1.24 if ((move_on | op->move_on) != move_on)
806     update_now = 1;
807 root 1.20
808 root 1.24 if ((move_off | op->move_off) != move_off)
809     update_now = 1;
810 root 1.20
811 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
812     * to have move_allow right now.
813     */
814     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
815     update_now = 1;
816 root 1.20
817 root 1.24 if ((move_slow | op->move_slow) != move_slow)
818     update_now = 1;
819     }
820     /* if the object is being removed, we can't make intelligent
821     * decisions, because remove_ob can't really pass the object
822     * that is being removed.
823     */
824     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 root 1.27 update_now = 1;
826 root 1.24 else if (action == UP_OBJ_FACE)
827 root 1.29 /* Nothing to do for that case */ ;
828 root 1.24 else
829 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 elmex 1.1
831 root 1.24 if (update_now)
832     {
833     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834     update_position (op->map, op->x, op->y);
835 elmex 1.1 }
836    
837 root 1.24 if (op->more != NULL)
838     update_object (op->more, action);
839 elmex 1.1 }
840    
841 root 1.30 static unordered_vector<object *> mortals;
842     static std::vector<object *> freed;
843 root 1.21
844     void object::free_mortals ()
845     {
846 root 1.30 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847     if ((*i)->refcnt)
848     ++i; // further delay freeing
849     else
850 root 1.25 {
851 root 1.30 freed.push_back (*i);//D
852     //delete *i;
853 root 1.25 mortals.erase (i);
854     }
855 root 1.30
856     if (mortals.size())//D
857     LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858 root 1.21 }
859    
860     object::object ()
861     {
862 root 1.22 SET_FLAG (this, FLAG_REMOVED);
863    
864     expmul = 1.0;
865     face = blank_face;
866     attacked_by_count = -1;
867     }
868    
869     object::~object ()
870     {
871     free_key_values (this);
872     }
873    
874 root 1.24 void object::link ()
875 root 1.22 {
876 root 1.21 count = ++ob_count;
877    
878     prev = 0;
879     next = objects;
880    
881     if (objects)
882     objects->prev = this;
883    
884     objects = this;
885     }
886    
887 root 1.24 void object::unlink ()
888 root 1.21 {
889 root 1.22 count = 0;
890    
891     /* Remove this object from the list of used objects */
892 root 1.24 if (prev)
893 root 1.25 {
894     prev->next = next;
895     prev = 0;
896     }
897    
898 root 1.24 if (next)
899 root 1.25 {
900     next->prev = prev;
901     next = 0;
902     }
903    
904 root 1.24 if (this == objects)
905     objects = next;
906     }
907 root 1.21
908     object *object::create ()
909     {
910 root 1.29 object *
911     op;
912 root 1.25
913     if (freed.empty ())
914 root 1.24 op = new object;
915 root 1.25 else
916     {
917     // highly annoying, but the only way to get it stable right now
918 root 1.29 op = freed.back ();
919     freed.pop_back ();
920 root 1.25 op->~object ();
921 root 1.29 new ((void *) op) object;
922 root 1.25 }
923 root 1.24
924 root 1.22 op->link ();
925     return op;
926 root 1.21 }
927 elmex 1.1
928     /*
929     * free_object() frees everything allocated by an object, removes
930     * it from the list of used objects, and puts it on the list of
931     * free objects. The IS_FREED() flag is set in the object.
932     * The object must have been removed by remove_ob() first for
933     * this function to succeed.
934     *
935     * If free_inventory is set, free inventory as well. Else drop items in
936     * inventory to the ground.
937     */
938 root 1.24 void object::free (bool free_inventory)
939 root 1.14 {
940 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
941     return;
942    
943 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
944 root 1.29 remove_ob (this);
945 root 1.14
946 root 1.21 if (QUERY_FLAG (this, FLAG_FRIENDLY))
947 root 1.29 remove_friendly_object (this);
948 root 1.14
949 root 1.29 SET_FLAG (this, FLAG_FREED);
950 root 1.14
951 root 1.21 if (more)
952 root 1.14 {
953 root 1.21 more->free (free_inventory);
954     more = 0;
955 elmex 1.1 }
956    
957 root 1.21 if (inv)
958 root 1.14 {
959     /* Only if the space blocks everything do we not process -
960 root 1.17 * if some form of movement is allowed, let objects
961 root 1.14 * drop on that space.
962     */
963 root 1.24 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
964     {
965 root 1.29 object *op = inv;
966 root 1.24
967     while (op)
968     {
969 root 1.29 object *tmp = op->below;
970 root 1.21 op->free (free_inventory);
971 root 1.24 op = tmp;
972     }
973     }
974 root 1.14 else
975 root 1.24 { /* Put objects in inventory onto this space */
976 root 1.29 object *op = inv;
977 root 1.24
978     while (op)
979     {
980 root 1.29 object *tmp = op->below;
981 root 1.14
982 root 1.24 remove_ob (op);
983    
984     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
985     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
986     free_object (op);
987     else
988     {
989     op->x = x;
990     op->y = y;
991     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992     }
993    
994     op = tmp;
995     }
996     }
997 root 1.14 }
998    
999 root 1.30 owner = 0;
1000 root 1.25
1001 root 1.14 /* Remove object from the active list */
1002 root 1.21 speed = 0;
1003     update_ob_speed (this);
1004 elmex 1.1
1005 root 1.22 unlink ();
1006    
1007 root 1.21 mortals.push_back (this);
1008 elmex 1.1 }
1009    
1010     /*
1011     * sub_weight() recursively (outwards) subtracts a number from the
1012     * weight of an object (and what is carried by it's environment(s)).
1013     */
1014    
1015 root 1.24 void
1016     sub_weight (object *op, signed long weight)
1017     {
1018     while (op != NULL)
1019     {
1020     if (op->type == CONTAINER)
1021     {
1022     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1023     }
1024     op->carrying -= weight;
1025     op = op->env;
1026 elmex 1.1 }
1027     }
1028    
1029     /* remove_ob(op):
1030     * This function removes the object op from the linked list of objects
1031     * which it is currently tied to. When this function is done, the
1032     * object will have no environment. If the object previously had an
1033     * environment, the x and y coordinates will be updated to
1034     * the previous environment.
1035     * Beware: This function is called from the editor as well!
1036     */
1037    
1038 root 1.24 void
1039     remove_ob (object *op)
1040     {
1041 root 1.29 object *
1042     tmp, *
1043     last = NULL;
1044     object *
1045     otmp;
1046 root 1.26
1047 root 1.29 tag_t
1048     tag;
1049     int
1050     check_walk_off;
1051     mapstruct *
1052     m;
1053 root 1.24
1054 root 1.29 sint16
1055     x,
1056     y;
1057 root 1.24
1058     if (QUERY_FLAG (op, FLAG_REMOVED))
1059 root 1.29 return;
1060 root 1.24
1061 root 1.29 SET_FLAG (op, FLAG_REMOVED);
1062 root 1.26
1063 root 1.24 if (op->more != NULL)
1064     remove_ob (op->more);
1065    
1066     /*
1067     * In this case, the object to be removed is in someones
1068     * inventory.
1069     */
1070     if (op->env != NULL)
1071     {
1072     if (op->nrof)
1073     sub_weight (op->env, op->weight * op->nrof);
1074     else
1075     sub_weight (op->env, op->weight + op->carrying);
1076    
1077     /* NO_FIX_PLAYER is set when a great many changes are being
1078     * made to players inventory. If set, avoiding the call
1079     * to save cpu time.
