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Revision: 1.4
Committed: Sat Aug 26 23:36:30 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +2 -2 lines
Log Message:
intermediate check-in, per-object events work

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_object_c =
3 root 1.4 * "$Id: object.C,v 1.3 2006-08-26 08:44:05 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30     sub/add_weight will transcend the environment updating the carrying
31     variable. */
32     #include <global.h>
33     #ifndef WIN32 /* ---win32 exclude headers */
34     #include <stdio.h>
35     #include <sys/types.h>
36     #include <sys/uio.h>
37     #endif /* win32 */
38     #include <object.h>
39     #include <funcpoint.h>
40     #include <skills.h>
41     #include <loader.h>
42     #ifdef MEMORY_DEBUG
43     int nroffreeobjects = 0;
44     int nrofallocobjects = 0;
45     #undef OBJ_EXPAND
46     #define OBJ_EXPAND 1
47     #else
48     object objarray[STARTMAX]; /* All objects, allocated this way at first */
49     int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50     int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51     #endif
52    
53     object *objects; /* Pointer to the list of used objects */
54     object *free_objects; /* Pointer to the list of unused objects */
55     object *active_objects; /* List of active objects that need to be processed */
56    
57     short freearr_x[SIZEOFFREE]=
58     {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,
59     0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1};
60     short freearr_y[SIZEOFFREE]=
61     {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,
62     -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3};
63     int maxfree[SIZEOFFREE]=
64     {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
65     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};
66     int freedir[SIZEOFFREE]= {
67     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,
68     1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8};
69    
70    
71     /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
72     static int compare_ob_value_lists_one(const object * wants, const object * has) {
73     key_value * wants_field;
74    
75     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76     * objects with lists are rare, and lists stay short. If not, use a
77     * different structure or at least keep the lists sorted...
78     */
79    
80     /* For each field in wants, */
81     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) {
82     key_value * has_field;
83    
84     /* Look for a field in has with the same key. */
85     has_field = get_ob_key_link(has, wants_field->key);
86    
87     if (has_field == NULL) {
88     /* No field with that name. */
89     return FALSE;
90     }
91    
92     /* Found the matching field. */
93     if (has_field->value != wants_field->value) {
94     /* Values don't match, so this half of the comparison is false. */
95     return FALSE;
96     }
97    
98     /* If we get here, we found a match. Now for the next field in wants. */
99     }
100    
101     /* If we get here, every field in wants has a matching field in has. */
102     return TRUE;
103     }
104    
105     /* Returns TRUE if ob1 has the same key_values as ob2. */
106     static int compare_ob_value_lists(const object * ob1, const object * ob2) {
107     /* However, there may be fields in has which aren't partnered in wants,
108     * so we need to run the comparison *twice*. :(
109     */
110     return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1);
111     }
112    
113     /* Function examines the 2 objects given to it, and returns true if
114     * they can be merged together.
115     *
116     * Note that this function appears a lot longer than the macro it
117     * replaces - this is mostly for clarity - a decent compiler should hopefully
118     * reduce this to the same efficiency.
119     *
120     * Check nrof variable *before* calling CAN_MERGE()
121     *
122     * Improvements made with merge: Better checking on potion, and also
123     * check weight
124     */
125    
126     int CAN_MERGE(object *ob1, object *ob2) {
127    
128     /* A couple quicksanity checks */
129     if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0;
130    
131     if (ob1->speed != ob2->speed) return 0;
132     /* Note sure why the following is the case - either the object has to
133     * be animated or have a very low speed. Is this an attempted monster
134     * check?
135     */
136     if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137     return 0;
138    
139     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140     * value could not be stored in a sint32 (which unfortunately sometimes is
141     * used to store nrof).
142     */
143     if (ob1->nrof+ob2->nrof >= 1UL<<31)
144     return 0;
145    
146     /* This is really a spellbook check - really, we should
147     * check all objects in the inventory.
148     */
149     if (ob1->inv || ob2->inv) {
150     /* if one object has inventory but the other doesn't, not equiv */
151     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152    
153     /* Now check to see if the two inventory objects could merge */
154     if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155    
156     /* inventory ok - still need to check rest of this object to see
157     * if it is valid.
158     */
159     }
160    
161     /* If the objects have been identified, set the BEEN_APPLIED flag.
162     * This is to the comparison of the flags below will be OK. We
163     * just can't ignore the been applied or identified flags, as they
164     * are not equal - just if it has been identified, the been_applied
165     * flags lose any meaning.
166     */
167     if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168     SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169    
170     if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171     SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172    
173    
174     /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175     * being locked in inventory should prevent merging.
176     * 0x4 in flags3 is CLIENT_SENT
177     */
178     if ((ob1->arch != ob2->arch) ||
179     (ob1->flags[0] != ob2->flags[0]) ||
180     (ob1->flags[1] != ob2->flags[1]) ||
181     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183     (ob1->name != ob2->name) ||
184     (ob1->title != ob2->title) ||
185     (ob1->msg != ob2->msg) ||
186     (ob1->weight != ob2->weight) ||
187     (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188     (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189     (ob1->attacktype != ob2->attacktype) ||
190     (ob1->magic != ob2->magic) ||
191     (ob1->slaying != ob2->slaying) ||
192     (ob1->skill != ob2->skill) ||
193     (ob1->value != ob2->value) ||
194     (ob1->animation_id != ob2->animation_id) ||
195     (ob1->client_type != ob2->client_type) ||
196     (ob1->materialname != ob2->materialname) ||
197     (ob1->lore != ob2->lore) ||
198     (ob1->subtype != ob2->subtype) ||
199     (ob1->move_type != ob2->move_type) ||
200     (ob1->move_block != ob2->move_block) ||
201     (ob1->move_allow != ob2->move_allow) ||
202     (ob1->move_on != ob2->move_on) ||
203     (ob1->move_off != ob2->move_off) ||
204     (ob1->move_slow != ob2->move_slow) ||
205     (ob1->move_slow_penalty != ob2->move_slow_penalty)
206     )
207     return 0;
208    
209     /* Don't merge objects that are applied. With the new 'body' code,
210     * it is possible for most any character to have more than one of
211     * some items equipped, and we don't want those to merge.
212     */
213     if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
214     return 0;
215    
216     switch (ob1->type) {
217     case SCROLL:
218     if (ob1->level != ob2->level) return 0;
219     break;
220    
221     }
222     if (ob1->key_values != NULL || ob2->key_values != NULL) {
223     /* At least one of these has key_values. */
224     if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225     /* One has fields, but the other one doesn't. */
226     return 0;
227     } else if (!compare_ob_value_lists(ob1, ob2)) {
228     return 0;
229     }
230     }
231    
232     /* Everything passes, must be OK. */
233     return 1;
234     }
235    
236     /*
237     * sum_weight() is a recursive function which calculates the weight
238     * an object is carrying. It goes through in figures out how much
239     * containers are carrying, and sums it up.
240     */
241     signed long sum_weight(object *op) {
242     signed long sum;
243     object *inv;
244     for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
245     if (inv->inv)
246     sum_weight(inv);
247     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248     }
249     if (op->type == CONTAINER && op->stats.Str)
250     sum = (sum * (100 - op->stats.Str))/100;
251     if(op->carrying != sum)
252     op->carrying = sum;
253     return sum;
254     }
255    
256     /**
257     * Return the outermost environment object for a given object.
258     */
259    
260     object *object_get_env_recursive (object *op) {
261     while (op->env != NULL)
262     op = op->env;
263     return op;
264     }
265    
266     /*
267     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268     * a better check. We basically keeping traversing up until we can't
269     * or find a player.
270     */
271    
272     object *is_player_inv (object *op) {
273     for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274     if (op->env==op)
275     op->env = NULL;
276     return op;
277     }
278    
279     /*
280     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281     * Some error messages.
282     * The result of the dump is stored in the static global errmsg array.
283     */
284    
285     void dump_object2(object *op) {
286     char *cp;
287     /* object *tmp;*/
288    
289     if(op->arch!=NULL) {
290     strcat(errmsg,"arch ");
291     strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292     strcat(errmsg,"\n");
293     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294     strcat(errmsg,cp);
295     #if 0
296     /* Don't dump player diffs - they are too long, mostly meaningless, and
297     * will overflow the buffer.
298     * Changed so that we don't dump inventory either. This may
299     * also overflow the buffer.
300     */
301     if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302     strcat(errmsg,cp);
303     for (tmp=op->inv; tmp; tmp=tmp->below)
304     dump_object2(tmp);
305     #endif
306     strcat(errmsg,"end\n");
307     } else {
308     strcat(errmsg,"Object ");
309     if (op->name==NULL) strcat(errmsg, "(null)");
310     else strcat(errmsg,op->name);
311     strcat(errmsg,"\n");
312     #if 0
313     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314     strcat(errmsg,cp);
315     for (tmp=op->inv; tmp; tmp=tmp->below)
316     dump_object2(tmp);
317     #endif
318     strcat(errmsg,"end\n");
319     }
320     }
321    
322     /*
323     * Dumps an object. Returns output in the static global errmsg array.
