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Revision: 1.36
Committed: Tue Sep 12 19:20:06 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.35: +29 -0 lines
Log Message:
- improve assign to prepend "..."
- make more use of assign
- implement op->debug_desc() and make some more use of it

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 <loader.h>
35 root 1.28
36 elmex 1.1 int nrofallocobjects = 0;
37    
38 root 1.24 object *objects; /* Pointer to the list of used objects */
39     object *active_objects; /* List of active objects that need to be processed */
40 elmex 1.1
41 root 1.24 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43     };
44     short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46     };
47     int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48     48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49     };
50     int freedir[SIZEOFFREE] = {
51     0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53     };
54 elmex 1.1
55     /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56 root 1.24 static int
57     compare_ob_value_lists_one (const object *wants, const object *has)
58     {
59     key_value *wants_field;
60    
61     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
62     * objects with lists are rare, and lists stay short. If not, use a
63     * different structure or at least keep the lists sorted...
64     */
65    
66     /* For each field in wants, */
67     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
68     {
69     key_value *has_field;
70    
71     /* Look for a field in has with the same key. */
72     has_field = get_ob_key_link (has, wants_field->key);
73    
74     if (has_field == NULL)
75     {
76     /* No field with that name. */
77     return FALSE;
78     }
79    
80     /* Found the matching field. */
81     if (has_field->value != wants_field->value)
82     {
83     /* Values don't match, so this half of the comparison is false. */
84     return FALSE;
85     }
86    
87     /* If we get here, we found a match. Now for the next field in wants. */
88 elmex 1.1 }
89 root 1.24
90     /* If we get here, every field in wants has a matching field in has. */
91     return TRUE;
92 elmex 1.1 }
93    
94     /* Returns TRUE if ob1 has the same key_values as ob2. */
95 root 1.24 static int
96     compare_ob_value_lists (const object *ob1, const object *ob2)
97     {
98     /* However, there may be fields in has which aren't partnered in wants,
99     * so we need to run the comparison *twice*. :(
100     */
101     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
102 elmex 1.1 }
103    
104     /* Function examines the 2 objects given to it, and returns true if
105     * they can be merged together.
106     *
107     * Note that this function appears a lot longer than the macro it
108     * replaces - this is mostly for clarity - a decent compiler should hopefully
109     * reduce this to the same efficiency.
110     *
111     * Check nrof variable *before* calling CAN_MERGE()
112     *
113     * Improvements made with merge: Better checking on potion, and also
114     * check weight
115     */
116    
117 root 1.24 bool object::can_merge (object *ob1, object *ob2)
118 root 1.16 {
119     /* A couple quicksanity checks */
120     if ((ob1 == ob2) || (ob1->type != ob2->type))
121     return 0;
122    
123     if (ob1->speed != ob2->speed)
124     return 0;
125    
126     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127     * value could not be stored in a sint32 (which unfortunately sometimes is
128     * used to store nrof).
129     */
130     if (ob1->nrof + ob2->nrof >= 1UL << 31)
131     return 0;
132    
133     /* If the objects have been identified, set the BEEN_APPLIED flag.
134     * This is to the comparison of the flags below will be OK. We
135     * just can't ignore the been applied or identified flags, as they
136     * are not equal - just if it has been identified, the been_applied
137     * flags lose any meaning.
138     */
139     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141    
142     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 elmex 1.1
145    
146 root 1.16 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147     * being locked in inventory should prevent merging.
148     * 0x4 in flags3 is CLIENT_SENT
149     */
150     if ((ob1->arch != ob2->arch) ||
151     (ob1->flags[0] != ob2->flags[0]) ||
152     (ob1->flags[1] != ob2->flags[1]) ||
153     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155     (ob1->name != ob2->name) ||
156     (ob1->title != ob2->title) ||
157     (ob1->msg != ob2->msg) ||
158     (ob1->weight != ob2->weight) ||
159     (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160     (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161     (ob1->attacktype != ob2->attacktype) ||
162     (ob1->magic != ob2->magic) ||
163     (ob1->slaying != ob2->slaying) ||
164     (ob1->skill != ob2->skill) ||
165     (ob1->value != ob2->value) ||
166     (ob1->animation_id != ob2->animation_id) ||
167     (ob1->client_type != ob2->client_type) ||
168     (ob1->materialname != ob2->materialname) ||
169     (ob1->lore != ob2->lore) ||
170     (ob1->subtype != ob2->subtype) ||
171     (ob1->move_type != ob2->move_type) ||
172     (ob1->move_block != ob2->move_block) ||
173     (ob1->move_allow != ob2->move_allow) ||
174     (ob1->move_on != ob2->move_on) ||
175 root 1.24 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
176 root 1.16 return 0;
177    
178     /* This is really a spellbook check - really, we should
179     * check all objects in the inventory.
180     */
181     if (ob1->inv || ob2->inv)
182     {
183     /* if one object has inventory but the other doesn't, not equiv */
184     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 root 1.24 return 0;
186 root 1.16
187     /* Now check to see if the two inventory objects could merge */
188     if (!CAN_MERGE (ob1->inv, ob2->inv))
189 root 1.24 return 0;
190 root 1.16
191     /* inventory ok - still need to check rest of this object to see
192     * if it is valid.
193     */
194     }
195 elmex 1.1
196 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
197     * it is possible for most any character to have more than one of
198     * some items equipped, and we don't want those to merge.
199     */
200     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
201     return 0;
202 elmex 1.1
203 root 1.16 /* Note sure why the following is the case - either the object has to
204     * be animated or have a very low speed. Is this an attempted monster
205     * check?
206     */
207 root 1.24 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
208 root 1.16 return 0;
209 elmex 1.1
210 root 1.16 switch (ob1->type)
211     {
212 root 1.29 case SCROLL:
213     if (ob1->level != ob2->level)
214     return 0;
215     break;
216 root 1.16 }
217 elmex 1.1
218 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
219     {
220     /* At least one of these has key_values. */
221     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
222 root 1.24 /* One has fields, but the other one doesn't. */
223     return 0;
224 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
225 root 1.24 return 0;
226 elmex 1.1 }
227 root 1.16
228     //TODO: generate an event or call into perl for additional checks
229     if (ob1->self || ob2->self)
230     {
231     ob1->optimise ();
232     ob2->optimise ();
233    
234     if (ob1->self || ob2->self)
235 root 1.24 return 0;
236 elmex 1.1 }
237    
238 root 1.16 /* Everything passes, must be OK. */
239     return 1;
240 elmex 1.1 }
241 root 1.24
242 elmex 1.1 /*
243     * sum_weight() is a recursive function which calculates the weight
244     * an object is carrying. It goes through in figures out how much
245     * containers are carrying, and sums it up.
246     */
247 root 1.28 long
248 root 1.24 sum_weight (object *op)
249     {
250 root 1.28 long sum;
251 elmex 1.1 object *inv;
252 root 1.24
253     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
254     {
255     if (inv->inv)
256     sum_weight (inv);
257     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258     }
259 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
260 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
261     if (op->carrying != sum)
262 elmex 1.1 op->carrying = sum;
263     return sum;
264     }
265    
266     /**
267     * Return the outermost environment object for a given object.
268     */
269    
270 root 1.24 object *
271     object_get_env_recursive (object *op)
272     {
273     while (op->env != NULL)
274     op = op->env;
275     return op;
276 elmex 1.1 }
277    
278     /*
279     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280     * a better check. We basically keeping traversing up until we can't
281     * or find a player.
282     */
283    
284 root 1.24 object *
285     is_player_inv (object *op)
286     {
287     for (; op != NULL && op->type != PLAYER; op = op->env)
288     if (op->env == op)
289     op->env = NULL;
290     return op;
291 elmex 1.1 }
292    
293     /*
294     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 root 1.11 * Some error messages.
296 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
297     */
298    
299 root 1.24 void
300     dump_object2 (object *op)
301     {
302     errmsg[0] = 0;
303     return;
304 root 1.10 //TODO//D#d#
305     #if 0
306 elmex 1.1 char *cp;
307 root 1.24
308 elmex 1.1 /* object *tmp;*/
309    
310 root 1.24 if (op->arch != NULL)
311     {
312     strcat (errmsg, "arch ");
313     strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314     strcat (errmsg, "\n");
315     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316     strcat (errmsg, cp);
317     # if 0
318 elmex 1.1 /* Don't dump player diffs - they are too long, mostly meaningless, and
319     * will overflow the buffer.
320     * Changed so that we don't dump inventory either. This may
321     * also overflow the buffer.
322     */
323 root 1.24 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324     strcat (errmsg, cp);
325     for (tmp = op->inv; tmp; tmp = tmp->below)
326     dump_object2 (tmp);
327     # endif
328     strcat (errmsg, "end\n");
329     }
330     else
331     {
332     strcat (errmsg, "Object ");
333     if (op->name == NULL)
334     strcat (errmsg, "(null)");
335     else
336     strcat (errmsg, op->name);
337     strcat (errmsg, "\n");
338     # if 0
339     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340     strcat (errmsg, cp);
341     for (tmp = op->inv; tmp; tmp = tmp->below)
342     dump_object2 (tmp);
343     # endif
344     strcat (errmsg, "end\n");
345     }
346 root 1.10 #endif
347 elmex 1.1 }
348    
349     /*
350     * Dumps an object. Returns output in the static global errmsg array.
351     */
352    
353 root 1.24 void
354     dump_object (object *op)
355     {
356     if (op == NULL)
357     {
358     strcpy (errmsg, "[NULL pointer]");
359     return;
360     }
361     errmsg[0] = '\0';
362     dump_object2 (op);
363 elmex 1.1 }
364    
365 root 1.24 void
366     dump_all_objects (void)
367     {
368 elmex 1.1 object *op;
369 root 1.24
370     for (op = objects; op != NULL; op = op->next)
371     {
372     dump_object (op);
373     fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374     }
375 elmex 1.1 }
376    
377     /*
378     * get_nearest_part(multi-object, object 2) returns the part of the
379     * multi-object 1 which is closest to the second object.
380     * If it's not a multi-object, it is returned.
381     */
382    
383 root 1.24 object *
384     get_nearest_part (object *op, const object *pl)
385     {
386     object *tmp, *closest;
387     int last_dist, i;
388    
389     if (op->more == NULL)
390 elmex 1.1 return op;
391 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
392     if ((i = distance (tmp, pl)) < last_dist)
393     closest = tmp, last_dist = i;
394 elmex 1.1 return closest;
395     }
396    
397     /*
398     * Returns the object which has the count-variable equal to the argument.