1080     */
1081     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1082     fix_player (otmp);
1083    
1084     if (op->above != NULL)
1085     op->above->below = op->below;
1086     else
1087     op->env->inv = op->below;
1088    
1089     if (op->below != NULL)
1090     op->below->above = op->above;
1091    
1092     /* we set up values so that it could be inserted into
1093     * the map, but we don't actually do that - it is up
1094     * to the caller to decide what we want to do.
1095     */
1096     op->x = op->env->x, op->y = op->env->y;
1097     op->map = op->env->map;
1098     op->above = NULL, op->below = NULL;
1099     op->env = NULL;
1100     }
1101 root 1.29 else if (op->map)
1102     {
1103     x = op->x;
1104     y = op->y;
1105     m = get_map_from_coord (op->map, &x, &y);
1106    
1107     if (!m)
1108     {
1109     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1110     op->map->path, op->x, op->y);
1111     /* in old days, we used to set x and y to 0 and continue.
1112     * it seems if we get into this case, something is probablye
1113     * screwed up and should be fixed.
1114     */
1115     abort ();
1116     }
1117 root 1.24
1118 root 1.29 if (op->map != m)
1119     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1120     op->map->path, m->path, op->x, op->y, x, y);
1121 root 1.24
1122 root 1.29 /* Re did the following section of code - it looks like it had
1123     * lots of logic for things we no longer care about
1124 root 1.24 */
1125 elmex 1.1
1126 root 1.29 /* link the object above us */
1127     if (op->above)
1128     op->above->below = op->below;
1129     else
1130     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1131 root 1.24
1132 root 1.29 /* Relink the object below us, if there is one */
1133     if (op->below)
1134     op->below->above = op->above;
1135     else
1136     {
1137     /* Nothing below, which means we need to relink map object for this space
1138     * use translated coordinates in case some oddness with map tiling is
1139     * evident
1140     */
1141     if (GET_MAP_OB (m, x, y) != op)
1142     {
1143     dump_object (op);
1144     LOG (llevError,
1145     "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);
1146     dump_object (GET_MAP_OB (m, x, y));
1147     LOG (llevError, "%s\n", errmsg);
1148     }
1149 elmex 1.1
1150 root 1.29 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1151 root 1.8 }
1152 root 1.26
1153 root 1.29 op->above = 0;
1154     op->below = 0;
1155 root 1.26
1156 root 1.29 if (op->map->in_memory == MAP_SAVING)
1157     return;
1158 elmex 1.1
1159 root 1.29 tag = op->count;
1160     check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1161 elmex 1.1
1162 root 1.29 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1163 root 1.24 {
1164 root 1.29 /* No point updating the players look faces if he is the object
1165     * being removed.
1166 root 1.24 */
1167 root 1.29
1168     if (tmp->type == PLAYER && tmp != op)
1169 root 1.24 {
1170 root 1.29 /* If a container that the player is currently using somehow gets
1171     * removed (most likely destroyed), update the player view
1172     * appropriately.
1173     */
1174     if (tmp->container == op)
1175     {
1176     CLEAR_FLAG (op, FLAG_APPLIED);
1177     tmp->container = NULL;
1178     }
1179    
1180     tmp->contr->socket.update_look = 1;
1181 root 1.8 }
1182 root 1.26
1183 root 1.29 /* See if player moving off should effect something */
1184     if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1185     {
1186     move_apply (tmp, op, NULL);
1187 root 1.24
1188 root 1.29 if (was_destroyed (op, tag))
1189     {
1190     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1191     }
1192 root 1.8 }
1193    
1194 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1195    
1196     if (tmp->above == tmp)
1197     tmp->above = NULL;
1198 root 1.8
1199 root 1.29 last = tmp;
1200     }
1201 root 1.26
1202 root 1.29 /* last == NULL of there are no objects on this space */
1203     if (last == NULL)
1204     {
1205     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1206     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1207     * those out anyways, and if there are any flags set right now, they won't
1208     * be correct anyways.
1209     */
1210     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1211     update_position (op->map, op->x, op->y);
1212     }
1213     else
1214     update_object (last, UP_OBJ_REMOVE);
1215 root 1.26
1216 root 1.29 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1217     update_all_los (op->map, op->x, op->y);
1218 elmex 1.1 }
1219     }
1220    
1221     /*
1222     * merge_ob(op,top):
1223     *
1224     * This function goes through all objects below and including top, and
1225     * merges op to the first matching object.
1226     * If top is NULL, it is calculated.
1227     * Returns pointer to object if it succeded in the merge, otherwise NULL
1228     */
1229    
1230 root 1.24 object *
1231     merge_ob (object *op, object *top)
1232     {
1233     if (!op->nrof)
1234 elmex 1.1 return 0;
1235 root 1.29
1236 root 1.24 if (top == NULL)
1237     for (top = op; top != NULL && top->above != NULL; top = top->above);
1238 root 1.29
1239 root 1.24 for (; top != NULL; top = top->below)
1240 elmex 1.1 {
1241 root 1.24 if (top == op)
1242     continue;
1243     if (CAN_MERGE (op, top))
1244     {
1245     top->nrof += op->nrof;
1246    
1247 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1248 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1249     remove_ob (op);
1250     free_object (op);
1251     return top;
1252     }
1253 elmex 1.1 }
1254 root 1.29
1255 elmex 1.1 return NULL;
1256     }
1257    
1258     /*
1259     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1260     * job preparing multi-part monsters
1261     */
1262 root 1.24 object *
1263     insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1264     {
1265 root 1.29 object *tmp;
1266 root 1.24
1267     if (op->head)
1268     op = op->head;
1269 root 1.29
1270 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1271     {
1272     tmp->x = x + tmp->arch->clone.x;
1273     tmp->y = y + tmp->arch->clone.y;
1274 elmex 1.1 }
1275 root 1.29
1276 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1277 elmex 1.1 }
1278    
1279     /*
1280     * insert_ob_in_map (op, map, originator, flag):
1281     * This function inserts the object in the two-way linked list
1282     * which represents what is on a map.
1283     * The second argument specifies the map, and the x and y variables
1284     * in the object about to be inserted specifies the position.
1285     *
1286     * originator: Player, monster or other object that caused 'op' to be inserted
1287     * into 'map'. May be NULL.
1288     *
1289     * flag is a bitmask about special things to do (or not do) when this
1290     * function is called. see the object.h file for the INS_ values.
1291     * Passing 0 for flag gives proper default values, so flag really only needs
1292     * to be set if special handling is needed.
1293     *
1294     * Return value:
1295     * new object if 'op' was merged with other object
1296     * NULL if 'op' was destroyed
1297     * just 'op' otherwise
1298     */
1299    
1300 root 1.24 object *
1301     insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1302 elmex 1.1 {
1303 root 1.25 object *tmp, *top, *floor = NULL;
1304     sint16 x, y;
1305 elmex 1.1
1306 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1307     {
1308     LOG (llevError, "Trying to insert freed object!\n");
1309     return NULL;
1310     }
1311 root 1.25
1312 root 1.24 if (m == NULL)
1313     {
1314     dump_object (op);
1315     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1316     return op;
1317 elmex 1.1 }
1318 root 1.25
1319 root 1.24 if (out_of_map (m, op->x, op->y))
1320     {
1321     dump_object (op);
1322     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1323 elmex 1.1 #ifdef MANY_CORES
1324 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1325     * is likely to cause a crash. Better to find out where it is getting
1326     * improperly inserted.
1327     */
1328     abort ();
1329 elmex 1.1 #endif
1330 root 1.24 return op;
1331 elmex 1.1 }
1332 root 1.25
1333 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334     {
1335     dump_object (op);
1336     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1337     return op;
1338     }
1339 root 1.25
1340 root 1.24 if (op->more != NULL)
1341     {
1342     /* The part may be on a different map. */
1343    
1344 root 1.26 object *more = op->more;
1345 root 1.24
1346     /* We really need the caller to normalize coordinates - if
1347     * we set the map, that doesn't work if the location is within
1348     * a map and this is straddling an edge. So only if coordinate
1349     * is clear wrong do we normalize it.