324     */
325    
326     void dump_object(object *op) {
327     if(op==NULL) {
328     strcpy(errmsg,"[NULL pointer]");
329     return;
330     }
331     errmsg[0]='\0';
332     dump_object2(op);
333     }
334    
335     /* GROS - Dumps an object. Return the result into a string */
336     /* Note that no checking is done for the validity of the target string, so */
337     /* you need to be sure that you allocated enough space for it. */
338     void dump_me(object *op, char *outstr)
339     {
340     char *cp;
341    
342     if(op==NULL)
343     {
344     strcpy(outstr,"[NULL pointer]");
345     return;
346     }
347     outstr[0]='\0';
348    
349     if(op->arch!=NULL)
350     {
351     strcat(outstr,"arch ");
352     strcat(outstr,op->arch->name?op->arch->name:"(null)");
353     strcat(outstr,"\n");
354     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355     strcat(outstr,cp);
356     strcat(outstr,"end\n");
357     }
358     else
359     {
360     strcat(outstr,"Object ");
361     if (op->name==NULL)
362     strcat(outstr, "(null)");
363     else
364     strcat(outstr,op->name);
365     strcat(outstr,"\n");
366     strcat(outstr,"end\n");
367     }
368     }
369    
370     /*
371     * This is really verbose...Can be triggered by the P key while in DM mode.
372     * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373     */
374    
375     void dump_all_objects(void) {
376     object *op;
377     for(op=objects;op!=NULL;op=op->next) {
378     dump_object(op);
379     fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380     }
381     }
382    
383     /*
384     * get_nearest_part(multi-object, object 2) returns the part of the
385     * multi-object 1 which is closest to the second object.
386     * If it's not a multi-object, it is returned.
387     */
388    
389     object *get_nearest_part(object *op, const object *pl) {
390     object *tmp,*closest;
391     int last_dist,i;
392     if(op->more==NULL)
393     return op;
394     for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
395     if((i=distance(tmp,pl))<last_dist)
396     closest=tmp,last_dist=i;
397     return closest;
398     }
399    
400     /*
401     * Returns the object which has the count-variable equal to the argument.
402     */
403    
404     object *find_object(tag_t i) {
405     object *op;
406     for(op=objects;op!=NULL;op=op->next)
407     if(op->count==i)
408     break;
409     return op;
410     }
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     object *find_object_name(const char *str) {
419     const char *name=add_string(str);
420     object *op;
421     for(op=objects;op!=NULL;op=op->next)
422     if(op->name==name)
423     break;
424     free_string(name);
425     return op;
426     }
427    
428     void free_all_object_data(void) {
429     #ifdef MEMORY_DEBUG
430     object *op, *next;
431    
432     for (op=free_objects; op!=NULL; ) {
433     next=op->next;
434     free(op);
435     nrofallocobjects--;
436     nroffreeobjects--;
437     op=next;
438     }
439     #endif
440     LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441     nrofallocobjects, nroffreeobjects,STARTMAX);
442     }
443    
444     /*
445     * Returns the object which this object marks as being the owner.
446     * A id-scheme is used to avoid pointing to objects which have been
447     * freed and are now reused. If this is detected, the owner is
448     * set to NULL, and NULL is returned.
449     * Changed 2004-02-12 - if the player is setting at the play again
450     * prompt, he is removed, and we don't want to treat him as an owner of
451     * anything, so check removed flag. I don't expect that this should break
452     * anything - once an object is removed, it is basically dead anyways.
453     */
454    
455     object *get_owner(object *op) {
456     if(op->owner==NULL)
457     return NULL;
458    
459     if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460     op->owner->count==op->ownercount)
461     return op->owner;
462    
463     op->owner=NULL;
464     op->ownercount=0;
465     return NULL;
466     }
467    
468     void clear_owner(object *op)
469     {
470     if (!op) return;
471    
472     if (op->owner && op->ownercount == op->owner->count)
473     op->owner->refcount--;
474    
475     op->owner = NULL;
476     op->ownercount = 0;
477     }
478    
479    
480    
481     /*
482     * Sets the owner and sets the skill and exp pointers to owner's current
483     * skill and experience objects.
484     */
485     void set_owner (object *op, object *owner)
486     {
487     if(owner==NULL||op==NULL)
488     return;
489    
490     /* next line added to allow objects which own objects */
491     /* Add a check for ownercounts in here, as I got into an endless loop
492     * with the fireball owning a poison cloud which then owned the
493     * fireball. I believe that was caused by one of the objects getting
494     * freed and then another object replacing it. Since the ownercounts
495     * didn't match, this check is valid and I believe that cause is valid.
496     */
497     while (owner->owner && owner!=owner->owner &&
498     owner->ownercount==owner->owner->count) owner=owner->owner;
499    
500     /* IF the owner still has an owner, we did not resolve to a final owner.
501     * so lets not add to that.
502     */
503     if (owner->owner) return;
504    
505     op->owner=owner;
506    
507     op->ownercount=owner->count;
508     owner->refcount++;
509    
510     }
511    
512     /* Set the owner to clone's current owner and set the skill and experience
513     * objects to clone's objects (typically those objects that where the owner's
514     * current skill and experience objects at the time when clone's owner was
515     * set - not the owner's current skill and experience objects).
516     *
517     * Use this function if player created an object (e.g. fire bullet, swarm
518     * spell), and this object creates further objects whose kills should be
519     * accounted for the player's original skill, even if player has changed
520     * skills meanwhile.
521     */
522     void copy_owner (object *op, object *clone)
523     {
524     object *owner = get_owner (clone);
525     if (owner == NULL) {
526     /* players don't have owners - they own themselves. Update
527     * as appropriate.
528     */
529     if (clone->type == PLAYER) owner=clone;
530     else return;
531     }
532     set_owner(op, owner);
533    
534     }
535    
536     /*
537     * Resets vital variables in an object
538     */
539    
540     void reset_object(object *op) {
541    
542     op->name = NULL;
543     op->name_pl = NULL;
544     op->title = NULL;
545     op->race = NULL;
546     op->slaying = NULL;
547     op->skill = NULL;
548     op->msg = NULL;
549     op->materialname = NULL;
550     op->lore = NULL;
551     op->current_weapon_script = NULL;
552     clear_object(op);
553     }
554    
555     /* Zero the key_values on op, decrementing the shared-string
556     * refcounts and freeing the links.
557     */
558     static void free_key_values(object * op) {
559     key_value * i;
560     key_value * next = NULL;
561    
562     if (op->key_values == NULL) return;
563    
564     for (i = op->key_values; i != NULL; i = next) {
565     /* Store next *first*. */
566     next = i->next;
567    
568     if (i->key) FREE_AND_CLEAR_STR(i->key);
569     if (i->value) FREE_AND_CLEAR_STR(i->value);
570     i->next = NULL;
571     free(i);
572     }
573    
574     op->key_values = NULL;
575     }
576    
577    
578     /*
579     * clear_object() frees everything allocated by an object, and also
580     * clears all variables and flags to default settings.
581     */
582    
583     void clear_object(object *op) {
584 root 1.3 op->clear ();
585 root 1.2
586 elmex 1.1 event *evt;
587     event *evt2;
588    
589     /* redo this to be simpler/more efficient. Was also seeing
590     * crashes in the old code. Move this to the top - am
591     * seeing periodic crashes in this code, and would like to have
592     * as much info available as possible (eg, object name).
593     */
594     for (evt = op->events; evt; evt=evt2) {
595     evt2 = evt->next;
596    
597     if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
598     if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
599     if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
600    
601     free(evt);
602     }
603     op->events = NULL;
604    
605     free_key_values(op);
606    
607     /* the memset will clear all these values for us, but we need
608     * to reduce the refcount on them.
609     */
610     if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
611     if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
612     if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
613     if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
614     if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
615     if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
616     if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
617     if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
618     if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
619    
620    
621     memset((void*)op, 0, sizeof (object_special));
622     /* Below here, we clear things that are not done by the memset,
623     * or set default values that are not zero.
624     */
625     /* This is more or less true */
626     SET_FLAG(op, FLAG_REMOVED);
627    
628    
629     op->contr = NULL;
630     op->below=NULL;
631     op->above=NULL;
632     op->inv=NULL;
633     op->events=NULL;
634     op->container=NULL;
635     op->env=NULL;
636     op->more=NULL;
637     op->head=NULL;
638     op->map=NULL;
639     op->refcount=0;
640     op->active_next = NULL;
641     op->active_prev = NULL;
642     /* What is not cleared is next, prev, and count */
643    
644     op->expmul=1.0;
645     op->face = blank_face;
646     op->attacked_by_count = (tag_t) -1;
647     if (settings.casting_time)
648     op->casting_time = -1;
649    
650     }
651    
652     /*
653     * copy object first frees everything allocated by the second object,
654     * and then copies the contends of the first object into the second
655     * object, allocating what needs to be allocated. Basically, any
656     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
657     * if the first object is freed, the pointers in the new object
658     * will point at garbage.