399     */
400    
401 root 1.24 object *
402     find_object (tag_t i)
403     {
404 elmex 1.1 object *op;
405 root 1.24
406     for (op = objects; op != NULL; op = op->next)
407     if (op->count == i)
408 elmex 1.1 break;
409 root 1.24 return op;
410 elmex 1.1 }
411    
412     /*
413     * Returns the first object which has a name equal to the argument.
414     * Used only by the patch command, but not all that useful.
415     * Enables features like "patch <name-of-other-player> food 999"
416     */
417    
418 root 1.24 object *
419     find_object_name (const char *str)
420     {
421 root 1.35 shstr_cmp str_ (str);
422 elmex 1.1 object *op;
423 root 1.24
424     for (op = objects; op != NULL; op = op->next)
425 root 1.35 if (op->name == str_)
426 elmex 1.1 break;
427 root 1.11
428 elmex 1.1 return op;
429     }
430    
431 root 1.24 void
432     free_all_object_data ()
433 root 1.14 {
434     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435 elmex 1.1 }
436    
437     /*
438     * Returns the object which this object marks as being the owner.
439     * A id-scheme is used to avoid pointing to objects which have been
440     * freed and are now reused. If this is detected, the owner is
441     * set to NULL, and NULL is returned.
442     * Changed 2004-02-12 - if the player is setting at the play again
443     * prompt, he is removed, and we don't want to treat him as an owner of
444     * anything, so check removed flag. I don't expect that this should break
445     * anything - once an object is removed, it is basically dead anyways.
446     */
447 root 1.24 object *
448 root 1.30 object::get_owner ()
449 root 1.24 {
450 root 1.30 if (!owner
451     || QUERY_FLAG (owner, FLAG_FREED)
452     || QUERY_FLAG (owner, FLAG_REMOVED))
453     owner = 0;
454 elmex 1.1
455 root 1.30 return owner;
456 elmex 1.1 }
457    
458     /*
459     * Sets the owner and sets the skill and exp pointers to owner's current
460     * skill and experience objects.
461     */
462 root 1.24 void
463 root 1.30 object::set_owner (object *owner)
464 elmex 1.1 {
465 root 1.30 if (!owner)
466 root 1.24 return;
467    
468     /* next line added to allow objects which own objects */
469     /* Add a check for ownercounts in here, as I got into an endless loop
470     * with the fireball owning a poison cloud which then owned the
471     * fireball. I believe that was caused by one of the objects getting
472     * freed and then another object replacing it. Since the ownercounts
473     * didn't match, this check is valid and I believe that cause is valid.
474     */
475 root 1.30 while (owner->owner)
476 root 1.24 owner = owner->owner;
477 elmex 1.1
478 root 1.30 this->owner = owner;
479 elmex 1.1 }
480    
481     /* Zero the key_values on op, decrementing the shared-string
482     * refcounts and freeing the links.
483     */
484 root 1.24 static void
485     free_key_values (object *op)
486 root 1.11 {
487 root 1.24 for (key_value *i = op->key_values; i != 0;)
488 root 1.11 {
489     key_value *next = i->next;
490     delete i;
491 root 1.24
492 root 1.11 i = next;
493 elmex 1.1 }
494 root 1.24
495 root 1.11 op->key_values = 0;
496 elmex 1.1 }
497    
498 root 1.14 void object::clear ()
499     {
500     attachable_base::clear ();
501    
502     free_key_values (this);
503    
504 root 1.30 owner = 0;
505 root 1.24 name = 0;
506     name_pl = 0;
507     title = 0;
508     race = 0;
509     slaying = 0;
510     skill = 0;
511     msg = 0;
512     lore = 0;
513     custom_name = 0;
514 root 1.14 materialname = 0;
515 root 1.30 contr = 0;
516     below = 0;
517     above = 0;
518     inv = 0;
519     container = 0;
520     env = 0;
521     more = 0;
522     head = 0;
523     map = 0;
524     active_next = 0;
525     active_prev = 0;
526 root 1.14
527 root 1.30 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 root 1.14
529     SET_FLAG (this, FLAG_REMOVED);
530 root 1.30
531     /* What is not cleared is next, prev, and count */
532    
533     expmul = 1.0;
534     face = blank_face;
535     attacked_by_count = -1;
536    
537     if (settings.casting_time)
538     casting_time = -1;
539 root 1.14 }
540    
541     void object::clone (object *destination)
542     {
543 root 1.30 *(object_copy *)destination = *this;
544     *(object_pod *)destination = *this;
545 root 1.14
546     if (self || cb)
547     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
548     }
549    
550 elmex 1.1 /*
551     * copy object first frees everything allocated by the second object,
552     * and then copies the contends of the first object into the second
553     * object, allocating what needs to be allocated. Basically, any
554     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
555     * if the first object is freed, the pointers in the new object
556     * will point at garbage.
557     */
558 root 1.24 void
559     copy_object (object *op2, object *op)
560 root 1.11 {
561 root 1.24 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
562 root 1.14 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
563 root 1.11
564     op2->clone (op);
565    
566 root 1.24 if (is_freed)
567     SET_FLAG (op, FLAG_FREED);
568     if (is_removed)
569     SET_FLAG (op, FLAG_REMOVED);
570 elmex 1.1
571 root 1.11 if (op2->speed < 0)
572 root 1.24 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
573 elmex 1.1
574 root 1.11 /* Copy over key_values, if any. */
575 root 1.23 if (op2->key_values)
576 root 1.14 {
577 root 1.23 key_value *tail = 0;
578 root 1.11 key_value *i;
579 elmex 1.1
580 root 1.23 op->key_values = 0;
581 elmex 1.1
582 root 1.23 for (i = op2->key_values; i; i = i->next)
583 root 1.11 {
584     key_value *new_link = new key_value;
585 root 1.8
586 root 1.24 new_link->next = 0;
587     new_link->key = i->key;
588 root 1.11 new_link->value = i->value;
589    
590     /* Try and be clever here, too. */
591 root 1.23 if (!op->key_values)
592 root 1.11 {
593     op->key_values = new_link;
594     tail = new_link;
595 root 1.8 }
596 root 1.11 else
597     {
598     tail->next = new_link;
599     tail = new_link;
600     }
601 root 1.14 }
602     }
603 root 1.2
604 root 1.11 update_ob_speed (op);
605 elmex 1.1 }
606    
607     /*
608     * If an object with the IS_TURNABLE() flag needs to be turned due
609     * to the closest player being on the other side, this function can
610     * be called to update the face variable, _and_ how it looks on the map.
611     */
612    
613 root 1.24 void
614     update_turn_face (object *op)
615     {
616     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
617     return;
618     SET_ANIMATION (op, op->direction);
619     update_object (op, UP_OBJ_FACE);
620 elmex 1.1 }
621    
622     /*
623     * Updates the speed of an object. If the speed changes from 0 to another
624     * value, or vice versa, then add/remove the object from the active list.
625     * This function needs to be called whenever the speed of an object changes.
626     */
627 root 1.24 void
628     update_ob_speed (object *op)
629     {
630     extern int arch_init;
631 elmex 1.1
632 root 1.24 /* No reason putting the archetypes objects on the speed list,
633     * since they never really need to be updated.
634     */
635 elmex 1.1
636 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
637     {
638     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
639 elmex 1.1 #ifdef MANY_CORES
640 root 1.24 abort ();
641 elmex 1.1 #else
642 root 1.24 op->speed = 0;
643 elmex 1.1 #endif
644     }
645 root 1.31
646 root 1.24 if (arch_init)
647 root 1.31 return;
648    
649 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
650     {
651     /* If already on active list, don't do anything */
652     if (op->active_next || op->active_prev || op == active_objects)
653 root 1.8 return;
654 root 1.24
655     /* process_events() expects us to insert the object at the beginning
656     * of the list. */
657     op->active_next = active_objects;
658 root 1.31
659 root 1.24 if (op->active_next != NULL)
660     op->active_next->active_prev = op;
661 root 1.31
662 root 1.24 active_objects = op;
663 elmex 1.1 }
664 root 1.24 else
665     {
666     /* If not on the active list, nothing needs to be done */
667     if (!op->active_next && !op->active_prev && op != active_objects)
668     return;
669    
670     if (op->active_prev == NULL)
671     {
672     active_objects = op->active_next;
673 root 1.31
674 root 1.24 if (op->active_next != NULL)
675     op->active_next->active_prev = NULL;
676 root 1.8 }
677 root 1.24 else
678     {
679     op->active_prev->active_next = op->active_next;
680 root 1.31
681 root 1.24 if (op->active_next)
682     op->active_next->active_prev = op->active_prev;
683     }
684 root 1.31
685 root 1.24 op->active_next = NULL;
686     op->active_prev = NULL;
687 elmex 1.1 }
688     }
689    
690     /* This function removes object 'op' from the list of active
691     * objects.
692     * This should only be used for style maps or other such
693     * reference maps where you don't want an object that isn't
694     * in play chewing up cpu time getting processed.
695     * The reverse of this is to call update_ob_speed, which
696     * will do the right thing based on the speed of the object.
697     */
698 root 1.24 void
699     remove_from_active_list (object *op)
700 elmex 1.1 {
701 root 1.24 /* If not on the active list, nothing needs to be done */
702     if (!op->active_next && !op->active_prev && op != active_objects)
703     return;
704 elmex 1.1
705 root 1.24 if (op->active_prev == NULL)
706     {
707     active_objects = op->active_next;
708     if (op->active_next != NULL)
709     op->active_next->active_prev = NULL;
710 elmex 1.1 }
711 root 1.24 else
712     {
713     op->active_prev->active_next = op->active_next;
714     if (op->active_next)
715     op->active_next->active_prev = op->active_prev;
716 elmex 1.1 }
717 root 1.24 op->active_next = NULL;
718     op->active_prev = NULL;
719 elmex 1.1 }
720    
721     /*
722     * update_object() updates the array which represents the map.
723     * It takes into account invisible objects (and represent squares covered
724     * by invisible objects by whatever is below them (unless it's another
725     * invisible object, etc...)
726     * If the object being updated is beneath a player, the look-window
727     * of that player is updated (this might be a suboptimal way of
728     * updating that window, though, since update_object() is called _often_)
729     *
730     * action is a hint of what the caller believes need to be done.
731     * For example, if the only thing that has changed is the face (due to
732     * an animation), we don't need to call update_position until that actually
733     * comes into view of a player. OTOH, many other things, like addition/removal
734     * of walls or living creatures may need us to update the flags now.
735     * current action are:
736     * UP_OBJ_INSERT: op was inserted
737     * UP_OBJ_REMOVE: op was removed
738     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
739     * as that is easier than trying to look at what may have changed.