1350     */
1351     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 root 1.24 else if (!more->map)
1354     {
1355     /* For backwards compatibility - when not dealing with tiled maps,
1356     * more->map should always point to the parent.
1357     */
1358     more->map = m;
1359     }
1360    
1361     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362     {
1363     if (!op->head)
1364     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365 root 1.26
1366 root 1.24 return NULL;
1367 root 1.8 }
1368 root 1.24 }
1369 root 1.25
1370 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1371 root 1.8
1372 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1373     * of areas of callers (eg, anything that uses find_free_spot would now
1374     * need extra work
1375     */
1376     op->map = get_map_from_coord (m, &op->x, &op->y);
1377     x = op->x;
1378     y = op->y;
1379    
1380     /* this has to be done after we translate the coordinates.
1381     */
1382     if (op->nrof && !(flag & INS_NO_MERGE))
1383 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1384     if (CAN_MERGE (op, tmp))
1385     {
1386     op->nrof += tmp->nrof;
1387     remove_ob (tmp);
1388     free_object (tmp);
1389     }
1390 root 1.24
1391     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 root 1.25
1394 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1395     CLEAR_FLAG (op, FLAG_NO_STEAL);
1396    
1397     if (flag & INS_BELOW_ORIGINATOR)
1398     {
1399     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1400     {
1401     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1402     abort ();
1403     }
1404 root 1.25
1405 root 1.24 op->above = originator;
1406     op->below = originator->below;
1407 root 1.25
1408 root 1.24 if (op->below)
1409     op->below->above = op;
1410     else
1411     SET_MAP_OB (op->map, op->x, op->y, op);
1412 root 1.25
1413 root 1.24 /* since *below* originator, no need to update top */
1414     originator->below = op;
1415 elmex 1.1 }
1416 root 1.24 else
1417     {
1418     /* If there are other objects, then */
1419     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1420     {
1421 root 1.25 object *last = NULL;
1422 root 1.24
1423     /*
1424     * If there are multiple objects on this space, we do some trickier handling.
1425     * We've already dealt with merging if appropriate.
1426     * Generally, we want to put the new object on top. But if
1427     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1428     * floor, we want to insert above that and no further.
1429     * Also, if there are spell objects on this space, we stop processing
1430     * once we get to them. This reduces the need to traverse over all of
1431     * them when adding another one - this saves quite a bit of cpu time
1432     * when lots of spells are cast in one area. Currently, it is presumed
1433     * that flying non pickable objects are spell objects.
1434     */
1435 elmex 1.1
1436 root 1.24 while (top != NULL)
1437     {
1438     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439     floor = top;
1440 root 1.26
1441 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))
1442     {
1443     /* We insert above top, so we want this object below this */
1444     top = top->below;
1445     break;
1446     }
1447 root 1.26
1448 root 1.24 last = top;
1449     top = top->above;
1450     }
1451 root 1.26
1452 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1453     top = last;
1454 root 1.8
1455 root 1.24 /* We let update_position deal with figuring out what the space
1456     * looks like instead of lots of conditions here.
1457     * makes things faster, and effectively the same result.
1458     */
1459    
1460     /* Have object 'fall below' other objects that block view.
1461     * Unless those objects are exits, type 66
1462     * If INS_ON_TOP is used, don't do this processing
1463     * Need to find the object that in fact blocks view, otherwise
1464     * stacking is a bit odd.
1465     */
1466     if (!(flag & INS_ON_TOP) &&
1467     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1468     {
1469     for (last = top; last != floor; last = last->below)
1470     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471     break;
1472     /* Check to see if we found the object that blocks view,
1473     * and make sure we have a below pointer for it so that
1474     * we can get inserted below this one, which requires we
1475     * set top to the object below us.
1476     */
1477     if (last && last->below && last != floor)
1478     top = last->below;
1479 root 1.8 }
1480 root 1.24 } /* If objects on this space */
1481 root 1.25
1482 root 1.24 if (flag & INS_MAP_LOAD)
1483     top = GET_MAP_TOP (op->map, op->x, op->y);
1484 root 1.25
1485 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1486     top = floor;
1487    
1488     /* Top is the object that our object (op) is going to get inserted above.
1489     */
1490    
1491     /* First object on this space */
1492     if (!top)
1493     {
1494     op->above = GET_MAP_OB (op->map, op->x, op->y);
1495 root 1.25
1496 root 1.24 if (op->above)
1497     op->above->below = op;
1498 root 1.25
1499 root 1.24 op->below = NULL;
1500     SET_MAP_OB (op->map, op->x, op->y, op);
1501     }
1502     else
1503     { /* get inserted into the stack above top */
1504     op->above = top->above;
1505 root 1.25
1506 root 1.24 if (op->above)
1507     op->above->below = op;
1508 root 1.25
1509 root 1.24 op->below = top;
1510     top->above = op;
1511     }
1512 root 1.25
1513 root 1.24 if (op->above == NULL)
1514     SET_MAP_TOP (op->map, op->x, op->y, op);
1515     } /* else not INS_BELOW_ORIGINATOR */
1516 root 1.8
1517 root 1.24 if (op->type == PLAYER)
1518     op->contr->do_los = 1;
1519    
1520     /* If we have a floor, we know the player, if any, will be above
1521     * it, so save a few ticks and start from there.
1522     */
1523     if (!(flag & INS_MAP_LOAD))
1524     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1525 root 1.25 if (tmp->type == PLAYER)
1526     tmp->contr->socket.update_look = 1;
1527 root 1.24
1528     /* If this object glows, it may affect lighting conditions that are
1529     * visible to others on this map. But update_all_los is really
1530     * an inefficient way to do this, as it means los for all players
1531     * on the map will get recalculated. The players could very well
1532     * be far away from this change and not affected in any way -
1533     * this should get redone to only look for players within range,
1534     * or just updating the P_NEED_UPDATE for spaces within this area
1535     * of effect may be sufficient.
1536     */
1537     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1538     update_all_los (op->map, op->x, op->y);
1539    
1540     /* updates flags (blocked, alive, no magic, etc) for this map space */
1541     update_object (op, UP_OBJ_INSERT);
1542    
1543     /* Don't know if moving this to the end will break anything. However,
1544     * we want to have update_look set above before calling this.
1545     *
1546     * check_move_on() must be after this because code called from
1547     * check_move_on() depends on correct map flags (so functions like
1548     * blocked() and wall() work properly), and these flags are updated by
1549     * update_object().
1550     */
1551    
1552     /* if this is not the head or flag has been passed, don't check walk on status */
1553     if (!(flag & INS_NO_WALK_ON) && !op->head)
1554     {
1555     if (check_move_on (op, originator))
1556     return NULL;
1557 elmex 1.1
1558 root 1.24 /* If we are a multi part object, lets work our way through the check
1559     * walk on's.
1560     */
1561     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1562     if (check_move_on (tmp, originator))
1563     return NULL;
1564 elmex 1.1 }
1565 root 1.25
1566 root 1.24 return op;
1567 elmex 1.1 }
1568    
1569     /* this function inserts an object in the map, but if it
1570     * finds an object of its own type, it'll remove that one first.
1571     * op is the object to insert it under: supplies x and the map.