659     */
660    
661     void copy_object(object *op2, object *op) {
662     int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
663     event *evt, *evt2, *evt_new;
664    
665 root 1.3 op->clear ();
666 root 1.2
667 elmex 1.1 /* Decrement the refcounts, but don't bother zeroing the fields;
668     they'll be overwritten by memcpy. */
669     if(op->name!=NULL) free_string(op->name);
670     if(op->name_pl!=NULL) free_string(op->name_pl);
671     if(op->title!=NULL) free_string(op->title);
672     if(op->race!=NULL) free_string(op->race);
673     if(op->slaying!=NULL) free_string(op->slaying);
674     if(op->skill!=NULL) free_string(op->skill);
675     if(op->msg!=NULL) free_string(op->msg);
676     if(op->lore!=NULL) free_string(op->lore);
677     if(op->materialname != NULL) free_string(op->materialname);
678     if(op->custom_name != NULL) free_string(op->custom_name);
679    
680     /* Basically, same code as from clear_object() */
681     for (evt = op->events; evt; evt=evt2) {
682     evt2 = evt->next;
683    
684     if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
685     if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
686     if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
687    
688     free(evt);
689     }
690     op->events = NULL;
691    
692     free_key_values(op);
693    
694     *(object_special *)op = *(object_special *)op2;
695 root 1.4 op2->clone (op);
696 elmex 1.1
697     if(is_freed) SET_FLAG(op,FLAG_FREED);
698     if(is_removed) SET_FLAG(op,FLAG_REMOVED);
699     if(op->name!=NULL) add_refcount(op->name);
700     if(op->name_pl!=NULL) add_refcount(op->name_pl);
701     if(op->title!=NULL) add_refcount(op->title);
702     if(op->race!=NULL) add_refcount(op->race);
703     if(op->slaying!=NULL) add_refcount(op->slaying);
704     if(op->skill!=NULL) add_refcount(op->skill);
705     if(op->lore!=NULL) add_refcount(op->lore);
706     if(op->msg!=NULL) add_refcount(op->msg);
707     if(op->custom_name!=NULL) add_refcount(op->custom_name);
708     if (op->materialname != NULL) add_refcount(op->materialname);
709    
710     if((op2->speed<0) && !editor)
711     op->speed_left=op2->speed_left-RANDOM()%200/100.0;
712    
713     /* Copy over event information */
714     evt2 = NULL;
715     for (evt = op2->events; evt; evt=evt->next) {
716     evt_new = (event *) malloc(sizeof(event));
717     memcpy(evt_new, evt, sizeof(event));
718     if (evt_new->hook) add_refcount(evt_new->hook);
719     if (evt_new->plugin) add_refcount(evt_new->plugin);
720     if (evt_new->options) add_refcount(evt_new->options);
721     evt_new->next = NULL;
722    
723     /* Try to be a little clever here, and store away the
724     * last event we copied, so that its simpler to update the
725     * pointer.
726     */
727     if (evt2)
728     evt2->next = evt_new;
729     else
730     op->events = evt_new;
731    
732     evt2 = evt_new;
733     }
734     /* Copy over key_values, if any. */
735     if (op2->key_values != NULL) {
736     key_value * tail = NULL;
737     key_value * i;
738    
739     op->key_values = NULL;
740    
741     for (i = op2->key_values; i != NULL; i = i->next) {
742     key_value * new_link = (key_value *) malloc(sizeof(key_value));
743    
744     new_link->next = NULL;
745     new_link->key = add_refcount(i->key);
746     if (i->value)
747     new_link->value = add_refcount(i->value);
748     else
749     new_link->value = NULL;
750    
751     /* Try and be clever here, too. */
752     if (op->key_values == NULL) {
753     op->key_values = new_link;
754     tail = new_link;
755     } else {
756     tail->next = new_link;
757     tail = new_link;
758     }
759     }
760     }
761 root 1.2
762 elmex 1.1 update_ob_speed(op);
763     }
764    
765     /*
766     * expand_objects() allocates more objects for the list of unused objects.
767     * It is called from get_object() if the unused list is empty.
768     */
769    
770     void expand_objects(void) {
771     int i;
772     object *obj;
773     obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
774    
775     if(obj==NULL)
776     fatal(OUT_OF_MEMORY);
777     free_objects=obj;
778     obj[0].prev=NULL;
779     obj[0].next= &obj[1],
780     SET_FLAG(&(obj[0]), FLAG_REMOVED);
781     SET_FLAG(&(obj[0]), FLAG_FREED);
782    
783     for(i=1;i<OBJ_EXPAND-1;i++) {
784     obj[i].next= &obj[i+1],
785     obj[i].prev= &obj[i-1],
786     SET_FLAG(&(obj[i]), FLAG_REMOVED);
787     SET_FLAG(&(obj[i]), FLAG_FREED);
788     }
789     obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
790     obj[OBJ_EXPAND-1].next=NULL,
791     SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
792     SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
793    
794     nrofallocobjects += OBJ_EXPAND;
795     nroffreeobjects += OBJ_EXPAND;
796     }
797    
798     /*
799     * get_object() grabs an object from the list of unused objects, makes
800     * sure it is initialised, and returns it.
801     * If there are no free objects, expand_objects() is called to get more.
802     */
803    
804     object *get_object(void) {
805     object *op;
806    
807     if(free_objects==NULL) {
808     expand_objects();
809     }
810     op=free_objects;
811     #ifdef MEMORY_DEBUG
812     /* The idea is hopefully by doing a realloc, the memory
813     * debugging program will now use the current stack trace to
814     * report leaks.
815     */
816     op = realloc(op, sizeof(object));
817     SET_FLAG(op, FLAG_REMOVED);
818     SET_FLAG(op, FLAG_FREED);
819     #endif
820    
821     if(!QUERY_FLAG(op,FLAG_FREED)) {
822     LOG(llevError,"Fatal: Getting busy object.\n");
823     }
824     free_objects=op->next;
825     if(free_objects!=NULL)
826     free_objects->prev=NULL;
827     op->count= ++ob_count;
828     op->name=NULL;
829     op->name_pl=NULL;
830     op->title=NULL;
831     op->race=NULL;
832     op->slaying=NULL;
833     op->skill = NULL;
834     op->lore=NULL;
835     op->msg=NULL;
836     op->materialname=NULL;
837     op->next=objects;
838     op->prev=NULL;
839     op->active_next = NULL;
840     op->active_prev = NULL;
841     if(objects!=NULL)
842     objects->prev=op;
843     objects=op;
844     clear_object(op);
845     SET_FLAG(op,FLAG_REMOVED);
846     nroffreeobjects--;
847     return op;
848     }
849    
850     /*
851     * If an object with the IS_TURNABLE() flag needs to be turned due
852     * to the closest player being on the other side, this function can
853     * be called to update the face variable, _and_ how it looks on the map.
854     */
855    
856     void update_turn_face(object *op) {
857     if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
858     return;
859     SET_ANIMATION(op, op->direction);
860     update_object(op,UP_OBJ_FACE);
861     }
862    
863     /*
864     * Updates the speed of an object. If the speed changes from 0 to another
865     * value, or vice versa, then add/remove the object from the active list.
866     * This function needs to be called whenever the speed of an object changes.
867     */
868    
869     void update_ob_speed(object *op) {
870     extern int arch_init;
871    
872     /* No reason putting the archetypes objects on the speed list,
873     * since they never really need to be updated.
874     */
875    
876     if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
877     LOG(llevError,"Object %s is freed but has speed.\n", op->name);
878     #ifdef MANY_CORES
879     abort();
880     #else
881     op->speed = 0;
882     #endif
883     }
884     if (arch_init) {
885     return;
886     }
887     if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
888     /* If already on active list, don't do anything */
889     if (op->active_next || op->active_prev || op==active_objects)
890     return;
891    
892     /* process_events() expects us to insert the object at the beginning
893     * of the list. */
894     op->active_next = active_objects;
895     if (op->active_next!=NULL)
896     op->active_next->active_prev = op;
897     active_objects = op;
898     }
899     else {
900     /* If not on the active list, nothing needs to be done */
901     if (!op->active_next && !op->active_prev && op!=active_objects)
902     return;
903    
904     if (op->active_prev==NULL) {
905     active_objects = op->active_next;
906     if (op->active_next!=NULL)
907     op->active_next->active_prev = NULL;
908     }
909     else {
910     op->active_prev->active_next = op->active_next;
911     if (op->active_next)
912     op->active_next->active_prev = op->active_prev;
913     }
914     op->active_next = NULL;
915     op->active_prev = NULL;
916     }
917     }
918    
919     /* This function removes object 'op' from the list of active
920     * objects.
921     * This should only be used for style maps or other such
922     * reference maps where you don't want an object that isn't
923     * in play chewing up cpu time getting processed.
924     * The reverse of this is to call update_ob_speed, which
925     * will do the right thing based on the speed of the object.
926     */
927     void remove_from_active_list(object *op)
928     {
929     /* If not on the active list, nothing needs to be done */
930     if (!op->active_next && !op->active_prev && op!=active_objects)
931     return;
932    
933     if (op->active_prev==NULL) {
934     active_objects = op->active_next;
935     if (op->active_next!=NULL)
936     op->active_next->active_prev = NULL;
937     }
938     else {
939     op->active_prev->active_next = op->active_next;
940     if (op->active_next)
941     op->active_next->active_prev = op->active_prev;
942     }
943     op->active_next = NULL;
944     op->active_prev = NULL;
945     }
946    
947     /*
948     * update_object() updates the array which represents the map.
949     * It takes into account invisible objects (and represent squares covered
950     * by invisible objects by whatever is below them (unless it's another
951     * invisible object, etc...)
952     * If the object being updated is beneath a player, the look-window
953     * of that player is updated (this might be a suboptimal way of
954     * updating that window, though, since update_object() is called _often_)
955     *
956     * action is a hint of what the caller believes need to be done.
957     * For example, if the only thing that has changed is the face (due to
958     * an animation), we don't need to call update_position until that actually
959     * comes into view of a player. OTOH, many other things, like addition/removal
960     * of walls or living creatures may need us to update the flags now.
961     * current action are:
962     * UP_OBJ_INSERT: op was inserted
963     * UP_OBJ_REMOVE: op was removed
964     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
965     * as that is easier than trying to look at what may have changed.
966     * UP_OBJ_FACE: only the objects face has changed.
967     */
968    
969     void update_object(object *op, int action) {
970     int update_now=0, flags;
971     MoveType move_on, move_off, move_block, move_slow;
972    
973     if (op == NULL) {
974     /* this should never happen */
975     LOG(llevDebug,"update_object() called for NULL object.\n");
976     return;
977     }
978    
979     if(op->env!=NULL) {
980     /* Animation is currently handled by client, so nothing
981     * to do in this case.