740     * UP_OBJ_FACE: only the objects face has changed.
741     */
742    
743 root 1.24 void
744     update_object (object *op, int action)
745     {
746     int update_now = 0, flags;
747     MoveType move_on, move_off, move_block, move_slow;
748    
749     if (op == NULL)
750     {
751     /* this should never happen */
752     LOG (llevDebug, "update_object() called for NULL object.\n");
753     return;
754 elmex 1.1 }
755 root 1.24
756     if (op->env != NULL)
757     {
758     /* Animation is currently handled by client, so nothing
759     * to do in this case.
760     */
761     return;
762 elmex 1.1 }
763    
764 root 1.24 /* If the map is saving, don't do anything as everything is
765     * going to get freed anyways.
766     */
767     if (!op->map || op->map->in_memory == MAP_SAVING)
768     return;
769    
770     /* make sure the object is within map boundaries */
771     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
772     {
773     LOG (llevError, "update_object() called for object out of map!\n");
774 elmex 1.1 #ifdef MANY_CORES
775 root 1.24 abort ();
776 elmex 1.1 #endif
777 root 1.24 return;
778 elmex 1.1 }
779    
780 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
781     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
782     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
783     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
784     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
785     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
786 elmex 1.1
787 root 1.24 if (action == UP_OBJ_INSERT)
788     {
789     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
790     update_now = 1;
791    
792     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
793     update_now = 1;
794 elmex 1.1
795 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
796     update_now = 1;
797 elmex 1.1
798 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
799     update_now = 1;
800 elmex 1.1
801 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
802     update_now = 1;
803 root 1.20
804 root 1.24 if ((move_on | op->move_on) != move_on)
805     update_now = 1;
806 root 1.20
807 root 1.24 if ((move_off | op->move_off) != move_off)
808     update_now = 1;
809 root 1.20
810 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
811     * to have move_allow right now.
812     */
813     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
814     update_now = 1;
815 root 1.20
816 root 1.24 if ((move_slow | op->move_slow) != move_slow)
817     update_now = 1;
818     }
819     /* if the object is being removed, we can't make intelligent
820     * decisions, because remove_ob can't really pass the object
821     * that is being removed.
822     */
823     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
824 root 1.27 update_now = 1;
825 root 1.24 else if (action == UP_OBJ_FACE)
826 root 1.29 /* Nothing to do for that case */ ;
827 root 1.24 else
828 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 elmex 1.1
830 root 1.24 if (update_now)
831     {
832     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833     update_position (op->map, op->x, op->y);
834 elmex 1.1 }
835    
836 root 1.24 if (op->more != NULL)
837     update_object (op->more, action);
838 elmex 1.1 }
839    
840 root 1.30 static unordered_vector<object *> mortals;
841     static std::vector<object *> freed;
842 root 1.21
843     void object::free_mortals ()
844     {
845 root 1.30 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
846     if ((*i)->refcnt)
847     ++i; // further delay freeing
848     else
849 root 1.25 {
850 root 1.30 freed.push_back (*i);//D
851     //delete *i;
852 root 1.25 mortals.erase (i);
853     }
854 root 1.30
855 root 1.35 if (mortals.size() && 0)//D
856 root 1.30 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
857 root 1.21 }
858    
859     object::object ()
860     {
861 root 1.22 SET_FLAG (this, FLAG_REMOVED);
862    
863     expmul = 1.0;
864     face = blank_face;
865     attacked_by_count = -1;
866     }
867    
868     object::~object ()
869     {
870     free_key_values (this);
871     }
872    
873 root 1.24 void object::link ()
874 root 1.22 {
875 root 1.21 count = ++ob_count;
876    
877     prev = 0;
878     next = objects;
879    
880     if (objects)
881     objects->prev = this;
882    
883     objects = this;
884     }
885    
886 root 1.24 void object::unlink ()
887 root 1.21 {
888 root 1.22 count = 0;
889    
890     /* Remove this object from the list of used objects */
891 root 1.24 if (prev)
892 root 1.25 {
893     prev->next = next;
894     prev = 0;
895     }
896    
897 root 1.24 if (next)
898 root 1.25 {
899     next->prev = prev;
900     next = 0;
901     }
902    
903 root 1.24 if (this == objects)
904     objects = next;
905     }
906 root 1.21
907     object *object::create ()
908     {
909 root 1.32 object *op;
910 root 1.25
911     if (freed.empty ())
912 root 1.24 op = new object;
913 root 1.25 else
914     {
915     // highly annoying, but the only way to get it stable right now
916 root 1.29 op = freed.back ();
917     freed.pop_back ();
918 root 1.25 op->~object ();
919 root 1.29 new ((void *) op) object;
920 root 1.25 }
921 root 1.24
922 root 1.22 op->link ();
923     return op;
924 root 1.21 }
925 elmex 1.1
926     /*
927     * free_object() frees everything allocated by an object, removes
928     * it from the list of used objects, and puts it on the list of
929     * free objects. The IS_FREED() flag is set in the object.
930     * The object must have been removed by remove_ob() first for
931     * this function to succeed.
932     *
933     * If free_inventory is set, free inventory as well. Else drop items in
934     * inventory to the ground.
935     */
936 root 1.24 void object::free (bool free_inventory)
937 root 1.14 {
938 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
939     return;
940    
941 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
942     remove_friendly_object (this);
943    
944 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
945 root 1.29 remove_ob (this);
946 root 1.14
947 root 1.29 SET_FLAG (this, FLAG_FREED);
948 root 1.14
949 root 1.21 if (more)
950 root 1.14 {
951 root 1.21 more->free (free_inventory);
952     more = 0;
953 elmex 1.1 }
954    
955 root 1.21 if (inv)
956 root 1.14 {
957     /* Only if the space blocks everything do we not process -
958 root 1.17 * if some form of movement is allowed, let objects
959 root 1.14 * drop on that space.
960     */
961 root 1.32 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
962 root 1.24 {
963 root 1.29 object *op = inv;
964 root 1.24
965     while (op)
966     {
967 root 1.29 object *tmp = op->below;
968 root 1.21 op->free (free_inventory);
969 root 1.24 op = tmp;
970     }
971     }
972 root 1.14 else
973 root 1.24 { /* Put objects in inventory onto this space */
974 root 1.29 object *op = inv;
975 root 1.24
976     while (op)
977     {
978 root 1.29 object *tmp = op->below;
979 root 1.14
980 root 1.24 remove_ob (op);
981    
982     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
983     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
984     free_object (op);
985     else
986     {
987     op->x = x;
988     op->y = y;
989     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
990     }
991    
992     op = tmp;
993     }
994     }
995 root 1.14 }
996    
997 root 1.30 owner = 0;
998 root 1.25
999 root 1.14 /* Remove object from the active list */
1000 root 1.21 speed = 0;
1001     update_ob_speed (this);
1002 elmex 1.1
1003 root 1.22 unlink ();
1004    
1005 root 1.21 mortals.push_back (this);
1006 elmex 1.1 }
1007    
1008     /*
1009     * sub_weight() recursively (outwards) subtracts a number from the
1010     * weight of an object (and what is carried by it's environment(s)).
1011     */
1012    
1013 root 1.24 void
1014     sub_weight (object *op, signed long weight)
1015     {
1016     while (op != NULL)
1017     {
1018     if (op->type == CONTAINER)
1019     {
1020     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1021     }
1022     op->carrying -= weight;
1023     op = op->env;
1024 elmex 1.1 }
1025     }
1026    
1027     /* remove_ob(op):
1028     * This function removes the object op from the linked list of objects
1029     * which it is currently tied to. When this function is done, the
1030     * object will have no environment. If the object previously had an
1031     * environment, the x and y coordinates will be updated to
1032     * the previous environment.
1033     * Beware: This function is called from the editor as well!
1034     */
1035    
1036 root 1.24 void
1037     remove_ob (object *op)
1038     {
1039 root 1.29 object *
1040     tmp, *
1041     last = NULL;
1042     object *
1043     otmp;
1044 root 1.26
1045 root 1.29 tag_t
1046     tag;
1047     int
1048     check_walk_off;
1049     mapstruct *
1050     m;
1051 root 1.24
1052 root 1.29 sint16
1053     x,
1054     y;
1055 root 1.24
1056     if (QUERY_FLAG (op, FLAG_REMOVED))
1057 root 1.29 return;
1058 root 1.24
1059 root 1.29 SET_FLAG (op, FLAG_REMOVED);
1060 root 1.26
1061 root 1.24 if (op->more != NULL)
1062     remove_ob (op->more);
1063    
1064     /*
1065     * In this case, the object to be removed is in someones
1066     * inventory.
1067     */
1068     if (op->env != NULL)
1069     {
1070     if (op->nrof)
1071     sub_weight (op->env, op->weight * op->nrof);
1072     else
1073     sub_weight (op->env, op->weight + op->carrying);
1074    
1075     /* NO_FIX_PLAYER is set when a great many changes are being
1076     * made to players inventory. If set, avoiding the call
1077     * to save cpu time.
1078     */
1079     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1080     fix_player (otmp);
1081    
1082     if (op->above != NULL)
1083     op->above->below = op->below;
1084     else
1085     op->env->inv = op->below;
1086    
1087     if (op->below != NULL)
1088     op->below->above = op->above;
1089    
1090     /* we set up values so that it could be inserted into
1091     * the map, but we don't actually do that - it is up
1092     * to the caller to decide what we want to do.
1093     */
1094     op->x = op->env->x, op->y = op->env->y;
1095     op->map = op->env->map;
1096     op->above = NULL, op->below = NULL;
1097     op->env = NULL;
1098     }
1099 root 1.29 else if (op->map)
1100     {
1101     x = op->x;
1102     y = op->y;
1103     m = get_map_from_coord (op->map, &x, &y);
1104    
1105     if (!m)
1106     {
1107     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1108     op->map->path, op->x, op->y);
1109     /* in old days, we used to set x and y to 0 and continue.
1110     * it seems if we get into this case, something is probablye
1111     * screwed up and should be fixed.