1572     */
1573 root 1.24 void
1574     replace_insert_ob_in_map (const char *arch_string, object *op)
1575     {
1576 root 1.29 object *
1577     tmp;
1578     object *
1579     tmp1;
1580 elmex 1.1
1581 root 1.24 /* first search for itself and remove any old instances */
1582 elmex 1.1
1583 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1584     {
1585     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1586     {
1587     remove_ob (tmp);
1588     free_object (tmp);
1589 root 1.8 }
1590 elmex 1.1 }
1591    
1592 root 1.24 tmp1 = arch_to_object (find_archetype (arch_string));
1593 elmex 1.1
1594 root 1.24 tmp1->x = op->x;
1595     tmp1->y = op->y;
1596     insert_ob_in_map (tmp1, op->map, op, 0);
1597     }
1598 elmex 1.1
1599     /*
1600     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601     * is returned contains nr objects, and the remaining parts contains
1602     * the rest (or is removed and freed if that number is 0).
1603     * On failure, NULL is returned, and the reason put into the
1604     * global static errmsg array.
1605     */
1606    
1607 root 1.24 object *
1608     get_split_ob (object *orig_ob, uint32 nr)
1609     {
1610     object *
1611     newob;
1612     int
1613     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1614    
1615     if (orig_ob->nrof < nr)
1616     {
1617     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618     return NULL;
1619     }
1620 root 1.29
1621 root 1.24 newob = object_create_clone (orig_ob);
1622 root 1.29
1623 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1624     {
1625     if (!is_removed)
1626     remove_ob (orig_ob);
1627     free_object2 (orig_ob, 1);
1628 elmex 1.1 }
1629 root 1.24 else if (!is_removed)
1630     {
1631     if (orig_ob->env != NULL)
1632     sub_weight (orig_ob->env, orig_ob->weight * nr);
1633     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1634     {
1635     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1636     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1637     return NULL;
1638 root 1.8 }
1639 elmex 1.1 }
1640 root 1.29
1641 root 1.24 newob->nrof = nr;
1642 elmex 1.1
1643 root 1.24 return newob;
1644 elmex 1.1 }
1645    
1646     /*
1647     * decrease_ob_nr(object, number) decreases a specified number from
1648     * the amount of an object. If the amount reaches 0, the object
1649     * is subsequently removed and freed.
1650     *
1651     * Return value: 'op' if something is left, NULL if the amount reached 0
1652     */
1653    
1654 root 1.24 object *
1655     decrease_ob_nr (object *op, uint32 i)
1656 elmex 1.1 {
1657 root 1.29 object *tmp;
1658     player *pl;
1659 elmex 1.1
1660 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1661     return op;
1662    
1663     if (i > op->nrof)
1664     i = op->nrof;
1665    
1666     if (QUERY_FLAG (op, FLAG_REMOVED))
1667 root 1.29 op->nrof -= i;
1668 root 1.24 else if (op->env != NULL)
1669     {
1670     /* is this object in the players inventory, or sub container
1671     * therein?
1672     */
1673     tmp = is_player_inv (op->env);
1674     /* nope. Is this a container the player has opened?
1675     * If so, set tmp to that player.
1676     * IMO, searching through all the players will mostly
1677     * likely be quicker than following op->env to the map,
1678     * and then searching the map for a player.
1679     */
1680     if (!tmp)
1681     {
1682     for (pl = first_player; pl; pl = pl->next)
1683     if (pl->ob->container == op->env)
1684     break;
1685     if (pl)
1686     tmp = pl->ob;
1687     else
1688     tmp = NULL;
1689     }
1690 elmex 1.1
1691 root 1.24 if (i < op->nrof)
1692     {
1693     sub_weight (op->env, op->weight * i);
1694     op->nrof -= i;
1695     if (tmp)
1696     {
1697     esrv_send_item (tmp, op);
1698 elmex 1.1 }
1699 root 1.24 }
1700     else
1701     {
1702     remove_ob (op);
1703     op->nrof = 0;
1704     if (tmp)
1705     {
1706     esrv_del_item (tmp->contr, op->count);
1707 elmex 1.1 }
1708     }
1709     }
1710 root 1.24 else
1711 elmex 1.1 {
1712 root 1.29 object *above = op->above;
1713 elmex 1.1
1714 root 1.24 if (i < op->nrof)
1715 root 1.29 op->nrof -= i;
1716 root 1.24 else
1717     {
1718     remove_ob (op);
1719     op->nrof = 0;
1720     }
1721 root 1.29
1722 root 1.24 /* Since we just removed op, op->above is null */
1723     for (tmp = above; tmp != NULL; tmp = tmp->above)
1724     if (tmp->type == PLAYER)
1725     {
1726     if (op->nrof)
1727     esrv_send_item (tmp, op);
1728     else
1729     esrv_del_item (tmp->contr, op->count);
1730     }
1731 elmex 1.1 }
1732    
1733 root 1.24 if (op->nrof)
1734 root 1.29 return op;
1735 root 1.24 else
1736     {
1737     free_object (op);
1738     return NULL;
1739 elmex 1.1 }
1740     }
1741    
1742     /*
1743     * add_weight(object, weight) adds the specified weight to an object,
1744     * and also updates how much the environment(s) is/are carrying.
1745     */
1746    
1747 root 1.24 void
1748     add_weight (object *op, signed long weight)
1749     {
1750     while (op != NULL)
1751     {
1752     if (op->type == CONTAINER)
1753 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1754    
1755 root 1.24 op->carrying += weight;
1756     op = op->env;
1757     }
1758 elmex 1.1 }
1759    
1760     /*
1761     * insert_ob_in_ob(op,environment):
1762     * This function inserts the object op in the linked list
1763     * inside the object environment.
1764     *
1765     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766     * the inventory at the last position or next to other objects of the same
1767     * type.
1768     * Frank: Now sorted by type, archetype and magic!
1769     *
1770     * The function returns now pointer to inserted item, and return value can
1771     * be != op, if items are merged. -Tero
1772     */
1773    
1774 root 1.24 object *
1775     insert_ob_in_ob (object *op, object *where)
1776     {
1777     object *
1778     tmp, *
1779     otmp;
1780    
1781     if (!QUERY_FLAG (op, FLAG_REMOVED))
1782     {
1783     dump_object (op);
1784     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785     return op;
1786     }
1787 root 1.29
1788 root 1.24 if (where == NULL)
1789     {
1790     dump_object (op);
1791     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792     return op;
1793     }
1794 root 1.29
1795 root 1.24 if (where->head)
1796     {
1797     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798     where = where->head;
1799     }
1800 root 1.29
1801 root 1.24 if (op->more)
1802     {
1803     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804     return op;
1805     }
1806 root 1.29
1807 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1808     CLEAR_FLAG (op, FLAG_REMOVED);
1809     if (op->nrof)
1810     {
1811     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1812     if (CAN_MERGE (tmp, op))
1813     {
1814     /* return the original object and remove inserted object
1815     (client needs the original object) */
1816     tmp->nrof += op->nrof;
1817     /* Weight handling gets pretty funky. Since we are adding to
1818     * tmp->nrof, we need to increase the weight.
1819     */
1820     add_weight (where, op->weight * op->nrof);
1821     SET_FLAG (op, FLAG_REMOVED);
1822     free_object (op); /* free the inserted object */
1823     op = tmp;
1824     remove_ob (op); /* and fix old object's links */
1825     CLEAR_FLAG (op, FLAG_REMOVED);
1826     break;
1827     }
1828    
1829     /* I assume combined objects have no inventory
1830     * We add the weight - this object could have just been removed
1831     * (if it was possible to merge). calling remove_ob will subtract
1832     * the weight, so we need to add it in again, since we actually do
1833     * the linking below
1834     */
1835     add_weight (where, op->weight * op->nrof);
1836     }
1837     else
1838     add_weight (where, (op->weight + op->carrying));
1839 elmex 1.1
1840 root 1.24 otmp = is_player_inv (where);
1841     if (otmp && otmp->contr != NULL)
1842     {
1843     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844     fix_player (otmp);
1845     }
1846 elmex 1.1
1847 root 1.24 op->map = NULL;
1848     op->env = where;
1849     op->above = NULL;
1850     op->below = NULL;
1851     op->x = 0, op->y = 0;
1852 elmex 1.1
1853     /* reset the light list and los of the players on the map */
1854 root 1.24 if ((op->glow_radius != 0) && where->map)
1855     {
1856 elmex 1.1 #ifdef DEBUG_LIGHTS
1857 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858     #endif /* DEBUG_LIGHTS */
1859     if (MAP_DARKNESS (where->map))
1860     update_all_los (where->map, where->x, where->y);
1861     }
1862 elmex 1.1
1863     /* Client has no idea of ordering so lets not bother ordering it here.