982     */
983     return;
984     }
985    
986     /* If the map is saving, don't do anything as everything is
987     * going to get freed anyways.
988     */
989     if (!op->map || op->map->in_memory == MAP_SAVING) return;
990    
991     /* make sure the object is within map boundaries */
992     if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
993     op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
994     LOG(llevError,"update_object() called for object out of map!\n");
995     #ifdef MANY_CORES
996     abort();
997     #endif
998     return;
999     }
1000    
1001     flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1002     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1003     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1004     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1005     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1006     move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1007    
1008     if (action == UP_OBJ_INSERT) {
1009     if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1010     update_now=1;
1011    
1012     if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1013     update_now=1;
1014    
1015     if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1016     update_now=1;
1017    
1018     if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1019     update_now=1;
1020    
1021     if ((move_on | op->move_on) != move_on) update_now=1;
1022     if ((move_off | op->move_off) != move_off) update_now=1;
1023     /* This isn't perfect, but I don't expect a lot of objects to
1024     * to have move_allow right now.
1025     */
1026     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1027     update_now=1;
1028     if ((move_slow | op->move_slow) != move_slow) update_now=1;
1029     }
1030     /* if the object is being removed, we can't make intelligent
1031     * decisions, because remove_ob can't really pass the object
1032     * that is being removed.
1033     */
1034     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
1035     update_now=1;
1036     } else if (action == UP_OBJ_FACE) {
1037     /* Nothing to do for that case */
1038     }
1039     else {
1040     LOG(llevError,"update_object called with invalid action: %d\n", action);
1041     }
1042    
1043     if (update_now) {
1044     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1045     update_position(op->map, op->x, op->y);
1046     }
1047    
1048     if(op->more!=NULL)
1049     update_object(op->more, action);
1050     }
1051    
1052    
1053     /*
1054     * free_object() frees everything allocated by an object, removes
1055     * it from the list of used objects, and puts it on the list of
1056     * free objects. The IS_FREED() flag is set in the object.
1057     * The object must have been removed by remove_ob() first for
1058     * this function to succeed.
1059     *
1060     * If free_inventory is set, free inventory as well. Else drop items in
1061     * inventory to the ground.
1062     */
1063    
1064     void free_object(object *ob) {
1065     free_object2(ob, 0);
1066     }
1067     void free_object2(object *ob, int free_inventory) {
1068     object *tmp,*op;
1069    
1070 root 1.3 ob->clear ();
1071 elmex 1.1
1072     if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1073     LOG(llevDebug,"Free object called with non removed object\n");
1074     dump_object(ob);
1075     #ifdef MANY_CORES
1076     abort();
1077     #endif
1078     }
1079     if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1080     LOG(llevMonster,"Warning: tried to free friendly object.\n");
1081     remove_friendly_object(ob);
1082     }
1083     if(QUERY_FLAG(ob,FLAG_FREED)) {
1084     dump_object(ob);
1085     LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1086     return;
1087     }
1088     if(ob->more!=NULL) {
1089     free_object2(ob->more, free_inventory);
1090     ob->more=NULL;
1091     }
1092     if (ob->inv) {
1093     /* Only if the space blocks everything do we not process -
1094     * if some form of movemnt is allowed, let objects
1095     * drop on that space.
1096     */
1097     if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1098     (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1099     {
1100     op=ob->inv;
1101     while(op!=NULL) {
1102     tmp=op->below;
1103     remove_ob(op);
1104     free_object2(op, free_inventory);
1105     op=tmp;
1106     }
1107     }
1108     else { /* Put objects in inventory onto this space */
1109     op=ob->inv;
1110     while(op!=NULL) {
1111     tmp=op->below;
1112     remove_ob(op);
1113     if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1114     op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1115     free_object(op);
1116     else {
1117     op->x=ob->x;
1118     op->y=ob->y;
1119     insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1120     }
1121     op=tmp;
1122     }
1123     }
1124     }
1125     /* Remove object from the active list */
1126     ob->speed = 0;
1127     update_ob_speed(ob);
1128    
1129     SET_FLAG(ob, FLAG_FREED);
1130     ob->count = 0;
1131    
1132     /* Remove this object from the list of used objects */
1133     if(ob->prev==NULL) {
1134     objects=ob->next;
1135     if(objects!=NULL)
1136     objects->prev=NULL;
1137     }
1138     else {
1139     ob->prev->next=ob->next;
1140     if(ob->next!=NULL)
1141     ob->next->prev=ob->prev;
1142     }
1143    
1144     if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1145     if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1146     if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1147     if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1148     if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1149     if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1150     if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1151     if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1152     if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1153    
1154    
1155     /* Why aren't events freed? */
1156     free_key_values(ob);
1157    
1158     #if 0 /* MEMORY_DEBUG*/
1159     /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1160     * presumes the freed_object will stick around for at least a little
1161     * bit
1162     */
1163     /* this is necessary so that memory debugging programs will
1164     * be able to accurately report source of malloc. If we recycle
1165     * objects, then some other area may be doing the get_object
1166     * and not freeing it, but the original one that malloc'd the
1167     * object will get the blame.
1168     */
1169     free(ob);
1170     #else
1171    
1172     /* Now link it with the free_objects list: */
1173     ob->prev=NULL;
1174     ob->next=free_objects;
1175     if(free_objects!=NULL)
1176     free_objects->prev=ob;
1177     free_objects=ob;
1178     nroffreeobjects++;
1179     #endif
1180     }
1181    
1182     /*
1183     * count_free() returns the number of objects on the list of free objects.
1184     */
1185    
1186     int count_free(void) {
1187     int i=0;
1188     object *tmp=free_objects;
1189     while(tmp!=NULL)
1190     tmp=tmp->next, i++;
1191     return i;
1192     }
1193    
1194     /*
1195     * count_used() returns the number of objects on the list of used objects.
1196     */
1197    
1198     int count_used(void) {
1199     int i=0;
1200     object *tmp=objects;
1201     while(tmp!=NULL)
1202     tmp=tmp->next, i++;
1203     return i;
1204     }
1205    
1206     /*
1207     * count_active() returns the number of objects on the list of active objects.
1208     */
1209    
1210     int count_active(void) {
1211     int i=0;
1212     object *tmp=active_objects;
1213     while(tmp!=NULL)
1214     tmp=tmp->active_next, i++;
1215     return i;
1216     }
1217    
1218     /*
1219     * sub_weight() recursively (outwards) subtracts a number from the
1220     * weight of an object (and what is carried by it's environment(s)).
1221     */
1222    
1223     void sub_weight (object *op, signed long weight) {
1224     while (op != NULL) {
1225     if (op->type == CONTAINER) {
1226     weight=(signed long)(weight*(100-op->stats.Str)/100);
1227     }
1228     op->carrying-=weight;
1229     op = op->env;
1230     }
1231     }
1232    
1233     /* remove_ob(op):
1234     * This function removes the object op from the linked list of objects
1235     * which it is currently tied to. When this function is done, the
1236     * object will have no environment. If the object previously had an
1237     * environment, the x and y coordinates will be updated to
1238     * the previous environment.
1239     * Beware: This function is called from the editor as well!
1240     */
1241    
1242     void remove_ob(object *op) {
1243     object *tmp,*last=NULL;
1244     object *otmp;
1245     tag_t tag;
1246     int check_walk_off;
1247     mapstruct *m;
1248     sint16 x,y;
1249    
1250    
1251     if(QUERY_FLAG(op,FLAG_REMOVED)) {
1252     dump_object(op);
1253     LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254    
1255     /* Changed it to always dump core in this case. As has been learned
1256     * in the past, trying to recover from errors almost always
1257     * make things worse, and this is a real error here - something
1258     * that should not happen.
1259     * Yes, if this was a mission critical app, trying to do something
1260     * to recover may make sense, but that is because failure of the app
1261     * may have other disastrous problems. Cf runs out of a script
1262     * so is easily enough restarted without any real problems.
1263     * MSW 2001-07-01
1264     */
1265     abort();
1266     }
1267     if(op->more!=NULL)
1268     remove_ob(op->more);
1269    
1270     SET_FLAG(op, FLAG_REMOVED);
1271    
1272     /*
1273     * In this case, the object to be removed is in someones
1274     * inventory.
1275     */
1276     if(op->env!=NULL) {
1277     if(op->nrof)
1278     sub_weight(op->env, op->weight*op->nrof);
1279     else
1280     sub_weight(op->env, op->weight+op->carrying);
1281    
1282     /* NO_FIX_PLAYER is set when a great many changes are being
1283     * made to players inventory. If set, avoiding the call
1284     * to save cpu time.
1285     */
1286     if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1287     !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1288     fix_player(otmp);
1289    
1290     if(op->above!=NULL)
1291     op->above->below=op->below;
1292     else
1293     op->env->inv=op->below;
1294    
1295     if(op->below!=NULL)
1296     op->below->above=op->above;
1297    
1298     /* we set up values so that it could be inserted into
1299     * the map, but we don't actually do that - it is up
1300     * to the caller to decide what we want to do.
1301     */
1302     op->x=op->env->x,op->y=op->env->y;
1303     op->ox=op->x,op->oy=op->y;
1304     op->map=op->env->map;
1305     op->above=NULL,op->below=NULL;
1306     op->env=NULL;
1307     return;
1308     }
1309    
1310     /* If we get here, we are removing it from a map */
1311     if (op->map == NULL) return;
1312    
1313     x = op->x;
1314     y = op->y;
1315     m = get_map_from_coord(op->map, &x, &y);
1316    
1317     if (!m) {
1318     LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1319     op->map->path, op->x, op->y);
1320     /* in old days, we used to set x and y to 0 and continue.