1112     */
1113     abort ();
1114     }
1115 root 1.24
1116 root 1.29 if (op->map != m)
1117     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1118     op->map->path, m->path, op->x, op->y, x, y);
1119 root 1.24
1120 root 1.29 /* Re did the following section of code - it looks like it had
1121     * lots of logic for things we no longer care about
1122 root 1.24 */
1123 elmex 1.1
1124 root 1.29 /* link the object above us */
1125     if (op->above)
1126     op->above->below = op->below;
1127     else
1128     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1129 root 1.24
1130 root 1.29 /* Relink the object below us, if there is one */
1131     if (op->below)
1132     op->below->above = op->above;
1133     else
1134     {
1135     /* Nothing below, which means we need to relink map object for this space
1136     * use translated coordinates in case some oddness with map tiling is
1137     * evident
1138     */
1139     if (GET_MAP_OB (m, x, y) != op)
1140     {
1141     dump_object (op);
1142     LOG (llevError,
1143     "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);
1144     dump_object (GET_MAP_OB (m, x, y));
1145     LOG (llevError, "%s\n", errmsg);
1146     }
1147 elmex 1.1
1148 root 1.29 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1149 root 1.8 }
1150 root 1.26
1151 root 1.29 op->above = 0;
1152     op->below = 0;
1153 root 1.26
1154 root 1.29 if (op->map->in_memory == MAP_SAVING)
1155     return;
1156 elmex 1.1
1157 root 1.29 tag = op->count;
1158     check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1159 elmex 1.1
1160 root 1.29 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1161 root 1.24 {
1162 root 1.29 /* No point updating the players look faces if he is the object
1163     * being removed.
1164 root 1.24 */
1165 root 1.29
1166     if (tmp->type == PLAYER && tmp != op)
1167 root 1.24 {
1168 root 1.29 /* If a container that the player is currently using somehow gets
1169     * removed (most likely destroyed), update the player view
1170     * appropriately.
1171     */
1172     if (tmp->container == op)
1173     {
1174     CLEAR_FLAG (op, FLAG_APPLIED);
1175     tmp->container = NULL;
1176     }
1177    
1178     tmp->contr->socket.update_look = 1;
1179 root 1.8 }
1180 root 1.26
1181 root 1.29 /* See if player moving off should effect something */
1182     if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1183     {
1184     move_apply (tmp, op, NULL);
1185 root 1.24
1186 root 1.29 if (was_destroyed (op, tag))
1187     {
1188     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1189     }
1190 root 1.8 }
1191    
1192 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1193    
1194     if (tmp->above == tmp)
1195     tmp->above = NULL;
1196 root 1.8
1197 root 1.29 last = tmp;
1198     }
1199 root 1.26
1200 root 1.29 /* last == NULL of there are no objects on this space */
1201     if (last == NULL)
1202     {
1203     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1204     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1205     * those out anyways, and if there are any flags set right now, they won't
1206     * be correct anyways.
1207     */
1208     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1209     update_position (op->map, op->x, op->y);
1210     }
1211     else
1212     update_object (last, UP_OBJ_REMOVE);
1213 root 1.26
1214 root 1.29 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1215     update_all_los (op->map, op->x, op->y);
1216 elmex 1.1 }
1217     }
1218    
1219     /*
1220     * merge_ob(op,top):
1221     *
1222     * This function goes through all objects below and including top, and
1223     * merges op to the first matching object.
1224     * If top is NULL, it is calculated.
1225     * Returns pointer to object if it succeded in the merge, otherwise NULL
1226     */
1227    
1228 root 1.24 object *
1229     merge_ob (object *op, object *top)
1230     {
1231     if (!op->nrof)
1232 elmex 1.1 return 0;
1233 root 1.29
1234 root 1.24 if (top == NULL)
1235     for (top = op; top != NULL && top->above != NULL; top = top->above);
1236 root 1.29
1237 root 1.24 for (; top != NULL; top = top->below)
1238 elmex 1.1 {
1239 root 1.24 if (top == op)
1240     continue;
1241     if (CAN_MERGE (op, top))
1242     {
1243     top->nrof += op->nrof;
1244    
1245 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1246 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1247     remove_ob (op);
1248     free_object (op);
1249     return top;
1250     }
1251 elmex 1.1 }
1252 root 1.29
1253 elmex 1.1 return NULL;
1254     }
1255    
1256     /*
1257     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1258     * job preparing multi-part monsters
1259     */
1260 root 1.24 object *
1261     insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1262     {
1263 root 1.29 object *tmp;
1264 root 1.24
1265     if (op->head)
1266     op = op->head;
1267 root 1.29
1268 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1269     {
1270     tmp->x = x + tmp->arch->clone.x;
1271     tmp->y = y + tmp->arch->clone.y;
1272 elmex 1.1 }
1273 root 1.29
1274 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1275 elmex 1.1 }
1276    
1277     /*
1278     * insert_ob_in_map (op, map, originator, flag):
1279     * This function inserts the object in the two-way linked list
1280     * which represents what is on a map.
1281     * The second argument specifies the map, and the x and y variables
1282     * in the object about to be inserted specifies the position.
1283     *
1284     * originator: Player, monster or other object that caused 'op' to be inserted
1285     * into 'map'. May be NULL.
1286     *
1287     * flag is a bitmask about special things to do (or not do) when this
1288     * function is called. see the object.h file for the INS_ values.
1289     * Passing 0 for flag gives proper default values, so flag really only needs
1290     * to be set if special handling is needed.
1291     *
1292     * Return value:
1293     * new object if 'op' was merged with other object
1294     * NULL if 'op' was destroyed
1295     * just 'op' otherwise
1296     */
1297    
1298 root 1.24 object *
1299     insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1300 elmex 1.1 {
1301 root 1.25 object *tmp, *top, *floor = NULL;
1302     sint16 x, y;
1303 elmex 1.1
1304 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1305     {
1306     LOG (llevError, "Trying to insert freed object!\n");
1307     return NULL;
1308     }
1309 root 1.25
1310 root 1.24 if (m == NULL)
1311     {
1312     dump_object (op);
1313     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1314     return op;
1315 elmex 1.1 }
1316 root 1.25
1317 root 1.24 if (out_of_map (m, op->x, op->y))
1318     {
1319     dump_object (op);
1320     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1321 elmex 1.1 #ifdef MANY_CORES
1322 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1323     * is likely to cause a crash. Better to find out where it is getting
1324     * improperly inserted.
1325     */
1326     abort ();
1327 elmex 1.1 #endif
1328 root 1.24 return op;
1329 elmex 1.1 }
1330 root 1.25
1331 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1332     {
1333     dump_object (op);
1334     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1335     return op;
1336     }
1337 root 1.25
1338 root 1.24 if (op->more != NULL)
1339     {
1340     /* The part may be on a different map. */
1341    
1342 root 1.26 object *more = op->more;
1343 root 1.24
1344     /* We really need the caller to normalize coordinates - if
1345     * we set the map, that doesn't work if the location is within
1346     * a map and this is straddling an edge. So only if coordinate
1347     * is clear wrong do we normalize it.
1348     */
1349     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1350 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1351 root 1.24 else if (!more->map)
1352     {
1353     /* For backwards compatibility - when not dealing with tiled maps,
1354     * more->map should always point to the parent.
1355     */
1356     more->map = m;
1357     }
1358    
1359     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1360     {
1361     if (!op->head)
1362     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1363 root 1.26
1364 root 1.24 return NULL;
1365 root 1.8 }
1366 root 1.24 }
1367 root 1.25
1368 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1369 root 1.8
1370 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1371     * of areas of callers (eg, anything that uses find_free_spot would now
1372     * need extra work
1373     */
1374     op->map = get_map_from_coord (m, &op->x, &op->y);
1375     x = op->x;
1376     y = op->y;
1377    
1378     /* this has to be done after we translate the coordinates.
1379     */
1380     if (op->nrof && !(flag & INS_NO_MERGE))
1381 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1382     if (CAN_MERGE (op, tmp))
1383     {
1384     op->nrof += tmp->nrof;
1385     remove_ob (tmp);
1386     free_object (tmp);
1387     }
1388 root 1.24
1389     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1390     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1391 root 1.25
1392 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1393     CLEAR_FLAG (op, FLAG_NO_STEAL);
1394    
1395     if (flag & INS_BELOW_ORIGINATOR)
1396     {
1397     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1398     {
1399     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1400     abort ();
1401     }
1402 root 1.25
1403 root 1.24 op->above = originator;
1404     op->below = originator->below;
1405 root 1.25
1406 root 1.24 if (op->below)
1407     op->below->above = op;
1408     else
1409     SET_MAP_OB (op->map, op->x, op->y, op);
1410 root 1.25
1411 root 1.24 /* since *below* originator, no need to update top */
1412     originator->below = op;
1413 elmex 1.1 }
1414 root 1.24 else
1415     {
1416     /* If there are other objects, then */
1417     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1418     {
1419 root 1.25 object *last = NULL;
1420 root 1.24
1421     /*
1422     * If there are multiple objects on this space, we do some trickier handling.
1423     * We've already dealt with merging if appropriate.
1424     * Generally, we want to put the new object on top. But if
1425     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1426     * floor, we want to insert above that and no further.
1427     * Also, if there are spell objects on this space, we stop processing
1428     * once we get to them. This reduces the need to traverse over all of
1429     * them when adding another one - this saves quite a bit of cpu time
1430     * when lots of spells are cast in one area. Currently, it is presumed
1431     * that flying non pickable objects are spell objects.
1432     */
1433 elmex 1.1
1434 root 1.24 while (top != NULL)
1435     {
1436     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1437     floor = top;
1438 root 1.26
1439 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))
1440     {
1441     /* We insert above top, so we want this object below this */
1442     top = top->below;
1443     break;
1444     }
1445 root 1.26
1446 root 1.24 last = top;
1447     top = top->above;
1448     }
1449 root 1.26
1450 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1451     top = last;
1452 root 1.8
1453 root 1.24 /* We let update_position deal with figuring out what the space
1454     * looks like instead of lots of conditions here.
1455     * makes things faster, and effectively the same result.
1456     */
1457    
1458     /* Have object 'fall below' other objects that block view.
1459     * Unless those objects are exits, type 66
1460     * If INS_ON_TOP is used, don't do this processing
1461     * Need to find the object that in fact blocks view, otherwise
1462     * stacking is a bit odd.
1463     */
1464     if (!(flag & INS_ON_TOP) &&
1465     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1466     {
1467     for (last = top; last != floor; last = last->below)
1468     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1469     break;
1470     /* Check to see if we found the object that blocks view,
1471     * and make sure we have a below pointer for it so that
1472     * we can get inserted below this one, which requires we
1473     * set top to the object below us.
1474     */
1475     if (last && last->below && last != floor)
1476     top = last->below;
1477 root 1.8 }
1478 root 1.24 } /* If objects on this space */
1479 root 1.25
1480 root 1.24 if (flag & INS_MAP_LOAD)
1481     top = GET_MAP_TOP (op->map, op->x, op->y);
1482 root 1.25
1483 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1484     top = floor;
1485    
1486     /* Top is the object that our object (op) is going to get inserted above.