1864     * It sure simplifies this function...
1865     */
1866 root 1.24 if (where->inv == NULL)
1867     where->inv = op;
1868     else
1869     {
1870 elmex 1.1 op->below = where->inv;
1871     op->below->above = op;
1872     where->inv = op;
1873 root 1.24 }
1874 elmex 1.1 return op;
1875     }
1876    
1877     /*
1878     * Checks if any objects has a move_type that matches objects
1879     * that effect this object on this space. Call apply() to process
1880     * these events.
1881     *
1882     * Any speed-modification due to SLOW_MOVE() of other present objects
1883     * will affect the speed_left of the object.
1884     *
1885     * originator: Player, monster or other object that caused 'op' to be inserted
1886     * into 'map'. May be NULL.
1887     *
1888     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1889     *
1890     * 4-21-95 added code to check if appropriate skill was readied - this will
1891     * permit faster movement by the player through this terrain. -b.t.
1892     *
1893     * MSW 2001-07-08: Check all objects on space, not just those below
1894     * object being inserted. insert_ob_in_map may not put new objects
1895     * on top.
1896     */
1897    
1898 root 1.24 int
1899     check_move_on (object *op, object *originator)
1900 elmex 1.1 {
1901 root 1.29 object *
1902     tmp;
1903     tag_t
1904     tag;
1905     mapstruct *
1906     m = op->map;
1907     int
1908     x = op->x, y = op->y;
1909 root 1.26
1910 root 1.29 MoveType
1911     move_on,
1912     move_slow,
1913     move_block;
1914 root 1.24
1915     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916     return 0;
1917    
1918     tag = op->count;
1919    
1920     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923    
1924     /* if nothing on this space will slow op down or be applied,
1925     * no need to do checking below. have to make sure move_type
1926     * is set, as lots of objects don't have it set - we treat that
1927     * as walking.
1928     */
1929     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1930     return 0;
1931 elmex 1.1
1932 root 1.24 /* This is basically inverse logic of that below - basically,
1933     * if the object can avoid the move on or slow move, they do so,
1934     * but can't do it if the alternate movement they are using is
1935     * blocked. Logic on this seems confusing, but does seem correct.
1936     */
1937     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1938     return 0;
1939    
1940     /* The objects have to be checked from top to bottom.
1941     * Hence, we first go to the top:
1942     */
1943    
1944     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1945     {
1946     /* Trim the search when we find the first other spell effect
1947     * this helps performance so that if a space has 50 spell objects,
1948     * we don't need to check all of them.
1949     */
1950     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1951     break;
1952     }
1953 root 1.26
1954     for (; tmp; tmp = tmp->below)
1955 root 1.24 {
1956     if (tmp == op)
1957     continue; /* Can't apply yourself */
1958 elmex 1.1
1959 root 1.24 /* Check to see if one of the movement types should be slowed down.
1960     * Second check makes sure that the movement types not being slowed
1961     * (~slow_move) is not blocked on this space - just because the
1962     * space doesn't slow down swimming (for example), if you can't actually
1963     * swim on that space, can't use it to avoid the penalty.
1964     */
1965     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1966     {
1967     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1968     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1969     {
1970 elmex 1.1
1971 root 1.29 float
1972     diff = tmp->move_slow_penalty * FABS (op->speed);
1973 elmex 1.1
1974 root 1.24 if (op->type == PLAYER)
1975 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1976     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1977     diff /= 4.0;
1978    
1979 root 1.24 op->speed_left -= diff;
1980 root 1.8 }
1981     }
1982 elmex 1.1
1983 root 1.24 /* Basically same logic as above, except now for actual apply. */
1984     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986     {
1987 root 1.26 move_apply (tmp, op, originator);
1988 root 1.24
1989     if (was_destroyed (op, tag))
1990     return 1;
1991    
1992     /* what the person/creature stepped onto has moved the object
1993     * someplace new. Don't process any further - if we did,
1994     * have a feeling strange problems would result.
1995     */
1996     if (op->map != m || op->x != x || op->y != y)
1997     return 0;
1998 root 1.8 }
1999 elmex 1.1 }
2000 root 1.26
2001 root 1.24 return 0;
2002 elmex 1.1 }
2003    
2004     /*
2005     * present_arch(arch, map, x, y) searches for any objects with
2006     * a matching archetype at the given map and coordinates.
2007     * The first matching object is returned, or NULL if none.
2008     */
2009    
2010 root 1.24 object *
2011     present_arch (const archetype *at, mapstruct *m, int x, int y)
2012     {
2013     object *
2014     tmp;
2015    
2016     if (m == NULL || out_of_map (m, x, y))
2017     {
2018     LOG (llevError, "Present_arch called outside map.\n");
2019     return NULL;
2020     }
2021     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2022     if (tmp->arch == at)
2023 elmex 1.1 return tmp;
2024     return NULL;
2025     }
2026    
2027     /*
2028     * present(type, map, x, y) searches for any objects with
2029     * a matching type variable at the given map and coordinates.
2030     * The first matching object is returned, or NULL if none.
2031     */
2032    
2033 root 1.24 object *
2034     present (unsigned char type, mapstruct *m, int x, int y)
2035     {
2036     object *
2037     tmp;
2038    
2039     if (out_of_map (m, x, y))
2040     {
2041     LOG (llevError, "Present called outside map.\n");
2042     return NULL;
2043     }
2044     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2045     if (tmp->type == type)
2046 elmex 1.1 return tmp;
2047     return NULL;
2048     }
2049    
2050     /*
2051     * present_in_ob(type, object) searches for any objects with
2052     * a matching type variable in the inventory of the given object.
2053     * The first matching object is returned, or NULL if none.
2054     */
2055    
2056 root 1.24 object *
2057     present_in_ob (unsigned char type, const object *op)
2058     {
2059     object *
2060     tmp;
2061    
2062     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063     if (tmp->type == type)
2064 elmex 1.1 return tmp;
2065     return NULL;
2066     }
2067    
2068     /*
2069     * present_in_ob (type, str, object) searches for any objects with
2070     * a matching type & name variable in the inventory of the given object.
2071     * The first matching object is returned, or NULL if none.
2072     * This is mostly used by spell effect code, so that we only
2073     * have one spell effect at a time.
2074     * type can be used to narrow the search - if type is set,
2075     * the type must also match. -1 can be passed for the type,
2076     * in which case the type does not need to pass.
2077     * str is the string to match against. Note that we match against
2078     * the object name, not the archetype name. this is so that the
2079     * spell code can use one object type (force), but change it's name
2080     * to be unique.
2081     */
2082    
2083 root 1.24 object *
2084     present_in_ob_by_name (int type, const char *str, const object *op)
2085     {
2086     object *
2087     tmp;
2088 elmex 1.1
2089 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090     {
2091     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092     return tmp;
2093 elmex 1.1 }
2094 root 1.24 return NULL;
2095 elmex 1.1 }
2096    
2097     /*
2098     * present_arch_in_ob(archetype, object) searches for any objects with
2099     * a matching archetype in the inventory of the given object.