1321     * it seems if we get into this case, something is probablye
1322     * screwed up and should be fixed.
1323     */
1324     abort();
1325     }
1326     if (op->map != m) {
1327     LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1328     op->map->path, m->path, op->x, op->y, x, y);
1329     }
1330    
1331     /* Re did the following section of code - it looks like it had
1332     * lots of logic for things we no longer care about
1333     */
1334    
1335     /* link the object above us */
1336     if (op->above)
1337     op->above->below=op->below;
1338     else
1339     SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1340    
1341     /* Relink the object below us, if there is one */
1342     if(op->below) {
1343     op->below->above=op->above;
1344     } else {
1345     /* Nothing below, which means we need to relink map object for this space
1346     * use translated coordinates in case some oddness with map tiling is
1347     * evident
1348     */
1349     if(GET_MAP_OB(m,x,y)!=op) {
1350     dump_object(op);
1351     LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1352     dump_object(GET_MAP_OB(m,x,y));
1353     LOG(llevError,"%s\n",errmsg);
1354     }
1355     SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1356     }
1357     op->above=NULL;
1358     op->below=NULL;
1359    
1360     if (op->map->in_memory == MAP_SAVING)
1361     return;
1362    
1363     tag = op->count;
1364     check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1365     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1366     /* No point updating the players look faces if he is the object
1367     * being removed.
1368     */
1369    
1370     if(tmp->type==PLAYER && tmp!=op) {
1371     /* If a container that the player is currently using somehow gets
1372     * removed (most likely destroyed), update the player view
1373     * appropriately.
1374     */
1375     if (tmp->container==op) {
1376     CLEAR_FLAG(op, FLAG_APPLIED);
1377     tmp->container=NULL;
1378     }
1379     tmp->contr->socket.update_look=1;
1380     }
1381     /* See if player moving off should effect something */
1382     if (check_walk_off && ((op->move_type & tmp->move_off) &&
1383     (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1384    
1385     move_apply(tmp, op, NULL);
1386     if (was_destroyed (op, tag)) {
1387     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1388     "leaving object\n", tmp->name, tmp->arch->name);
1389     }
1390     }
1391    
1392     /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1393    
1394     if(tmp->above == tmp)
1395     tmp->above = NULL;
1396     last=tmp;
1397     }
1398     /* last == NULL of there are no objects on this space */
1399     if (last==NULL) {
1400     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1401     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1402     * those out anyways, and if there are any flags set right now, they won't
1403     * be correct anyways.
1404     */
1405     SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1406     update_position(op->map, op->x, op->y);
1407     }
1408     else
1409     update_object(last, UP_OBJ_REMOVE);
1410    
1411     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1412     update_all_los(op->map, op->x, op->y);
1413    
1414     }
1415    
1416     /*
1417     * merge_ob(op,top):
1418     *
1419     * This function goes through all objects below and including top, and
1420     * merges op to the first matching object.
1421     * If top is NULL, it is calculated.
1422     * Returns pointer to object if it succeded in the merge, otherwise NULL
1423     */
1424    
1425     object *merge_ob(object *op, object *top) {
1426     if(!op->nrof)
1427     return 0;
1428     if(top==NULL)
1429     for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1430     for(;top!=NULL;top=top->below) {
1431     if(top==op)
1432     continue;
1433     if (CAN_MERGE(op,top))
1434     {
1435     top->nrof+=op->nrof;
1436     /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1437     op->weight = 0; /* Don't want any adjustements now */
1438     remove_ob(op);
1439     free_object(op);
1440     return top;
1441     }
1442     }
1443     return NULL;
1444     }
1445    
1446     /*
1447     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1448     * job preparing multi-part monsters
1449     */
1450     object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1451     object* tmp;
1452     if (op->head)
1453     op=op->head;
1454     for (tmp=op;tmp;tmp=tmp->more){
1455     tmp->x=x+tmp->arch->clone.x;
1456     tmp->y=y+tmp->arch->clone.y;
1457     }
1458     return insert_ob_in_map (op, m, originator, flag);
1459     }
1460    
1461     /*
1462     * insert_ob_in_map (op, map, originator, flag):
1463     * This function inserts the object in the two-way linked list
1464     * which represents what is on a map.
1465     * The second argument specifies the map, and the x and y variables
1466     * in the object about to be inserted specifies the position.
1467     *
1468     * originator: Player, monster or other object that caused 'op' to be inserted
1469     * into 'map'. May be NULL.
1470     *
1471     * flag is a bitmask about special things to do (or not do) when this
1472     * function is called. see the object.h file for the INS_ values.
1473     * Passing 0 for flag gives proper default values, so flag really only needs
1474     * to be set if special handling is needed.
1475     *
1476     * Return value:
1477     * new object if 'op' was merged with other object
1478     * NULL if 'op' was destroyed
1479     * just 'op' otherwise
1480     */
1481    
1482     object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1483     {
1484     object *tmp, *top, *floor=NULL;
1485     sint16 x,y;
1486    
1487     if (QUERY_FLAG (op, FLAG_FREED)) {
1488     LOG (llevError, "Trying to insert freed object!\n");
1489     return NULL;
1490     }
1491     if(m==NULL) {
1492     dump_object(op);
1493     LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1494     return op;
1495     }
1496     if(out_of_map(m,op->x,op->y)) {
1497     dump_object(op);
1498     LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1499     #ifdef MANY_CORES
1500     /* Better to catch this here, as otherwise the next use of this object
1501     * is likely to cause a crash. Better to find out where it is getting
1502     * improperly inserted.
1503     */
1504     abort();
1505     #endif
1506     return op;
1507     }
1508     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1509     dump_object(op);
1510     LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1511     return op;
1512     }
1513     if(op->more!=NULL) {
1514     /* The part may be on a different map. */
1515    
1516     object *more = op->more;
1517    
1518     /* We really need the caller to normalize coordinates - if
1519     * we set the map, that doesn't work if the location is within
1520     * a map and this is straddling an edge. So only if coordinate
1521     * is clear wrong do we normalize it.
1522     */
1523     if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1524     /* Debugging information so you can see the last coordinates this object had */
1525     more->ox = more->x;
1526     more->oy = more->y;
1527     more->map = get_map_from_coord(m, &more->x, &more->y);
1528     } else if (!more->map) {
1529     /* For backwards compatibility - when not dealing with tiled maps,
1530     * more->map should always point to the parent.
1531     */
1532     more->map = m;
1533     }
1534    
1535     if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1536     if ( ! op->head)
1537     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1538     return NULL;
1539     }
1540     }
1541     CLEAR_FLAG(op,FLAG_REMOVED);
1542    
1543     /* Debugging information so you can see the last coordinates this object had */
1544     op->ox=op->x;
1545     op->oy=op->y;
1546    
1547     /* Ideally, the caller figures this out. However, it complicates a lot
1548     * of areas of callers (eg, anything that uses find_free_spot would now
1549     * need extra work
1550     */
1551     op->map=get_map_from_coord(m, &op->x, &op->y);
1552     x = op->x;
1553     y = op->y;
1554    
1555     /* this has to be done after we translate the coordinates.
1556     */
1557     if(op->nrof && !(flag & INS_NO_MERGE)) {
1558     for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1559     if (CAN_MERGE(op,tmp)) {
1560     op->nrof+=tmp->nrof;
1561     remove_ob(tmp);
1562     free_object(tmp);
1563     }
1564     }
1565    
1566     CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1567     CLEAR_FLAG(op, FLAG_INV_LOCKED);
1568     if (!QUERY_FLAG(op, FLAG_ALIVE))
1569     CLEAR_FLAG(op, FLAG_NO_STEAL);
1570    
1571     if (flag & INS_BELOW_ORIGINATOR) {
1572     if (originator->map != op->map || originator->x != op->x ||
1573     originator->y != op->y) {
1574     LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1575     abort();
1576     }
1577     op->above = originator;
1578     op->below = originator->below;
1579     if (op->below) op->below->above = op;
1580     else SET_MAP_OB(op->map, op->x, op->y, op);
1581     /* since *below* originator, no need to update top */
1582     originator->below = op;
1583     } else {
1584     /* If there are other objects, then */
1585     if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1586     object *last=NULL;
1587     /*
1588     * If there are multiple objects on this space, we do some trickier handling.
1589     * We've already dealt with merging if appropriate.
1590     * Generally, we want to put the new object on top. But if
1591     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592     * floor, we want to insert above that and no further.
1593     * Also, if there are spell objects on this space, we stop processing
1594     * once we get to them. This reduces the need to traverse over all of
1595     * them when adding another one - this saves quite a bit of cpu time
1596     * when lots of spells are cast in one area. Currently, it is presumed
1597     * that flying non pickable objects are spell objects.
1598     */
1599    
1600     while (top != NULL) {
1601     if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1602     QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1603     if (QUERY_FLAG(top, FLAG_NO_PICK)
1604     && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1605     && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1606     {
1607     /* We insert above top, so we want this object below this */
1608     top=top->below;
1609     break;
1610     }
1611     last = top;
1612     top = top->above;
1613     }
1614     /* Don't want top to be NULL, so set it to the last valid object */
1615     top = last;
1616    
1617     /* We let update_position deal with figuring out what the space
1618     * looks like instead of lots of conditions here.
1619     * makes things faster, and effectively the same result.