1487     */
1488    
1489     /* First object on this space */
1490     if (!top)
1491     {
1492     op->above = GET_MAP_OB (op->map, op->x, op->y);
1493 root 1.25
1494 root 1.24 if (op->above)
1495     op->above->below = op;
1496 root 1.25
1497 root 1.24 op->below = NULL;
1498     SET_MAP_OB (op->map, op->x, op->y, op);
1499     }
1500     else
1501     { /* get inserted into the stack above top */
1502     op->above = top->above;
1503 root 1.25
1504 root 1.24 if (op->above)
1505     op->above->below = op;
1506 root 1.25
1507 root 1.24 op->below = top;
1508     top->above = op;
1509     }
1510 root 1.25
1511 root 1.24 if (op->above == NULL)
1512     SET_MAP_TOP (op->map, op->x, op->y, op);
1513     } /* else not INS_BELOW_ORIGINATOR */
1514 root 1.8
1515 root 1.24 if (op->type == PLAYER)
1516     op->contr->do_los = 1;
1517    
1518     /* If we have a floor, we know the player, if any, will be above
1519     * it, so save a few ticks and start from there.
1520     */
1521     if (!(flag & INS_MAP_LOAD))
1522     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1523 root 1.25 if (tmp->type == PLAYER)
1524     tmp->contr->socket.update_look = 1;
1525 root 1.24
1526     /* If this object glows, it may affect lighting conditions that are
1527     * visible to others on this map. But update_all_los is really
1528     * an inefficient way to do this, as it means los for all players
1529     * on the map will get recalculated. The players could very well
1530     * be far away from this change and not affected in any way -
1531     * this should get redone to only look for players within range,
1532     * or just updating the P_NEED_UPDATE for spaces within this area
1533     * of effect may be sufficient.
1534     */
1535     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1536     update_all_los (op->map, op->x, op->y);
1537    
1538     /* updates flags (blocked, alive, no magic, etc) for this map space */
1539     update_object (op, UP_OBJ_INSERT);
1540    
1541     /* Don't know if moving this to the end will break anything. However,
1542     * we want to have update_look set above before calling this.
1543     *
1544     * check_move_on() must be after this because code called from
1545     * check_move_on() depends on correct map flags (so functions like
1546     * blocked() and wall() work properly), and these flags are updated by
1547     * update_object().
1548     */
1549    
1550     /* if this is not the head or flag has been passed, don't check walk on status */
1551     if (!(flag & INS_NO_WALK_ON) && !op->head)
1552     {
1553     if (check_move_on (op, originator))
1554     return NULL;
1555 elmex 1.1
1556 root 1.24 /* If we are a multi part object, lets work our way through the check
1557     * walk on's.
1558     */
1559     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1560     if (check_move_on (tmp, originator))
1561     return NULL;
1562 elmex 1.1 }
1563 root 1.25
1564 root 1.24 return op;
1565 elmex 1.1 }
1566    
1567     /* this function inserts an object in the map, but if it
1568     * finds an object of its own type, it'll remove that one first.
1569     * op is the object to insert it under: supplies x and the map.
1570     */
1571 root 1.24 void
1572     replace_insert_ob_in_map (const char *arch_string, object *op)
1573     {
1574 root 1.29 object *
1575     tmp;
1576     object *
1577     tmp1;
1578 elmex 1.1
1579 root 1.24 /* first search for itself and remove any old instances */
1580 elmex 1.1
1581 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1582     {
1583     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1584     {
1585     remove_ob (tmp);
1586     free_object (tmp);
1587 root 1.8 }
1588 elmex 1.1 }
1589    
1590 root 1.24 tmp1 = arch_to_object (find_archetype (arch_string));
1591 elmex 1.1
1592 root 1.24 tmp1->x = op->x;
1593     tmp1->y = op->y;
1594     insert_ob_in_map (tmp1, op->map, op, 0);
1595     }
1596 elmex 1.1
1597     /*
1598     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1599     * is returned contains nr objects, and the remaining parts contains
1600     * the rest (or is removed and freed if that number is 0).
1601     * On failure, NULL is returned, and the reason put into the
1602     * global static errmsg array.
1603     */
1604    
1605 root 1.24 object *
1606     get_split_ob (object *orig_ob, uint32 nr)
1607     {
1608     object *
1609     newob;
1610     int
1611     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1612    
1613     if (orig_ob->nrof < nr)
1614     {
1615     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1616     return NULL;
1617     }
1618 root 1.29
1619 root 1.24 newob = object_create_clone (orig_ob);
1620 root 1.29
1621 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1622     {
1623     if (!is_removed)
1624     remove_ob (orig_ob);
1625     free_object2 (orig_ob, 1);
1626 elmex 1.1 }
1627 root 1.24 else if (!is_removed)
1628     {
1629     if (orig_ob->env != NULL)
1630     sub_weight (orig_ob->env, orig_ob->weight * nr);
1631     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1632     {
1633     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1634     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1635     return NULL;
1636 root 1.8 }
1637 elmex 1.1 }
1638 root 1.29
1639 root 1.24 newob->nrof = nr;
1640 elmex 1.1
1641 root 1.24 return newob;
1642 elmex 1.1 }
1643    
1644     /*
1645     * decrease_ob_nr(object, number) decreases a specified number from
1646     * the amount of an object. If the amount reaches 0, the object
1647     * is subsequently removed and freed.
1648     *
1649     * Return value: 'op' if something is left, NULL if the amount reached 0
1650     */
1651    
1652 root 1.24 object *
1653     decrease_ob_nr (object *op, uint32 i)
1654 elmex 1.1 {
1655 root 1.29 object *tmp;
1656     player *pl;
1657 elmex 1.1
1658 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1659     return op;
1660    
1661     if (i > op->nrof)
1662     i = op->nrof;
1663    
1664     if (QUERY_FLAG (op, FLAG_REMOVED))
1665 root 1.29 op->nrof -= i;
1666 root 1.24 else if (op->env != NULL)
1667     {
1668     /* is this object in the players inventory, or sub container
1669     * therein?
1670     */
1671     tmp = is_player_inv (op->env);
1672     /* nope. Is this a container the player has opened?
1673     * If so, set tmp to that player.
1674     * IMO, searching through all the players will mostly
1675     * likely be quicker than following op->env to the map,
1676     * and then searching the map for a player.
1677     */
1678     if (!tmp)
1679     {
1680     for (pl = first_player; pl; pl = pl->next)
1681     if (pl->ob->container == op->env)
1682     break;
1683     if (pl)
1684     tmp = pl->ob;
1685     else
1686     tmp = NULL;
1687     }
1688 elmex 1.1
1689 root 1.24 if (i < op->nrof)
1690     {
1691     sub_weight (op->env, op->weight * i);
1692     op->nrof -= i;
1693     if (tmp)
1694     {
1695     esrv_send_item (tmp, op);
1696 elmex 1.1 }
1697 root 1.24 }
1698     else
1699     {
1700     remove_ob (op);
1701     op->nrof = 0;
1702     if (tmp)
1703     {
1704     esrv_del_item (tmp->contr, op->count);
1705 elmex 1.1 }
1706     }
1707     }
1708 root 1.24 else
1709 elmex 1.1 {
1710 root 1.29 object *above = op->above;
1711 elmex 1.1
1712 root 1.24 if (i < op->nrof)
1713 root 1.29 op->nrof -= i;
1714 root 1.24 else
1715     {
1716     remove_ob (op);
1717     op->nrof = 0;
1718     }
1719 root 1.29
1720 root 1.24 /* Since we just removed op, op->above is null */
1721     for (tmp = above; tmp != NULL; tmp = tmp->above)
1722     if (tmp->type == PLAYER)
1723     {
1724     if (op->nrof)
1725     esrv_send_item (tmp, op);
1726     else
1727     esrv_del_item (tmp->contr, op->count);
1728     }
1729 elmex 1.1 }
1730    
1731 root 1.24 if (op->nrof)
1732 root 1.29 return op;
1733 root 1.24 else
1734     {
1735     free_object (op);
1736     return NULL;
1737 elmex 1.1 }
1738     }
1739    
1740     /*
1741     * add_weight(object, weight) adds the specified weight to an object,
1742     * and also updates how much the environment(s) is/are carrying.
1743     */
1744    
1745 root 1.24 void
1746     add_weight (object *op, signed long weight)
1747     {
1748     while (op != NULL)
1749     {
1750     if (op->type == CONTAINER)
1751 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1752    
1753 root 1.24 op->carrying += weight;
1754     op = op->env;
1755     }
1756 elmex 1.1 }
1757    
1758     /*
1759     * insert_ob_in_ob(op,environment):
1760     * This function inserts the object op in the linked list
1761     * inside the object environment.
1762     *
1763     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1764     * the inventory at the last position or next to other objects of the same
1765     * type.
1766     * Frank: Now sorted by type, archetype and magic!
1767     *
1768     * The function returns now pointer to inserted item, and return value can
1769     * be != op, if items are merged. -Tero
1770     */
1771    
1772 root 1.24 object *
1773     insert_ob_in_ob (object *op, object *where)
1774     {
1775     object *
1776     tmp, *
1777     otmp;
1778    
1779     if (!QUERY_FLAG (op, FLAG_REMOVED))
1780     {
1781     dump_object (op);
1782     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1783     return op;
1784     }
1785 root 1.29
1786 root 1.24 if (where == NULL)
1787     {
1788     dump_object (op);
1789     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1790     return op;
1791     }
1792 root 1.29
1793 root 1.24 if (where->head)
1794     {
1795     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1796     where = where->head;
1797     }
1798 root 1.29
1799 root 1.24 if (op->more)
1800     {
1801     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1802     return op;
1803     }
1804 root 1.29
1805 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1806     CLEAR_FLAG (op, FLAG_REMOVED);
1807     if (op->nrof)
1808     {
1809     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1810     if (CAN_MERGE (tmp, op))
1811     {
1812     /* return the original object and remove inserted object
1813     (client needs the original object) */
1814     tmp->nrof += op->nrof;
1815     /* Weight handling gets pretty funky. Since we are adding to
1816     * tmp->nrof, we need to increase the weight.