2100     * The first matching object is returned, or NULL if none.
2101     */
2102    
2103 root 1.24 object *
2104     present_arch_in_ob (const archetype *at, const object *op)
2105     {
2106     object *
2107     tmp;
2108    
2109     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110     if (tmp->arch == at)
2111 elmex 1.1 return tmp;
2112     return NULL;
2113     }
2114    
2115     /*
2116     * activate recursively a flag on an object inventory
2117     */
2118 root 1.24 void
2119     flag_inv (object *op, int flag)
2120     {
2121     object *
2122     tmp;
2123    
2124     if (op->inv)
2125     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2126     {
2127     SET_FLAG (tmp, flag);
2128     flag_inv (tmp, flag);
2129 elmex 1.1 }
2130 root 1.24 } /*
2131     * desactivate recursively a flag on an object inventory
2132     */
2133     void
2134     unflag_inv (object *op, int flag)
2135     {
2136     object *
2137     tmp;
2138    
2139     if (op->inv)
2140     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141     {
2142     CLEAR_FLAG (tmp, flag);
2143     unflag_inv (tmp, flag);
2144 elmex 1.1 }
2145     }
2146    
2147     /*
2148     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149     * all it's inventory (recursively).
2150     * If checksums are used, a player will get set_cheat called for
2151     * him/her-self and all object carried by a call to this function.
2152     */
2153    
2154 root 1.24 void
2155     set_cheat (object *op)
2156     {
2157     SET_FLAG (op, FLAG_WAS_WIZ);
2158     flag_inv (op, FLAG_WAS_WIZ);
2159 elmex 1.1 }
2160    
2161     /*
2162     * find_free_spot(object, map, x, y, start, stop) will search for
2163     * a spot at the given map and coordinates which will be able to contain
2164     * the given object. start and stop specifies how many squares
2165     * to search (see the freearr_x/y[] definition).
2166     * It returns a random choice among the alternatives found.
2167     * start and stop are where to start relative to the free_arr array (1,9
2168     * does all 4 immediate directions). This returns the index into the
2169     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2170     * Note - this only checks to see if there is space for the head of the
2171     * object - if it is a multispace object, this should be called for all
2172     * pieces.
2173     * Note2: This function does correctly handle tiled maps, but does not
2174     * inform the caller. However, insert_ob_in_map will update as
2175     * necessary, so the caller shouldn't need to do any special work.
2176     * Note - updated to take an object instead of archetype - this is necessary
2177     * because arch_blocked (now ob_blocked) needs to know the movement type
2178     * to know if the space in question will block the object. We can't use
2179     * the archetype because that isn't correct if the monster has been
2180     * customized, changed states, etc.
2181     */
2182    
2183 root 1.24 int
2184     find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2185     {
2186     int
2187     i,
2188     index = 0, flag;
2189     static int
2190     altern[SIZEOFFREE];
2191    
2192     for (i = start; i < stop; i++)
2193     {
2194     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2195     if (!flag)
2196     altern[index++] = i;
2197    
2198     /* Basically, if we find a wall on a space, we cut down the search size.
2199     * In this way, we won't return spaces that are on another side of a wall.
2200     * This mostly work, but it cuts down the search size in all directions -
2201     * if the space being examined only has a wall to the north and empty
2202     * spaces in all the other directions, this will reduce the search space
2203     * to only the spaces immediately surrounding the target area, and
2204     * won't look 2 spaces south of the target space.
2205     */
2206     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2207     stop = maxfree[i];
2208 elmex 1.1 }
2209 root 1.24 if (!index)
2210     return -1;
2211     return altern[RANDOM () % index];
2212 elmex 1.1 }
2213    
2214     /*
2215     * find_first_free_spot(archetype, mapstruct, x, y) works like
2216     * find_free_spot(), but it will search max number of squares.
2217     * But it will return the first available spot, not a random choice.
2218     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219     */
2220    
2221 root 1.24 int
2222     find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2223     {
2224     int
2225     i;
2226    
2227     for (i = 0; i < SIZEOFFREE; i++)
2228     {
2229     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2230     return i;
2231 elmex 1.1 }
2232 root 1.24 return -1;
2233 elmex 1.1 }
2234    
2235     /*
2236     * The function permute(arr, begin, end) randomly reorders the array
2237     * arr[begin..end-1].
2238     */
2239 root 1.24 static void
2240     permute (int *arr, int begin, int end)
2241 elmex 1.1 {
2242 root 1.24 int
2243     i,
2244     j,
2245     tmp,
2246     len;
2247 elmex 1.1
2248 root 1.24 len = end - begin;
2249     for (i = begin; i < end; i++)
2250 elmex 1.1 {
2251 root 1.24 j = begin + RANDOM () % len;
2252 elmex 1.1
2253 root 1.24 tmp = arr[i];
2254     arr[i] = arr[j];
2255     arr[j] = tmp;
2256 elmex 1.1 }
2257     }
2258    
2259     /* new function to make monster searching more efficient, and effective!
2260     * This basically returns a randomized array (in the passed pointer) of
2261     * the spaces to find monsters. In this way, it won't always look for
2262     * monsters to the north first. However, the size of the array passed
2263     * covers all the spaces, so within that size, all the spaces within
2264     * the 3x3 area will be searched, just not in a predictable order.
2265     */
2266 root 1.24 void
2267     get_search_arr (int *search_arr)
2268 elmex 1.1 {
2269 root 1.24 int
2270     i;
2271 elmex 1.1
2272 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2273 elmex 1.1 {
2274 root 1.24 search_arr[i] = i;
2275 elmex 1.1 }
2276    
2277 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280 elmex 1.1 }
2281    
2282     /*
2283     * find_dir(map, x, y, exclude) will search some close squares in the
2284     * given map at the given coordinates for live objects.
2285     * It will not considered the object given as exclude among possible
2286     * live objects.
2287     * It returns the direction toward the first/closest live object if finds
2288     * any, otherwise 0.
2289     * Perhaps incorrectly, but I'm making the assumption that exclude
2290     * is actually want is going to try and move there. We need this info
2291     * because we have to know what movement the thing looking to move
2292     * there is capable of.
2293     */
2294    
2295 root 1.24 int
2296     find_dir (mapstruct *m, int x, int y, object *exclude)
2297     {
2298     int
2299     i,
2300     max = SIZEOFFREE, mflags;
2301 root 1.29
2302     sint16 nx, ny;
2303 root 1.24 object *
2304     tmp;
2305     mapstruct *
2306     mp;
2307 root 1.29
2308     MoveType blocked, move_type;
2309 root 1.24
2310     if (exclude && exclude->head)
2311     {
2312     exclude = exclude->head;
2313     move_type = exclude->move_type;
2314     }
2315     else
2316     {
2317     /* If we don't have anything, presume it can use all movement types. */
2318     move_type = MOVE_ALL;
2319     }
2320    
2321     for (i = 1; i < max; i++)
2322     {
2323     mp = m;
2324     nx = x + freearr_x[i];
2325     ny = y + freearr_y[i];
2326    
2327     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2328     if (mflags & P_OUT_OF_MAP)
2329     {
2330     max = maxfree[i];
2331     }
2332     else
2333     {
2334     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2335    
2336     if ((move_type & blocked) == move_type)
2337     {
2338     max = maxfree[i];
2339     }
2340     else if (mflags & P_IS_ALIVE)
2341     {
2342     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2343     {
2344     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2345     {
2346     break;
2347 root 1.8 }
2348     }
2349 root 1.24 if (tmp)
2350     {
2351     return freedir[i];
2352 root 1.8 }
2353     }
2354     }
2355 elmex 1.1 }
2356 root 1.24 return 0;
2357 elmex 1.1 }
2358    
2359     /*
2360     * distance(object 1, object 2) will return the square of the
2361     * distance between the two given objects.