1620     */
1621    
1622     /* Have object 'fall below' other objects that block view.
1623     * Unless those objects are exits, type 66
1624     * If INS_ON_TOP is used, don't do this processing
1625     * Need to find the object that in fact blocks view, otherwise
1626     * stacking is a bit odd.
1627     */
1628     if (!(flag & INS_ON_TOP) &&
1629     (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1630     (op->face && !op->face->visibility)) {
1631     for (last=top; last != floor; last=last->below)
1632     if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1633     /* Check to see if we found the object that blocks view,
1634     * and make sure we have a below pointer for it so that
1635     * we can get inserted below this one, which requires we
1636     * set top to the object below us.
1637     */
1638     if (last && last->below && last != floor) top=last->below;
1639     }
1640     } /* If objects on this space */
1641     if (flag & INS_MAP_LOAD)
1642     top = GET_MAP_TOP(op->map,op->x,op->y);
1643     if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1644    
1645     /* Top is the object that our object (op) is going to get inserted above.
1646     */
1647    
1648     /* First object on this space */
1649     if (!top) {
1650     op->above = GET_MAP_OB(op->map, op->x, op->y);
1651     if (op->above) op->above->below = op;
1652     op->below = NULL;
1653     SET_MAP_OB(op->map, op->x, op->y, op);
1654     } else { /* get inserted into the stack above top */
1655     op->above = top->above;
1656     if (op->above) op->above->below = op;
1657     op->below = top;
1658     top->above = op;
1659     }
1660     if (op->above==NULL)
1661     SET_MAP_TOP(op->map,op->x, op->y, op);
1662     } /* else not INS_BELOW_ORIGINATOR */
1663    
1664     if(op->type==PLAYER)
1665     op->contr->do_los=1;
1666    
1667     /* If we have a floor, we know the player, if any, will be above
1668     * it, so save a few ticks and start from there.
1669     */
1670     if (!(flag & INS_MAP_LOAD))
1671     for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1672     if (tmp->type == PLAYER)
1673     tmp->contr->socket.update_look=1;
1674     }
1675    
1676     /* If this object glows, it may affect lighting conditions that are
1677     * visible to others on this map. But update_all_los is really
1678     * an inefficient way to do this, as it means los for all players
1679     * on the map will get recalculated. The players could very well
1680     * be far away from this change and not affected in any way -
1681     * this should get redone to only look for players within range,
1682     * or just updating the P_NEED_UPDATE for spaces within this area
1683     * of effect may be sufficient.
1684     */
1685     if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1686     update_all_los(op->map, op->x, op->y);
1687    
1688    
1689     /* updates flags (blocked, alive, no magic, etc) for this map space */
1690     update_object(op,UP_OBJ_INSERT);
1691    
1692    
1693     /* Don't know if moving this to the end will break anything. However,
1694     * we want to have update_look set above before calling this.
1695     *
1696     * check_move_on() must be after this because code called from
1697     * check_move_on() depends on correct map flags (so functions like
1698     * blocked() and wall() work properly), and these flags are updated by
1699     * update_object().
1700     */
1701    
1702     /* if this is not the head or flag has been passed, don't check walk on status */
1703    
1704     if (!(flag & INS_NO_WALK_ON) && !op->head) {
1705     if (check_move_on(op, originator))
1706     return NULL;
1707    
1708     /* If we are a multi part object, lets work our way through the check
1709     * walk on's.
1710     */
1711     for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1712     if (check_move_on (tmp, originator))
1713     return NULL;
1714     }
1715     return op;
1716     }
1717    
1718     /* this function inserts an object in the map, but if it
1719     * finds an object of its own type, it'll remove that one first.
1720     * op is the object to insert it under: supplies x and the map.
1721     */
1722     void replace_insert_ob_in_map(const char *arch_string, object *op) {
1723     object *tmp;
1724     object *tmp1;
1725    
1726     /* first search for itself and remove any old instances */
1727    
1728     for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1729     if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1730     remove_ob(tmp);
1731     free_object(tmp);
1732     }
1733     }
1734    
1735     tmp1=arch_to_object(find_archetype(arch_string));
1736    
1737    
1738     tmp1->x = op->x; tmp1->y = op->y;
1739     insert_ob_in_map(tmp1,op->map,op,0);
1740     }
1741    
1742     /*
1743     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1744     * is returned contains nr objects, and the remaining parts contains
1745     * the rest (or is removed and freed if that number is 0).
1746     * On failure, NULL is returned, and the reason put into the
1747     * global static errmsg array.
1748     */
1749    
1750     object *get_split_ob(object *orig_ob, uint32 nr) {
1751     object *newob;
1752     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1753    
1754     if(orig_ob->nrof<nr) {
1755     sprintf(errmsg,"There are only %d %ss.",
1756     orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1757     return NULL;
1758     }
1759     newob = object_create_clone(orig_ob);
1760     if((orig_ob->nrof-=nr)<1) {
1761     if ( ! is_removed)
1762     remove_ob(orig_ob);
1763     free_object2(orig_ob, 1);
1764     }
1765     else if ( ! is_removed) {
1766     if(orig_ob->env!=NULL)
1767     sub_weight (orig_ob->env,orig_ob->weight*nr);
1768     if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1769     strcpy(errmsg, "Tried to split object whose map is not in memory.");
1770     LOG(llevDebug,
1771     "Error, Tried to split object whose map is not in memory.\n");
1772     return NULL;
1773     }
1774     }
1775     newob->nrof=nr;
1776    
1777     return newob;
1778     }
1779    
1780     /*
1781     * decrease_ob_nr(object, number) decreases a specified number from
1782     * the amount of an object. If the amount reaches 0, the object
1783     * is subsequently removed and freed.
1784     *
1785     * Return value: 'op' if something is left, NULL if the amount reached 0
1786     */
1787    
1788     object *decrease_ob_nr (object *op, uint32 i)
1789     {
1790     object *tmp;
1791     player *pl;
1792    
1793     if (i == 0) /* objects with op->nrof require this check */
1794     return op;
1795    
1796     if (i > op->nrof)
1797     i = op->nrof;
1798    
1799     if (QUERY_FLAG (op, FLAG_REMOVED))
1800     {
1801     op->nrof -= i;
1802     }
1803     else if (op->env != NULL)
1804     {
1805     /* is this object in the players inventory, or sub container
1806     * therein?
1807     */
1808     tmp = is_player_inv (op->env);
1809     /* nope. Is this a container the player has opened?
1810     * If so, set tmp to that player.
1811     * IMO, searching through all the players will mostly
1812     * likely be quicker than following op->env to the map,
1813     * and then searching the map for a player.
1814     */
1815     if (!tmp) {
1816     for (pl=first_player; pl; pl=pl->next)
1817     if (pl->ob->container == op->env) break;
1818     if (pl) tmp=pl->ob;
1819     else tmp=NULL;
1820     }
1821    
1822     if (i < op->nrof) {
1823     sub_weight (op->env, op->weight * i);
1824     op->nrof -= i;
1825     if (tmp) {
1826     esrv_send_item(tmp, op);
1827     }
1828     } else {
1829     remove_ob (op);
1830     op->nrof = 0;
1831     if (tmp) {
1832     esrv_del_item(tmp->contr, op->count);
1833     }
1834     }
1835     }
1836     else
1837     {
1838     object *above = op->above;
1839    
1840     if (i < op->nrof) {
1841     op->nrof -= i;
1842     } else {
1843     remove_ob (op);
1844     op->nrof = 0;
1845     }
1846     /* Since we just removed op, op->above is null */
1847     for (tmp = above; tmp != NULL; tmp = tmp->above)
1848     if (tmp->type == PLAYER) {
1849     if (op->nrof)
1850     esrv_send_item(tmp, op);
1851     else
1852     esrv_del_item(tmp->contr, op->count);
1853     }
1854     }
1855    
1856     if (op->nrof) {
1857     return op;
1858     } else {
1859     free_object (op);
1860     return NULL;
1861     }
1862     }
1863    
1864     /*
1865     * add_weight(object, weight) adds the specified weight to an object,
1866     * and also updates how much the environment(s) is/are carrying.
1867     */
1868    
1869     void add_weight (object *op, signed long weight) {
1870     while (op!=NULL) {
1871     if (op->type == CONTAINER) {
1872     weight=(signed long)(weight*(100-op->stats.Str)/100);
1873     }
1874     op->carrying+=weight;
1875     op=op->env;
1876     }
1877     }
1878    
1879     /*
1880     * insert_ob_in_ob(op,environment):
1881     * This function inserts the object op in the linked list
1882     * inside the object environment.
1883     *
1884     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1885     * the inventory at the last position or next to other objects of the same
1886     * type.
1887     * Frank: Now sorted by type, archetype and magic!
1888     *
1889     * The function returns now pointer to inserted item, and return value can
1890     * be != op, if items are merged. -Tero
1891     */
1892    
1893     object *insert_ob_in_ob(object *op,object *where) {
1894     object *tmp, *otmp;
1895    
1896     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1897     dump_object(op);
1898     LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1899     return op;
1900     }
1901     if(where==NULL) {
1902     dump_object(op);
1903     LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1904     return op;
1905     }
1906     if (where->head) {
1907     LOG(llevDebug,
1908     "Warning: Tried to insert object wrong part of multipart object.\n");
1909     where = where->head;
1910     }
1911     if (op->more) {
1912     LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1913     op->name, op->count);
1914     return op;
1915     }
1916     CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1917     CLEAR_FLAG(op, FLAG_REMOVED);
1918     if(op->nrof) {
1919     for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1920     if ( CAN_MERGE(tmp,op) ) {
1921     /* return the original object and remove inserted object
1922     (client needs the original object) */
1923     tmp->nrof += op->nrof;
1924     /* Weight handling gets pretty funky. Since we are adding to
1925     * tmp->nrof, we need to increase the weight.