1817     */
1818     add_weight (where, op->weight * op->nrof);
1819     SET_FLAG (op, FLAG_REMOVED);
1820     free_object (op); /* free the inserted object */
1821     op = tmp;
1822     remove_ob (op); /* and fix old object's links */
1823     CLEAR_FLAG (op, FLAG_REMOVED);
1824     break;
1825     }
1826    
1827     /* I assume combined objects have no inventory
1828     * We add the weight - this object could have just been removed
1829     * (if it was possible to merge). calling remove_ob will subtract
1830     * the weight, so we need to add it in again, since we actually do
1831     * the linking below
1832     */
1833     add_weight (where, op->weight * op->nrof);
1834     }
1835     else
1836     add_weight (where, (op->weight + op->carrying));
1837 elmex 1.1
1838 root 1.24 otmp = is_player_inv (where);
1839     if (otmp && otmp->contr != NULL)
1840     {
1841     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1842     fix_player (otmp);
1843     }
1844 elmex 1.1
1845 root 1.24 op->map = NULL;
1846     op->env = where;
1847     op->above = NULL;
1848     op->below = NULL;
1849     op->x = 0, op->y = 0;
1850 elmex 1.1
1851     /* reset the light list and los of the players on the map */
1852 root 1.24 if ((op->glow_radius != 0) && where->map)
1853     {
1854 elmex 1.1 #ifdef DEBUG_LIGHTS
1855 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1856     #endif /* DEBUG_LIGHTS */
1857     if (MAP_DARKNESS (where->map))
1858     update_all_los (where->map, where->x, where->y);
1859     }
1860 elmex 1.1
1861     /* Client has no idea of ordering so lets not bother ordering it here.
1862     * It sure simplifies this function...
1863     */
1864 root 1.24 if (where->inv == NULL)
1865     where->inv = op;
1866     else
1867     {
1868 elmex 1.1 op->below = where->inv;
1869     op->below->above = op;
1870     where->inv = op;
1871 root 1.24 }
1872 elmex 1.1 return op;
1873     }
1874    
1875     /*
1876     * Checks if any objects has a move_type that matches objects
1877     * that effect this object on this space. Call apply() to process
1878     * these events.
1879     *
1880     * Any speed-modification due to SLOW_MOVE() of other present objects
1881     * will affect the speed_left of the object.
1882     *
1883     * originator: Player, monster or other object that caused 'op' to be inserted
1884     * into 'map'. May be NULL.
1885     *
1886     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1887     *
1888     * 4-21-95 added code to check if appropriate skill was readied - this will
1889     * permit faster movement by the player through this terrain. -b.t.
1890     *
1891     * MSW 2001-07-08: Check all objects on space, not just those below
1892     * object being inserted. insert_ob_in_map may not put new objects
1893     * on top.
1894     */
1895    
1896 root 1.24 int
1897     check_move_on (object *op, object *originator)
1898 elmex 1.1 {
1899 root 1.29 object *
1900     tmp;
1901     tag_t
1902     tag;
1903     mapstruct *
1904     m = op->map;
1905     int
1906     x = op->x, y = op->y;
1907 root 1.26
1908 root 1.29 MoveType
1909     move_on,
1910     move_slow,
1911     move_block;
1912 root 1.24
1913     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1914     return 0;
1915    
1916     tag = op->count;
1917    
1918     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1919     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1920     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1921    
1922     /* if nothing on this space will slow op down or be applied,
1923     * no need to do checking below. have to make sure move_type
1924     * is set, as lots of objects don't have it set - we treat that
1925     * as walking.
1926     */
1927     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1928     return 0;
1929 elmex 1.1
1930 root 1.24 /* This is basically inverse logic of that below - basically,
1931     * if the object can avoid the move on or slow move, they do so,
1932     * but can't do it if the alternate movement they are using is
1933     * blocked. Logic on this seems confusing, but does seem correct.
1934     */
1935     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1936     return 0;
1937    
1938     /* The objects have to be checked from top to bottom.
1939     * Hence, we first go to the top:
1940     */
1941    
1942     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1943     {
1944     /* Trim the search when we find the first other spell effect
1945     * this helps performance so that if a space has 50 spell objects,
1946     * we don't need to check all of them.
1947     */
1948     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1949     break;
1950     }
1951 root 1.26
1952     for (; tmp; tmp = tmp->below)
1953 root 1.24 {
1954     if (tmp == op)
1955     continue; /* Can't apply yourself */
1956 elmex 1.1
1957 root 1.24 /* Check to see if one of the movement types should be slowed down.
1958     * Second check makes sure that the movement types not being slowed
1959     * (~slow_move) is not blocked on this space - just because the
1960     * space doesn't slow down swimming (for example), if you can't actually
1961     * swim on that space, can't use it to avoid the penalty.
1962     */
1963     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1964     {
1965     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1966     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1967     {
1968 elmex 1.1
1969 root 1.29 float
1970     diff = tmp->move_slow_penalty * FABS (op->speed);
1971 elmex 1.1
1972 root 1.24 if (op->type == PLAYER)
1973 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1974     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1975     diff /= 4.0;
1976    
1977 root 1.24 op->speed_left -= diff;
1978 root 1.8 }
1979     }
1980 elmex 1.1
1981 root 1.24 /* Basically same logic as above, except now for actual apply. */
1982     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1983     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1984     {
1985 root 1.26 move_apply (tmp, op, originator);
1986 root 1.24
1987     if (was_destroyed (op, tag))
1988     return 1;
1989    
1990     /* what the person/creature stepped onto has moved the object
1991     * someplace new. Don't process any further - if we did,
1992     * have a feeling strange problems would result.
1993     */
1994     if (op->map != m || op->x != x || op->y != y)
1995     return 0;
1996 root 1.8 }
1997 elmex 1.1 }
1998 root 1.26
1999 root 1.24 return 0;
2000 elmex 1.1 }
2001    
2002     /*
2003     * present_arch(arch, map, x, y) searches for any objects with
2004     * a matching archetype at the given map and coordinates.
2005     * The first matching object is returned, or NULL if none.
2006     */
2007    
2008 root 1.24 object *
2009     present_arch (const archetype *at, mapstruct *m, int x, int y)
2010     {
2011     object *
2012     tmp;
2013    
2014     if (m == NULL || out_of_map (m, x, y))
2015     {
2016     LOG (llevError, "Present_arch called outside map.\n");
2017     return NULL;
2018     }
2019     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2020     if (tmp->arch == at)
2021 elmex 1.1 return tmp;
2022     return NULL;
2023     }
2024    
2025     /*
2026     * present(type, map, x, y) searches for any objects with
2027     * a matching type variable at the given map and coordinates.
2028     * The first matching object is returned, or NULL if none.
2029     */
2030    
2031 root 1.24 object *
2032     present (unsigned char type, mapstruct *m, int x, int y)
2033     {
2034     object *
2035     tmp;
2036    
2037     if (out_of_map (m, x, y))
2038     {
2039     LOG (llevError, "Present called outside map.\n");
2040     return NULL;
2041     }
2042     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2043     if (tmp->type == type)
2044 elmex 1.1 return tmp;
2045     return NULL;
2046     }
2047    
2048     /*
2049     * present_in_ob(type, object) searches for any objects with
2050     * a matching type variable in the inventory of the given object.
2051     * The first matching object is returned, or NULL if none.
2052     */
2053    
2054 root 1.24 object *
2055     present_in_ob (unsigned char type, const object *op)
2056     {
2057     object *
2058     tmp;
2059    
2060     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2061     if (tmp->type == type)
2062 elmex 1.1 return tmp;
2063     return NULL;
2064     }
2065    
2066     /*
2067     * present_in_ob (type, str, object) searches for any objects with
2068     * a matching type & name variable in the inventory of the given object.
2069     * The first matching object is returned, or NULL if none.
2070     * This is mostly used by spell effect code, so that we only
2071     * have one spell effect at a time.
2072     * type can be used to narrow the search - if type is set,
2073     * the type must also match. -1 can be passed for the type,
2074     * in which case the type does not need to pass.
2075     * str is the string to match against. Note that we match against
2076     * the object name, not the archetype name. this is so that the
2077     * spell code can use one object type (force), but change it's name
2078     * to be unique.
2079     */
2080    
2081 root 1.24 object *
2082     present_in_ob_by_name (int type, const char *str, const object *op)
2083     {
2084     object *
2085     tmp;
2086 elmex 1.1
2087 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2088     {
2089     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2090     return tmp;
2091 elmex 1.1 }
2092 root 1.24 return NULL;
2093 elmex 1.1 }
2094    
2095     /*
2096     * present_arch_in_ob(archetype, object) searches for any objects with
2097     * a matching archetype in the inventory of the given object.
2098     * The first matching object is returned, or NULL if none.
2099     */
2100    
2101 root 1.24 object *
2102     present_arch_in_ob (const archetype *at, const object *op)
2103     {
2104     object *
2105     tmp;
2106    
2107     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2108     if (tmp->arch == at)
2109 elmex 1.1 return tmp;
2110     return NULL;
2111     }
2112    
2113     /*
2114     * activate recursively a flag on an object inventory
2115     */
2116 root 1.24 void
2117     flag_inv (object *op, int flag)
2118     {
2119     object *
2120     tmp;
2121    
2122     if (op->inv)
2123     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2124     {
2125     SET_FLAG (tmp, flag);
2126     flag_inv (tmp, flag);
2127 elmex 1.1 }
2128 root 1.24 } /*
2129     * desactivate recursively a flag on an object inventory
2130     */
2131     void
2132     unflag_inv (object *op, int flag)
2133     {
2134     object *
2135     tmp;
2136    
2137     if (op->inv)
2138     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139     {
2140     CLEAR_FLAG (tmp, flag);
2141     unflag_inv (tmp, flag);
2142 elmex 1.1 }
2143     }
2144    
2145     /*
2146     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2147     * all it's inventory (recursively).
2148     * If checksums are used, a player will get set_cheat called for
2149     * him/her-self and all object carried by a call to this function.
2150     */
2151    
2152 root 1.24 void
2153     set_cheat (object *op)
2154     {
2155     SET_FLAG (op, FLAG_WAS_WIZ);
2156     flag_inv (op, FLAG_WAS_WIZ);
2157 elmex 1.1 }
2158    
2159     /*
2160     * find_free_spot(object, map, x, y, start, stop) will search for
2161     * a spot at the given map and coordinates which will be able to contain
2162     * the given object. start and stop specifies how many squares
2163     * to search (see the freearr_x/y[] definition).
2164     * It returns a random choice among the alternatives found.
2165     * start and stop are where to start relative to the free_arr array (1,9
2166     * does all 4 immediate directions). This returns the index into the
2167     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2168     * Note - this only checks to see if there is space for the head of the
2169     * object - if it is a multispace object, this should be called for all
2170     * pieces.
2171     * Note2: This function does correctly handle tiled maps, but does not
2172     * inform the caller. However, insert_ob_in_map will update as
2173     * necessary, so the caller shouldn't need to do any special work.
2174     * Note - updated to take an object instead of archetype - this is necessary
2175     * because arch_blocked (now ob_blocked) needs to know the movement type
2176     * to know if the space in question will block the object. We can't use
2177     * the archetype because that isn't correct if the monster has been
2178     * customized, changed states, etc.