2362     */
2363    
2364 root 1.24 int
2365     distance (const object *ob1, const object *ob2)
2366     {
2367     int
2368     i;
2369    
2370     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 elmex 1.1 return i;
2372     }
2373    
2374     /*
2375     * find_dir_2(delta-x,delta-y) will return a direction in which
2376     * an object which has subtracted the x and y coordinates of another
2377     * object, needs to travel toward it.
2378     */
2379    
2380 root 1.24 int
2381     find_dir_2 (int x, int y)
2382     {
2383     int
2384     q;
2385 elmex 1.1
2386 root 1.24 if (y)
2387     q = x * 100 / y;
2388 elmex 1.1 else if (x)
2389 root 1.24 q = -300 * x;
2390 elmex 1.1 else
2391     return 0;
2392    
2393 root 1.24 if (y > 0)
2394     {
2395     if (q < -242)
2396     return 3;
2397     if (q < -41)
2398     return 2;
2399     if (q < 41)
2400     return 1;
2401     if (q < 242)
2402     return 8;
2403     return 7;
2404     }
2405 elmex 1.1
2406     if (q < -242)
2407 root 1.24 return 7;
2408 elmex 1.1 if (q < -41)
2409 root 1.24 return 6;
2410 elmex 1.1 if (q < 41)
2411 root 1.24 return 5;
2412 elmex 1.1 if (q < 242)
2413 root 1.24 return 4;
2414 elmex 1.1
2415 root 1.24 return 3;
2416 elmex 1.1 }
2417    
2418     /*
2419     * absdir(int): Returns a number between 1 and 8, which represent
2420     * the "absolute" direction of a number (it actually takes care of
2421     * "overflow" in previous calculations of a direction).
2422     */
2423    
2424 root 1.24 int
2425     absdir (int d)
2426     {
2427     while (d < 1)
2428     d += 8;
2429     while (d > 8)
2430     d -= 8;
2431 elmex 1.1 return d;
2432     }
2433    
2434     /*
2435     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436     * between two directions (which are expected to be absolute (see absdir())
2437     */
2438    
2439 root 1.24 int
2440     dirdiff (int dir1, int dir2)
2441     {
2442     int
2443     d;
2444    
2445     d = abs (dir1 - dir2);
2446     if (d > 4)
2447 elmex 1.1 d = 8 - d;
2448     return d;
2449     }
2450    
2451     /* peterm:
2452     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2453     * Basically, this is a table of directions, and what directions
2454     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2455     * This basically means that if direction is 15, then it could either go
2456     * direction 4, 14, or 16 to get back to where we are.
2457     * Moved from spell_util.c to object.c with the other related direction
2458     * functions.
2459     */
2460    
2461 root 1.24 int
2462     reduction_dir[SIZEOFFREE][3] = {
2463     {0, 0, 0}, /* 0 */
2464     {0, 0, 0}, /* 1 */
2465     {0, 0, 0}, /* 2 */
2466     {0, 0, 0}, /* 3 */
2467     {0, 0, 0}, /* 4 */
2468     {0, 0, 0}, /* 5 */
2469     {0, 0, 0}, /* 6 */
2470     {0, 0, 0}, /* 7 */
2471     {0, 0, 0}, /* 8 */
2472     {8, 1, 2}, /* 9 */
2473     {1, 2, -1}, /* 10 */
2474     {2, 10, 12}, /* 11 */
2475     {2, 3, -1}, /* 12 */
2476     {2, 3, 4}, /* 13 */
2477     {3, 4, -1}, /* 14 */
2478     {4, 14, 16}, /* 15 */
2479     {5, 4, -1}, /* 16 */
2480     {4, 5, 6}, /* 17 */
2481     {6, 5, -1}, /* 18 */
2482     {6, 20, 18}, /* 19 */
2483     {7, 6, -1}, /* 20 */
2484     {6, 7, 8}, /* 21 */
2485     {7, 8, -1}, /* 22 */
2486     {8, 22, 24}, /* 23 */
2487     {8, 1, -1}, /* 24 */
2488     {24, 9, 10}, /* 25 */
2489     {9, 10, -1}, /* 26 */
2490     {10, 11, -1}, /* 27 */
2491     {27, 11, 29}, /* 28 */
2492     {11, 12, -1}, /* 29 */
2493     {12, 13, -1}, /* 30 */
2494     {12, 13, 14}, /* 31 */
2495     {13, 14, -1}, /* 32 */
2496     {14, 15, -1}, /* 33 */
2497     {33, 15, 35}, /* 34 */
2498     {16, 15, -1}, /* 35 */
2499     {17, 16, -1}, /* 36 */
2500     {18, 17, 16}, /* 37 */
2501     {18, 17, -1}, /* 38 */
2502     {18, 19, -1}, /* 39 */
2503     {41, 19, 39}, /* 40 */
2504     {19, 20, -1}, /* 41 */
2505     {20, 21, -1}, /* 42 */
2506     {20, 21, 22}, /* 43 */
2507     {21, 22, -1}, /* 44 */
2508     {23, 22, -1}, /* 45 */
2509     {45, 47, 23}, /* 46 */
2510     {23, 24, -1}, /* 47 */
2511     {24, 9, -1}
2512     }; /* 48 */
2513 elmex 1.1
2514     /* Recursive routine to step back and see if we can
2515     * find a path to that monster that we found. If not,
2516     * we don't bother going toward it. Returns 1 if we
2517     * can see a direct way to get it
2518     * Modified to be map tile aware -.MSW
2519     */
2520    
2521 root 1.24
2522     int
2523     can_see_monsterP (mapstruct *m, int x, int y, int dir)
2524     {
2525 root 1.29 sint16 dx, dy;
2526 root 1.24 int
2527     mflags;
2528    
2529     if (dir < 0)
2530     return 0; /* exit condition: invalid direction */
2531    
2532     dx = x + freearr_x[dir];
2533     dy = y + freearr_y[dir];
2534    
2535     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2536    
2537     /* This functional arguably was incorrect before - it was
2538     * checking for P_WALL - that was basically seeing if
2539     * we could move to the monster - this is being more
2540     * literal on if we can see it. To know if we can actually
2541     * move to the monster, we'd need the monster passed in or
2542     * at least its move type.
2543     */
2544     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2545     return 0;
2546    
2547     /* yes, can see. */
2548     if (dir < 9)
2549     return 1;
2550     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2551     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552     }
2553    
2554    
2555    
2556 elmex 1.1 /*
2557     * can_pick(picker, item): finds out if an object is possible to be
2558     * picked up by the picker. Returnes 1 if it can be
2559     * picked up, otherwise 0.
2560     *
2561     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2562     * core dumps if they do.