1926     */
1927     add_weight (where, op->weight*op->nrof);
1928     SET_FLAG(op, FLAG_REMOVED);
1929     free_object(op); /* free the inserted object */
1930     op = tmp;
1931     remove_ob (op); /* and fix old object's links */
1932     CLEAR_FLAG(op, FLAG_REMOVED);
1933     break;
1934     }
1935    
1936     /* I assume combined objects have no inventory
1937     * We add the weight - this object could have just been removed
1938     * (if it was possible to merge). calling remove_ob will subtract
1939     * the weight, so we need to add it in again, since we actually do
1940     * the linking below
1941     */
1942     add_weight (where, op->weight*op->nrof);
1943     } else
1944     add_weight (where, (op->weight+op->carrying));
1945    
1946     otmp=is_player_inv(where);
1947     if (otmp&&otmp->contr!=NULL) {
1948     if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1949     fix_player(otmp);
1950     }
1951    
1952     op->map=NULL;
1953     op->env=where;
1954     op->above=NULL;
1955     op->below=NULL;
1956     op->x=0,op->y=0;
1957     op->ox=0,op->oy=0;
1958    
1959     /* reset the light list and los of the players on the map */
1960     if((op->glow_radius!=0)&&where->map)
1961     {
1962     #ifdef DEBUG_LIGHTS
1963     LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1964     op->name);
1965     #endif /* DEBUG_LIGHTS */
1966     if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1967     }
1968    
1969     /* Client has no idea of ordering so lets not bother ordering it here.
1970     * It sure simplifies this function...
1971     */
1972     if (where->inv==NULL)
1973     where->inv=op;
1974     else {
1975     op->below = where->inv;
1976     op->below->above = op;
1977     where->inv = op;
1978     }
1979     return op;
1980     }
1981    
1982     /*
1983     * Checks if any objects has a move_type that matches objects
1984     * that effect this object on this space. Call apply() to process
1985     * these events.
1986     *
1987     * Any speed-modification due to SLOW_MOVE() of other present objects
1988     * will affect the speed_left of the object.
1989     *
1990     * originator: Player, monster or other object that caused 'op' to be inserted
1991     * into 'map'. May be NULL.
1992     *
1993     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1994     *
1995     * 4-21-95 added code to check if appropriate skill was readied - this will
1996     * permit faster movement by the player through this terrain. -b.t.
1997     *
1998     * MSW 2001-07-08: Check all objects on space, not just those below
1999     * object being inserted. insert_ob_in_map may not put new objects
2000     * on top.
2001     */
2002    
2003     int check_move_on (object *op, object *originator)
2004     {
2005     object *tmp;
2006     tag_t tag;
2007     mapstruct *m=op->map;
2008     int x=op->x, y=op->y;
2009     MoveType move_on, move_slow, move_block;
2010    
2011     if(QUERY_FLAG(op,FLAG_NO_APPLY))
2012     return 0;
2013    
2014     tag = op->count;
2015    
2016     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2017     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2018     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2019    
2020     /* if nothing on this space will slow op down or be applied,
2021     * no need to do checking below. have to make sure move_type
2022     * is set, as lots of objects don't have it set - we treat that
2023     * as walking.
2024     */
2025     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2026     return 0;
2027    
2028     /* This is basically inverse logic of that below - basically,
2029     * if the object can avoid the move on or slow move, they do so,
2030     * but can't do it if the alternate movement they are using is
2031     * blocked. Logic on this seems confusing, but does seem correct.
2032     */
2033     if ((op->move_type & ~move_on & ~move_block) != 0 &&
2034     (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2035    
2036     /* The objects have to be checked from top to bottom.
2037     * Hence, we first go to the top:
2038     */
2039    
2040     for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2041     tmp->above!=NULL; tmp=tmp->above) {
2042     /* Trim the search when we find the first other spell effect
2043     * this helps performance so that if a space has 50 spell objects,
2044     * we don't need to check all of them.
2045     */
2046     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2047     }
2048     for(;tmp!=NULL; tmp=tmp->below) {
2049     if (tmp == op) continue; /* Can't apply yourself */
2050    
2051     /* Check to see if one of the movement types should be slowed down.
2052     * Second check makes sure that the movement types not being slowed
2053     * (~slow_move) is not blocked on this space - just because the
2054     * space doesn't slow down swimming (for example), if you can't actually
2055     * swim on that space, can't use it to avoid the penalty.
2056     */
2057     if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2058     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2059     ((op->move_type & tmp->move_slow) &&
2060     (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2061    
2062     float diff;
2063    
2064     diff = tmp->move_slow_penalty*FABS(op->speed);
2065     if (op->type == PLAYER) {
2066     if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2067     (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2068     diff /= 4.0;
2069     }
2070     }
2071     op->speed_left -= diff;
2072     }
2073     }
2074    
2075     /* Basically same logic as above, except now for actual apply. */
2076     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2077     ((op->move_type & tmp->move_on) &&
2078     (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2079    
2080     move_apply(tmp, op, originator);
2081     if (was_destroyed (op, tag))
2082     return 1;
2083    
2084     /* what the person/creature stepped onto has moved the object
2085     * someplace new. Don't process any further - if we did,
2086     * have a feeling strange problems would result.
2087     */
2088     if (op->map != m || op->x != x || op->y != y) return 0;
2089     }
2090     }
2091     return 0;
2092     }
2093    
2094     /*
2095     * present_arch(arch, map, x, y) searches for any objects with
2096     * a matching archetype at the given map and coordinates.
2097     * The first matching object is returned, or NULL if none.
2098     */
2099    
2100     object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
2101     object *tmp;
2102     if(m==NULL || out_of_map(m,x,y)) {
2103     LOG(llevError,"Present_arch called outside map.\n");
2104     return NULL;
2105     }
2106     for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
2107     if(tmp->arch == at)
2108     return tmp;
2109     return NULL;
2110     }
2111    
2112     /*
2113     * present(type, map, x, y) searches for any objects with
2114     * a matching type variable at the given map and coordinates.
2115     * The first matching object is returned, or NULL if none.
2116     */
2117    
2118     object *present(unsigned char type,mapstruct *m, int x,int y) {
2119     object *tmp;
2120     if(out_of_map(m,x,y)) {
2121     LOG(llevError,"Present called outside map.\n");
2122     return NULL;
2123     }
2124     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
2125     if(tmp->type==type)
2126     return tmp;
2127     return NULL;
2128     }
2129    
2130     /*
2131     * present_in_ob(type, object) searches for any objects with
2132     * a matching type variable in the inventory of the given object.
2133     * The first matching object is returned, or NULL if none.
2134     */
2135    
2136     object *present_in_ob(unsigned char type, const object *op) {
2137     object *tmp;
2138     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2139     if(tmp->type==type)
2140     return tmp;
2141     return NULL;
2142     }
2143    
2144     /*
2145     * present_in_ob (type, str, object) searches for any objects with
2146     * a matching type & name variable in the inventory of the given object.
2147     * The first matching object is returned, or NULL if none.
2148     * This is mostly used by spell effect code, so that we only
2149     * have one spell effect at a time.
2150     * type can be used to narrow the search - if type is set,
2151     * the type must also match. -1 can be passed for the type,
2152     * in which case the type does not need to pass.
2153     * str is the string to match against. Note that we match against
2154     * the object name, not the archetype name. this is so that the
2155     * spell code can use one object type (force), but change it's name
2156     * to be unique.
2157     */
2158    
2159     object *present_in_ob_by_name(int type, const char *str, const object *op) {
2160     object *tmp;
2161    
2162     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2163     if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
2164     return tmp;
2165     }
2166     return NULL;
2167     }
2168    
2169     /*
2170     * present_arch_in_ob(archetype, object) searches for any objects with
2171     * a matching archetype in the inventory of the given object.
2172     * The first matching object is returned, or NULL if none.
2173     */
2174    
2175     object *present_arch_in_ob(const archetype *at, const object *op) {
2176     object *tmp;
2177     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2178     if( tmp->arch == at)
2179     return tmp;
2180     return NULL;
2181     }
2182    
2183     /*
2184     * activate recursively a flag on an object inventory
2185     */
2186     void flag_inv(object*op, int flag){
2187     object *tmp;
2188     if(op->inv)
2189     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2190     SET_FLAG(tmp, flag);
2191     flag_inv(tmp,flag);
2192     }
2193     }/*
2194     * desactivate recursively a flag on an object inventory
2195     */
2196     void unflag_inv(object*op, int flag){
2197     object *tmp;
2198     if(op->inv)
2199     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2200     CLEAR_FLAG(tmp, flag);
2201     unflag_inv(tmp,flag);
2202     }
2203     }
2204    
2205     /*
2206     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2207     * all it's inventory (recursively).
2208     * If checksums are used, a player will get set_cheat called for
2209     * him/her-self and all object carried by a call to this function.
2210     */
2211    
2212     void set_cheat(object *op) {
2213     SET_FLAG(op, FLAG_WAS_WIZ);
2214     flag_inv(op, FLAG_WAS_WIZ);
2215     }
2216    
2217     /*
2218     * find_free_spot(object, map, x, y, start, stop) will search for
2219     * a spot at the given map and coordinates which will be able to contain
2220     * the given object. start and stop specifies how many squares
2221     * to search (see the freearr_x/y[] definition).