2179     */
2180    
2181 root 1.24 int
2182     find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2183     {
2184     int
2185     i,
2186     index = 0, flag;
2187     static int
2188     altern[SIZEOFFREE];
2189    
2190     for (i = start; i < stop; i++)
2191     {
2192     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2193     if (!flag)
2194     altern[index++] = i;
2195    
2196     /* Basically, if we find a wall on a space, we cut down the search size.
2197     * In this way, we won't return spaces that are on another side of a wall.
2198     * This mostly work, but it cuts down the search size in all directions -
2199     * if the space being examined only has a wall to the north and empty
2200     * spaces in all the other directions, this will reduce the search space
2201     * to only the spaces immediately surrounding the target area, and
2202     * won't look 2 spaces south of the target space.
2203     */
2204     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2205     stop = maxfree[i];
2206 elmex 1.1 }
2207 root 1.24 if (!index)
2208     return -1;
2209     return altern[RANDOM () % index];
2210 elmex 1.1 }
2211    
2212     /*
2213     * find_first_free_spot(archetype, mapstruct, x, y) works like
2214     * find_free_spot(), but it will search max number of squares.
2215     * But it will return the first available spot, not a random choice.
2216     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2217     */
2218    
2219 root 1.24 int
2220     find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2221     {
2222     int
2223     i;
2224    
2225     for (i = 0; i < SIZEOFFREE; i++)
2226     {
2227     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2228     return i;
2229 elmex 1.1 }
2230 root 1.24 return -1;
2231 elmex 1.1 }
2232    
2233     /*
2234     * The function permute(arr, begin, end) randomly reorders the array
2235     * arr[begin..end-1].
2236     */
2237 root 1.24 static void
2238     permute (int *arr, int begin, int end)
2239 elmex 1.1 {
2240 root 1.24 int
2241     i,
2242     j,
2243     tmp,
2244     len;
2245 elmex 1.1
2246 root 1.24 len = end - begin;
2247     for (i = begin; i < end; i++)
2248 elmex 1.1 {
2249 root 1.24 j = begin + RANDOM () % len;
2250 elmex 1.1
2251 root 1.24 tmp = arr[i];
2252     arr[i] = arr[j];
2253     arr[j] = tmp;
2254 elmex 1.1 }
2255     }
2256    
2257     /* new function to make monster searching more efficient, and effective!
2258     * This basically returns a randomized array (in the passed pointer) of
2259     * the spaces to find monsters. In this way, it won't always look for
2260     * monsters to the north first. However, the size of the array passed
2261     * covers all the spaces, so within that size, all the spaces within
2262     * the 3x3 area will be searched, just not in a predictable order.
2263     */
2264 root 1.24 void
2265     get_search_arr (int *search_arr)
2266 elmex 1.1 {
2267 root 1.24 int
2268     i;
2269 elmex 1.1
2270 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2271 elmex 1.1 {
2272 root 1.24 search_arr[i] = i;
2273 elmex 1.1 }
2274    
2275 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2276     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2277     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2278 elmex 1.1 }
2279    
2280     /*
2281     * find_dir(map, x, y, exclude) will search some close squares in the
2282     * given map at the given coordinates for live objects.
2283     * It will not considered the object given as exclude among possible
2284     * live objects.
2285     * It returns the direction toward the first/closest live object if finds
2286     * any, otherwise 0.
2287     * Perhaps incorrectly, but I'm making the assumption that exclude
2288     * is actually want is going to try and move there. We need this info
2289     * because we have to know what movement the thing looking to move
2290     * there is capable of.
2291     */
2292    
2293 root 1.24 int
2294     find_dir (mapstruct *m, int x, int y, object *exclude)
2295     {
2296     int
2297     i,
2298     max = SIZEOFFREE, mflags;
2299 root 1.29
2300     sint16 nx, ny;
2301 root 1.24 object *
2302     tmp;
2303     mapstruct *
2304     mp;
2305 root 1.29
2306     MoveType blocked, move_type;
2307 root 1.24
2308     if (exclude && exclude->head)
2309     {
2310     exclude = exclude->head;
2311     move_type = exclude->move_type;
2312     }
2313     else
2314     {
2315     /* If we don't have anything, presume it can use all movement types. */
2316     move_type = MOVE_ALL;
2317     }
2318    
2319     for (i = 1; i < max; i++)
2320     {
2321     mp = m;
2322     nx = x + freearr_x[i];
2323     ny = y + freearr_y[i];
2324    
2325     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2326     if (mflags & P_OUT_OF_MAP)
2327     {
2328     max = maxfree[i];
2329     }
2330     else
2331     {
2332     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2333    
2334     if ((move_type & blocked) == move_type)
2335     {
2336     max = maxfree[i];
2337     }
2338     else if (mflags & P_IS_ALIVE)
2339     {
2340     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2341     {
2342     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2343     {
2344     break;
2345 root 1.8 }
2346     }
2347 root 1.24 if (tmp)
2348     {
2349     return freedir[i];
2350 root 1.8 }
2351     }
2352     }
2353 elmex 1.1 }
2354 root 1.24 return 0;
2355 elmex 1.1 }
2356    
2357     /*
2358     * distance(object 1, object 2) will return the square of the
2359     * distance between the two given objects.
2360     */
2361    
2362 root 1.24 int
2363     distance (const object *ob1, const object *ob2)
2364     {
2365     int
2366     i;
2367    
2368     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2369 elmex 1.1 return i;
2370     }
2371    
2372     /*
2373     * find_dir_2(delta-x,delta-y) will return a direction in which
2374     * an object which has subtracted the x and y coordinates of another
2375     * object, needs to travel toward it.
2376     */
2377    
2378 root 1.24 int
2379     find_dir_2 (int x, int y)
2380     {
2381     int
2382     q;
2383 elmex 1.1
2384 root 1.24 if (y)
2385     q = x * 100 / y;
2386 elmex 1.1 else if (x)
2387 root 1.24 q = -300 * x;
2388 elmex 1.1 else
2389     return 0;
2390    
2391 root 1.24 if (y > 0)
2392     {
2393     if (q < -242)
2394     return 3;
2395     if (q < -41)
2396     return 2;
2397     if (q < 41)
2398     return 1;
2399     if (q < 242)
2400     return 8;
2401     return 7;
2402     }
2403 elmex 1.1
2404     if (q < -242)
2405 root 1.24 return 7;
2406 elmex 1.1 if (q < -41)
2407 root 1.24 return 6;
2408 elmex 1.1 if (q < 41)
2409 root 1.24 return 5;
2410 elmex 1.1 if (q < 242)
2411 root 1.24 return 4;
2412 elmex 1.1
2413 root 1.24 return 3;
2414 elmex 1.1 }
2415    
2416     /*
2417     * absdir(int): Returns a number between 1 and 8, which represent
2418     * the "absolute" direction of a number (it actually takes care of
2419     * "overflow" in previous calculations of a direction).
2420     */
2421    
2422 root 1.24 int
2423     absdir (int d)
2424     {
2425     while (d < 1)
2426     d += 8;
2427     while (d > 8)
2428     d -= 8;
2429 elmex 1.1 return d;
2430     }
2431    
2432     /*
2433     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2434     * between two directions (which are expected to be absolute (see absdir())
2435     */
2436    
2437 root 1.24 int
2438     dirdiff (int dir1, int dir2)
2439     {
2440     int
2441     d;
2442    
2443     d = abs (dir1 - dir2);
2444     if (d > 4)
2445 elmex 1.1 d = 8 - d;
2446     return d;
2447     }
2448    
2449     /* peterm:
2450     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2451     * Basically, this is a table of directions, and what directions
2452     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2453     * This basically means that if direction is 15, then it could either go
2454     * direction 4, 14, or 16 to get back to where we are.
2455     * Moved from spell_util.c to object.c with the other related direction
2456     * functions.
2457     */
2458    
2459 root 1.24 int
2460     reduction_dir[SIZEOFFREE][3] = {
2461     {0, 0, 0}, /* 0 */
2462     {0, 0, 0}, /* 1 */
2463     {0, 0, 0}, /* 2 */
2464     {0, 0, 0}, /* 3 */
2465     {0, 0, 0}, /* 4 */
2466     {0, 0, 0}, /* 5 */
2467     {0, 0, 0}, /* 6 */
2468     {0, 0, 0}, /* 7 */
2469     {0, 0, 0}, /* 8 */
2470     {8, 1, 2}, /* 9 */
2471     {1, 2, -1}, /* 10 */
2472     {2, 10, 12}, /* 11 */
2473     {2, 3, -1}, /* 12 */
2474     {2, 3, 4}, /* 13 */
2475     {3, 4, -1}, /* 14 */
2476     {4, 14, 16}, /* 15 */
2477     {5, 4, -1}, /* 16 */
2478     {4, 5, 6}, /* 17 */
2479     {6, 5, -1}, /* 18 */
2480     {6, 20, 18}, /* 19 */
2481     {7, 6, -1}, /* 20 */
2482     {6, 7, 8}, /* 21 */
2483     {7, 8, -1}, /* 22 */
2484     {8, 22, 24}, /* 23 */
2485     {8, 1, -1}, /* 24 */
2486     {24, 9, 10}, /* 25 */
2487     {9, 10, -1}, /* 26 */
2488     {10, 11, -1}, /* 27 */
2489     {27, 11, 29}, /* 28 */
2490     {11, 12, -1}, /* 29 */
2491     {12, 13, -1}, /* 30 */
2492     {12, 13, 14}, /* 31 */
2493     {13, 14, -1}, /* 32 */
2494     {14, 15, -1}, /* 33 */
2495     {33, 15, 35}, /* 34 */
2496     {16, 15, -1}, /* 35 */
2497     {17, 16, -1}, /* 36 */
2498     {18, 17, 16}, /* 37 */
2499     {18, 17, -1}, /* 38 */
2500     {18, 19, -1}, /* 39 */
2501     {41, 19, 39}, /* 40 */
2502     {19, 20, -1}, /* 41 */
2503     {20, 21, -1}, /* 42 */
2504     {20, 21, 22}, /* 43 */
2505     {21, 22, -1}, /* 44 */
2506     {23, 22, -1}, /* 45 */
2507     {45, 47, 23}, /* 46 */
2508     {23, 24, -1}, /* 47 */
2509     {24, 9, -1}
2510     }; /* 48 */
2511 elmex 1.1
2512     /* Recursive routine to step back and see if we can
2513     * find a path to that monster that we found. If not,
2514     * we don't bother going toward it. Returns 1 if we
2515     * can see a direct way to get it
2516     * Modified to be map tile aware -.MSW
2517     */
2518    
2519 root 1.24
2520     int
2521     can_see_monsterP (mapstruct *m, int x, int y, int dir)
2522     {
2523 root 1.29 sint16 dx, dy;
2524 root 1.24 int
2525     mflags;
2526    
2527     if (dir < 0)
2528     return 0; /* exit condition: invalid direction */
2529    
2530     dx = x + freearr_x[dir];
2531     dy = y + freearr_y[dir];
2532    
2533     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2534    
2535     /* This functional arguably was incorrect before - it was
2536     * checking for P_WALL - that was basically seeing if
2537     * we could move to the monster - this is being more
2538     * literal on if we can see it. To know if we can actually
2539     * move to the monster, we'd need the monster passed in or
2540     * at least its move type.