2563     *
2564     * Add a check so we can't pick up invisible objects (0.93.8)
2565     */
2566    
2567 root 1.24 int
2568     can_pick (const object *who, const object *item)
2569     {
2570     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573 elmex 1.1 }
2574    
2575    
2576     /*
2577     * create clone from object to another
2578     */
2579 root 1.24 object *
2580     object_create_clone (object *asrc)
2581     {
2582     object *
2583     dst = NULL, *tmp, *src, *part, *prev, *item;
2584 elmex 1.1
2585 root 1.24 if (!asrc)
2586     return NULL;
2587     src = asrc;
2588     if (src->head)
2589     src = src->head;
2590    
2591     prev = NULL;
2592     for (part = src; part; part = part->more)
2593     {
2594     tmp = get_object ();
2595     copy_object (part, tmp);
2596     tmp->x -= src->x;
2597     tmp->y -= src->y;
2598     if (!part->head)
2599     {
2600     dst = tmp;
2601     tmp->head = NULL;
2602     }
2603     else
2604     {
2605     tmp->head = dst;
2606     }
2607     tmp->more = NULL;
2608     if (prev)
2609     prev->more = tmp;
2610     prev = tmp;
2611 elmex 1.1 }
2612 root 1.24
2613 elmex 1.1 /*** copy inventory ***/
2614 root 1.24 for (item = src->inv; item; item = item->below)
2615     {
2616     (void) insert_ob_in_ob (object_create_clone (item), dst);
2617 elmex 1.1 }
2618    
2619 root 1.24 return dst;
2620 elmex 1.1 }
2621    
2622     /* return true if the object was destroyed, 0 otherwise */
2623 root 1.24 int
2624     was_destroyed (const object *op, tag_t old_tag)
2625 elmex 1.1 {
2626 root 1.24 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627     * robust */
2628     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629 elmex 1.1 }
2630    
2631     /* GROS - Creates an object using a string representing its content. */
2632 root 1.24
2633 elmex 1.1 /* Basically, we save the content of the string to a temp file, then call */
2634 root 1.24
2635 elmex 1.1 /* load_object on it. I admit it is a highly inefficient way to make things, */
2636 root 1.24
2637 elmex 1.1 /* but it was simple to make and allows reusing the load_object function. */
2638 root 1.24
2639 elmex 1.1 /* Remember not to use load_object_str in a time-critical situation. */
2640 root 1.24
2641 elmex 1.1 /* Also remember that multiparts objects are not supported for now. */
2642    
2643 root 1.24 object *
2644     load_object_str (const char *obstr)
2645 elmex 1.1 {
2646 root 1.24 object *
2647     op;
2648     char
2649     filename[MAX_BUF];
2650 root 1.9
2651 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652    
2653     FILE *
2654     tempfile = fopen (filename, "w");
2655    
2656     if (tempfile == NULL)
2657 elmex 1.1 {
2658 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2659     return NULL;
2660 elmex 1.1 };
2661 root 1.24 fprintf (tempfile, obstr);
2662     fclose (tempfile);
2663 elmex 1.1
2664 root 1.24 op = get_object ();
2665 elmex 1.1
2666 root 1.29 object_thawer thawer (filename);
2667 root 1.13
2668 root 1.24 if (thawer)
2669     load_object (thawer, op, 0);
2670 root 1.13
2671 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2672     CLEAR_FLAG (op, FLAG_REMOVED);
2673 root 1.9
2674 root 1.24 return op;
2675 elmex 1.1 }
2676    
2677     /* This returns the first object in who's inventory that
2678     * has the same type and subtype match.
2679     * returns NULL if no match.
2680     */
2681 root 1.24 object *
2682     find_obj_by_type_subtype (const object *who, int type, int subtype)
2683 elmex 1.1 {
2684 root 1.24 object *
2685     tmp;
2686 elmex 1.1
2687 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2688     if (tmp->type == type && tmp->subtype == subtype)
2689     return tmp;
2690 elmex 1.1
2691 root 1.24 return NULL;
2692 elmex 1.1 }
2693    
2694     /* If ob has a field named key, return the link from the list,
2695     * otherwise return NULL.
2696     *
2697     * key must be a passed in shared string - otherwise, this won't
2698     * do the desired thing.
2699     */
2700 root 1.24 key_value *
2701     get_ob_key_link (const object *ob, const char *key)
2702     {
2703     key_value *
2704     link;
2705    
2706     for (link = ob->key_values; link != NULL; link = link->next)
2707     {
2708     if (link->key == key)
2709     {
2710     return link;
2711 elmex 1.1 }
2712     }
2713 root 1.24
2714     return NULL;
2715     }
2716 elmex 1.1
2717     /*
2718     * Returns the value of op has an extra_field for key, or NULL.
2719     *
2720     * The argument doesn't need to be a shared string.
2721     *
2722     * The returned string is shared.
2723     */
2724 root 1.24 const char *
2725     get_ob_key_value (const object *op, const char *const key)
2726     {
2727     key_value *
2728     link;
2729     const char *
2730     canonical_key;
2731    
2732     canonical_key = shstr::find (key);
2733    
2734     if (canonical_key == NULL)
2735     {
2736     /* 1. There being a field named key on any object
2737     * implies there'd be a shared string to find.
2738     * 2. Since there isn't, no object has this field.
2739     * 3. Therefore, *this* object doesn't have this field.
2740     */
2741     return NULL;
2742 elmex 1.1 }
2743    
2744 root 1.24 /* This is copied from get_ob_key_link() above -
2745     * only 4 lines, and saves the function call overhead.
2746     */
2747     for (link = op->key_values; link != NULL; link = link->next)
2748     {
2749     if (link->key == canonical_key)
2750     {
2751     return link->value;
2752 elmex 1.1 }
2753     }
2754 root 1.24 return NULL;
2755 elmex 1.1 }
2756    
2757    
2758     /*
2759     * Updates the canonical_key in op to value.
2760     *
2761     * canonical_key is a shared string (value doesn't have to be).
2762     *
2763     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2764     * keys.
2765     *
2766     * Returns TRUE on success.
2767     */
2768 root 1.24 int
2769     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2770     {
2771     key_value *
2772     field = NULL, *last = NULL;
2773    
2774     for (field = op->key_values; field != NULL; field = field->next)
2775     {
2776     if (field->key != canonical_key)
2777     {
2778     last = field;
2779     continue;
2780     }
2781    
2782     if (value)
2783     field->value = value;
2784     else
2785     {
2786     /* Basically, if the archetype has this key set,
2787     * we need to store the null value so when we save
2788     * it, we save the empty value so that when we load,
2789     * we get this value back again.
2790     */
2791     if (get_ob_key_link (&op->arch->clone, canonical_key))
2792     field->value = 0;
2793     else
2794     {
2795     if (last)
2796     last->next = field->next;
2797     else
2798     op->key_values = field->next;
2799    
2800 root 1.29 delete field;
2801 root 1.24 }
2802     }
2803     return TRUE;
2804     }
2805     /* IF we get here, key doesn't exist */
2806    
2807     /* No field, we'll have to add it. */
2808    
2809     if (!add_key)
2810     {
2811     return FALSE;
2812     }
2813     /* There isn't any good reason to store a null
2814     * value in the key/value list. If the archetype has
2815     * this key, then we should also have it, so shouldn't
2816     * be here. If user wants to store empty strings,
2817     * should pass in ""
2818     */
2819     if (value == NULL)
2820 elmex 1.1 return TRUE;
2821 root 1.24
2822     field = new key_value;
2823    
2824     field->key = canonical_key;
2825     field->value = value;
2826     /* Usual prepend-addition. */
2827     field->next = op->key_values;
2828     op->key_values = field;
2829    
2830     return TRUE;
2831 elmex 1.1 }
2832    
2833     /*
2834     * Updates the key in op to value.
2835     *
2836     * If add_key is FALSE, this will only update existing keys,
2837     * and not add new ones.
2838     * In general, should be little reason FALSE is ever passed in for add_key
2839     *
2840     * Returns TRUE on success.
2841     */
2842 root 1.24 int
2843     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2844 root 1.11 {
2845 root 1.29 shstr key_ (key);
2846 root 1.24
2847 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2848 elmex 1.1 }
2849 root 1.31
2850     void
2851     object::deep_iterator::next ()
2852     {
2853     if (item->inv)
2854     item = item->inv;
2855     else if (item->below)
2856     item = item->below;
2857     else
2858     item = item->env->below;
2859     }