2541     */
2542     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2543     return 0;
2544    
2545     /* yes, can see. */
2546     if (dir < 9)
2547     return 1;
2548     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2549     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2550     }
2551    
2552    
2553    
2554 elmex 1.1 /*
2555     * can_pick(picker, item): finds out if an object is possible to be
2556     * picked up by the picker. Returnes 1 if it can be
2557     * picked up, otherwise 0.
2558     *
2559     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2560     * core dumps if they do.
2561     *
2562     * Add a check so we can't pick up invisible objects (0.93.8)
2563     */
2564    
2565 root 1.24 int
2566     can_pick (const object *who, const object *item)
2567     {
2568     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2569     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2570     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2571 elmex 1.1 }
2572    
2573    
2574     /*
2575     * create clone from object to another
2576     */
2577 root 1.24 object *
2578     object_create_clone (object *asrc)
2579     {
2580     object *
2581     dst = NULL, *tmp, *src, *part, *prev, *item;
2582 elmex 1.1
2583 root 1.24 if (!asrc)
2584     return NULL;
2585     src = asrc;
2586     if (src->head)
2587     src = src->head;
2588    
2589     prev = NULL;
2590     for (part = src; part; part = part->more)
2591     {
2592     tmp = get_object ();
2593     copy_object (part, tmp);
2594     tmp->x -= src->x;
2595     tmp->y -= src->y;
2596     if (!part->head)
2597     {
2598     dst = tmp;
2599     tmp->head = NULL;
2600     }
2601     else
2602     {
2603     tmp->head = dst;
2604     }
2605     tmp->more = NULL;
2606     if (prev)
2607     prev->more = tmp;
2608     prev = tmp;
2609 elmex 1.1 }
2610 root 1.24
2611 elmex 1.1 /*** copy inventory ***/
2612 root 1.24 for (item = src->inv; item; item = item->below)
2613     {
2614     (void) insert_ob_in_ob (object_create_clone (item), dst);
2615 elmex 1.1 }
2616    
2617 root 1.24 return dst;
2618 elmex 1.1 }
2619    
2620     /* return true if the object was destroyed, 0 otherwise */
2621 root 1.24 int
2622     was_destroyed (const object *op, tag_t old_tag)
2623 elmex 1.1 {
2624 root 1.24 /* checking for FLAG_FREED isn't necessary, but makes this function more
2625     * robust */
2626     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2627 elmex 1.1 }
2628    
2629     /* GROS - Creates an object using a string representing its content. */
2630 root 1.24
2631 elmex 1.1 /* Basically, we save the content of the string to a temp file, then call */
2632 root 1.24
2633 elmex 1.1 /* load_object on it. I admit it is a highly inefficient way to make things, */
2634 root 1.24
2635 elmex 1.1 /* but it was simple to make and allows reusing the load_object function. */
2636 root 1.24
2637 elmex 1.1 /* Remember not to use load_object_str in a time-critical situation. */
2638 root 1.24
2639 elmex 1.1 /* Also remember that multiparts objects are not supported for now. */
2640    
2641 root 1.24 object *
2642     load_object_str (const char *obstr)
2643 elmex 1.1 {
2644 root 1.24 object *
2645     op;
2646     char
2647     filename[MAX_BUF];
2648 root 1.9
2649 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2650    
2651     FILE *
2652     tempfile = fopen (filename, "w");
2653    
2654     if (tempfile == NULL)
2655 elmex 1.1 {
2656 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2657     return NULL;
2658 elmex 1.1 };
2659 root 1.24 fprintf (tempfile, obstr);
2660     fclose (tempfile);
2661 elmex 1.1
2662 root 1.24 op = get_object ();
2663 elmex 1.1
2664 root 1.29 object_thawer thawer (filename);
2665 root 1.13
2666 root 1.24 if (thawer)
2667     load_object (thawer, op, 0);
2668 root 1.13
2669 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2670     CLEAR_FLAG (op, FLAG_REMOVED);
2671 root 1.9
2672 root 1.24 return op;
2673 elmex 1.1 }
2674    
2675     /* This returns the first object in who's inventory that
2676     * has the same type and subtype match.
2677     * returns NULL if no match.
2678     */
2679 root 1.24 object *
2680     find_obj_by_type_subtype (const object *who, int type, int subtype)
2681 elmex 1.1 {
2682 root 1.24 object *
2683     tmp;
2684 elmex 1.1
2685 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2686     if (tmp->type == type && tmp->subtype == subtype)
2687     return tmp;
2688 elmex 1.1
2689 root 1.24 return NULL;
2690 elmex 1.1 }
2691    
2692     /* If ob has a field named key, return the link from the list,
2693     * otherwise return NULL.
2694     *
2695     * key must be a passed in shared string - otherwise, this won't
2696     * do the desired thing.
2697     */
2698 root 1.24 key_value *
2699     get_ob_key_link (const object *ob, const char *key)
2700     {
2701     key_value *
2702     link;
2703    
2704     for (link = ob->key_values; link != NULL; link = link->next)
2705     {
2706     if (link->key == key)
2707     {
2708     return link;
2709 elmex 1.1 }
2710     }
2711 root 1.24
2712     return NULL;
2713     }
2714 elmex 1.1
2715     /*
2716     * Returns the value of op has an extra_field for key, or NULL.
2717     *
2718     * The argument doesn't need to be a shared string.
2719     *
2720     * The returned string is shared.
2721     */
2722 root 1.24 const char *
2723     get_ob_key_value (const object *op, const char *const key)
2724     {
2725 root 1.35 key_value *link;
2726     shstr_cmp canonical_key (key);
2727 root 1.24
2728 root 1.35 if (!canonical_key)
2729 root 1.24 {
2730     /* 1. There being a field named key on any object
2731     * implies there'd be a shared string to find.
2732     * 2. Since there isn't, no object has this field.
2733     * 3. Therefore, *this* object doesn't have this field.
2734     */
2735 root 1.35 return 0;
2736 elmex 1.1 }
2737    
2738 root 1.24 /* This is copied from get_ob_key_link() above -
2739     * only 4 lines, and saves the function call overhead.
2740     */
2741 root 1.35 for (link = op->key_values; link; link = link->next)
2742     if (link->key == canonical_key)
2743     return link->value;
2744    
2745     return 0;
2746 elmex 1.1 }
2747    
2748    
2749     /*
2750     * Updates the canonical_key in op to value.
2751     *
2752     * canonical_key is a shared string (value doesn't have to be).
2753     *
2754     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2755     * keys.
2756     *
2757     * Returns TRUE on success.
2758     */
2759 root 1.24 int
2760     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2761     {
2762     key_value *
2763     field = NULL, *last = NULL;
2764    
2765     for (field = op->key_values; field != NULL; field = field->next)
2766     {
2767     if (field->key != canonical_key)
2768     {
2769     last = field;
2770     continue;
2771     }
2772    
2773     if (value)
2774     field->value = value;
2775     else
2776     {
2777     /* Basically, if the archetype has this key set,
2778     * we need to store the null value so when we save
2779     * it, we save the empty value so that when we load,
2780     * we get this value back again.
2781     */
2782     if (get_ob_key_link (&op->arch->clone, canonical_key))
2783     field->value = 0;
2784     else
2785     {
2786     if (last)
2787     last->next = field->next;
2788     else
2789     op->key_values = field->next;
2790    
2791 root 1.29 delete field;
2792 root 1.24 }
2793     }
2794     return TRUE;
2795     }
2796     /* IF we get here, key doesn't exist */
2797    
2798     /* No field, we'll have to add it. */
2799    
2800     if (!add_key)
2801     {
2802     return FALSE;
2803     }
2804     /* There isn't any good reason to store a null
2805     * value in the key/value list. If the archetype has
2806     * this key, then we should also have it, so shouldn't
2807     * be here. If user wants to store empty strings,
2808     * should pass in ""
2809     */
2810     if (value == NULL)
2811 elmex 1.1 return TRUE;
2812 root 1.24
2813     field = new key_value;
2814    
2815     field->key = canonical_key;
2816     field->value = value;
2817     /* Usual prepend-addition. */
2818     field->next = op->key_values;
2819     op->key_values = field;
2820    
2821     return TRUE;
2822 elmex 1.1 }
2823    
2824     /*
2825     * Updates the key in op to value.
2826     *
2827     * If add_key is FALSE, this will only update existing keys,
2828     * and not add new ones.
2829     * In general, should be little reason FALSE is ever passed in for add_key
2830     *
2831     * Returns TRUE on success.
2832     */
2833 root 1.24 int
2834     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2835 root 1.11 {
2836 root 1.29 shstr key_ (key);
2837 root 1.24
2838 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2839 elmex 1.1 }
2840 root 1.31
2841 root 1.34 object::depth_iterator::depth_iterator (object *container)
2842     : iterator_base (container)
2843     {
2844     while (item->inv)
2845     item = item->inv;
2846     }
2847    
2848 root 1.31 void
2849 root 1.34 object::depth_iterator::next ()
2850 root 1.31 {
2851 root 1.34 if (item->below)
2852     {
2853     item = item->below;
2854    
2855     while (item->inv)
2856     item = item->inv;
2857     }
2858 root 1.31 else
2859 root 1.34 item = item->env;
2860 root 1.31 }
2861 root 1.34
2862 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2863     const char *
2864     object::debug_desc (char *info) const
2865     {
2866     char info2[256 * 3];
2867     char *p = info;
2868    
2869     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2870     count,
2871     &name,
2872     title ? " " : "",
2873     title ? (const char *)title : "");
2874    
2875     if (env)
2876     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2877    
2878     if (map)
2879     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2880    
2881     return info;
2882     }
2883    
2884     const char *
2885     object::debug_desc () const
2886     {
2887     static char info[256 * 3];
2888     return debug_desc (info);
2889     }
2890