2222     * It returns a random choice among the alternatives found.
2223     * start and stop are where to start relative to the free_arr array (1,9
2224     * does all 4 immediate directions). This returns the index into the
2225     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2226     * Note - this only checks to see if there is space for the head of the
2227     * object - if it is a multispace object, this should be called for all
2228     * pieces.
2229     * Note2: This function does correctly handle tiled maps, but does not
2230     * inform the caller. However, insert_ob_in_map will update as
2231     * necessary, so the caller shouldn't need to do any special work.
2232     * Note - updated to take an object instead of archetype - this is necessary
2233     * because arch_blocked (now ob_blocked) needs to know the movement type
2234     * to know if the space in question will block the object. We can't use
2235     * the archetype because that isn't correct if the monster has been
2236     * customized, changed states, etc.
2237     */
2238    
2239     int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2240     int i,index=0, flag;
2241     static int altern[SIZEOFFREE];
2242    
2243     for(i=start;i<stop;i++) {
2244     flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2245     if(!flag)
2246     altern[index++]=i;
2247    
2248     /* Basically, if we find a wall on a space, we cut down the search size.
2249     * In this way, we won't return spaces that are on another side of a wall.
2250     * This mostly work, but it cuts down the search size in all directions -
2251     * if the space being examined only has a wall to the north and empty
2252     * spaces in all the other directions, this will reduce the search space
2253     * to only the spaces immediately surrounding the target area, and
2254     * won't look 2 spaces south of the target space.
2255     */
2256     else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2257     stop=maxfree[i];
2258     }
2259     if(!index) return -1;
2260     return altern[RANDOM()%index];
2261     }
2262    
2263     /*
2264     * find_first_free_spot(archetype, mapstruct, x, y) works like
2265     * find_free_spot(), but it will search max number of squares.
2266     * But it will return the first available spot, not a random choice.
2267     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268     */
2269    
2270     int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2271     int i;
2272     for(i=0;i<SIZEOFFREE;i++) {
2273     if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2274     return i;
2275     }
2276     return -1;
2277     }
2278    
2279     /*
2280     * The function permute(arr, begin, end) randomly reorders the array
2281     * arr[begin..end-1].
2282     */
2283     static void permute(int *arr, int begin, int end)
2284     {
2285     int i, j, tmp, len;
2286    
2287     len = end-begin;
2288     for(i = begin; i < end; i++)
2289     {
2290     j = begin+RANDOM()%len;
2291    
2292     tmp = arr[i];
2293     arr[i] = arr[j];
2294     arr[j] = tmp;
2295     }
2296     }
2297    
2298     /* new function to make monster searching more efficient, and effective!
2299     * This basically returns a randomized array (in the passed pointer) of
2300     * the spaces to find monsters. In this way, it won't always look for
2301     * monsters to the north first. However, the size of the array passed
2302     * covers all the spaces, so within that size, all the spaces within
2303     * the 3x3 area will be searched, just not in a predictable order.
2304     */
2305     void get_search_arr(int *search_arr)
2306     {
2307     int i;
2308    
2309     for(i = 0; i < SIZEOFFREE; i++)
2310     {
2311     search_arr[i] = i;
2312     }
2313    
2314     permute(search_arr, 1, SIZEOFFREE1+1);
2315     permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2316     permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2317     }
2318    
2319     /*
2320     * find_dir(map, x, y, exclude) will search some close squares in the
2321     * given map at the given coordinates for live objects.
2322     * It will not considered the object given as exclude among possible
2323     * live objects.
2324     * It returns the direction toward the first/closest live object if finds
2325     * any, otherwise 0.
2326     * Perhaps incorrectly, but I'm making the assumption that exclude
2327     * is actually want is going to try and move there. We need this info
2328     * because we have to know what movement the thing looking to move
2329     * there is capable of.
2330     */
2331    
2332     int find_dir(mapstruct *m, int x, int y, object *exclude) {
2333     int i,max=SIZEOFFREE, mflags;
2334     sint16 nx, ny;
2335     object *tmp;
2336     mapstruct *mp;
2337     MoveType blocked, move_type;
2338    
2339     if (exclude && exclude->head) {
2340     exclude = exclude->head;
2341     move_type = exclude->move_type;
2342     } else {
2343     /* If we don't have anything, presume it can use all movement types. */
2344     move_type=MOVE_ALL;
2345     }
2346    
2347     for(i=1;i<max;i++) {
2348     mp = m;
2349     nx = x + freearr_x[i];
2350     ny = y + freearr_y[i];
2351    
2352     mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2353     if (mflags & P_OUT_OF_MAP) {
2354     max = maxfree[i];
2355     } else {
2356     blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2357    
2358     if ((move_type & blocked) == move_type) {
2359     max=maxfree[i];
2360     } else if (mflags & P_IS_ALIVE) {
2361     for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2362     if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2363     (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2364     break;
2365     }
2366     }
2367     if(tmp) {
2368     return freedir[i];
2369     }
2370     }
2371     }
2372     }
2373     return 0;
2374     }
2375    
2376     /*
2377     * distance(object 1, object 2) will return the square of the
2378     * distance between the two given objects.
2379     */
2380    
2381     int distance(const object *ob1, const object *ob2) {
2382     int i;
2383     i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2384     (ob1->y - ob2->y)*(ob1->y - ob2->y);
2385     return i;
2386     }
2387    
2388     /*
2389     * find_dir_2(delta-x,delta-y) will return a direction in which
2390     * an object which has subtracted the x and y coordinates of another
2391     * object, needs to travel toward it.
2392     */
2393    
2394     int find_dir_2(int x, int y) {
2395     int q;
2396    
2397     if(y)
2398     q=x*100/y;
2399     else if (x)
2400     q= -300*x;
2401     else
2402     return 0;
2403    
2404     if(y>0) {
2405     if(q < -242)
2406     return 3 ;
2407     if (q < -41)
2408     return 2 ;
2409     if (q < 41)
2410     return 1 ;
2411     if (q < 242)
2412     return 8 ;
2413     return 7 ;
2414     }
2415    
2416     if (q < -242)
2417     return 7 ;
2418     if (q < -41)
2419     return 6 ;
2420     if (q < 41)
2421     return 5 ;
2422     if (q < 242)
2423     return 4 ;
2424    
2425     return 3 ;
2426     }
2427    
2428     /*
2429     * absdir(int): Returns a number between 1 and 8, which represent
2430     * the "absolute" direction of a number (it actually takes care of
2431     * "overflow" in previous calculations of a direction).
2432     */
2433    
2434     int absdir(int d) {
2435     while(d<1) d+=8;
2436     while(d>8) d-=8;
2437     return d;
2438     }
2439    
2440     /*
2441     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442     * between two directions (which are expected to be absolute (see absdir())
2443     */
2444    
2445     int dirdiff(int dir1, int dir2) {
2446     int d;
2447     d = abs(dir1 - dir2);
2448     if(d>4)
2449     d = 8 - d;
2450     return d;
2451     }
2452    
2453     /* peterm:
2454     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455     * Basically, this is a table of directions, and what directions
2456     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2457     * This basically means that if direction is 15, then it could either go
2458     * direction 4, 14, or 16 to get back to where we are.
2459     * Moved from spell_util.c to object.c with the other related direction
2460     * functions.
2461     */
2462    
2463     int reduction_dir[SIZEOFFREE][3] = {
2464     {0,0,0}, /* 0 */
2465     {0,0,0}, /* 1 */
2466     {0,0,0}, /* 2 */
2467     {0,0,0}, /* 3 */
2468     {0,0,0}, /* 4 */
2469     {0,0,0}, /* 5 */
2470     {0,0,0}, /* 6 */
2471     {0,0,0}, /* 7 */
2472     {0,0,0}, /* 8 */
2473     {8,1,2}, /* 9 */
2474     {1,2,-1}, /* 10 */
2475     {2,10,12}, /* 11 */
2476     {2,3,-1}, /* 12 */
2477     {2,3,4}, /* 13 */
2478     {3,4,-1}, /* 14 */
2479     {4,14,16}, /* 15 */
2480     {5,4,-1}, /* 16 */
2481     {4,5,6}, /* 17 */
2482     {6,5,-1}, /* 18 */
2483     {6,20,18}, /* 19 */
2484     {7,6,-1}, /* 20 */
2485     {6,7,8}, /* 21 */
2486     {7,8,-1}, /* 22 */
2487     {8,22,24}, /* 23 */
2488     {8,1,-1}, /* 24 */
2489     {24,9,10}, /* 25 */
2490     {9,10,-1}, /* 26 */
2491     {10,11,-1}, /* 27 */
2492     {27,11,29}, /* 28 */
2493     {11,12,-1}, /* 29 */
2494     {12,13,-1}, /* 30 */
2495     {12,13,14}, /* 31 */
2496     {13,14,-1}, /* 32 */
2497     {14,15,-1}, /* 33 */
2498     {33,15,35}, /* 34 */
2499     {16,15,-1}, /* 35 */
2500     {17,16,-1}, /* 36 */
2501     {18,17,16}, /* 37 */
2502     {18,17,-1}, /* 38 */
2503     {18,19,-1}, /* 39 */
2504     {41,19,39}, /* 40 */
2505     {19,20,-1}, /* 41 */
2506     {20,21,-1}, /* 42 */
2507     {20,21,22}, /* 43 */
2508     {21,22,-1}, /* 44 */
2509     {23,22,-1}, /* 45 */
2510     {45,47,23}, /* 46 */
2511     {23,24,-1}, /* 47 */
2512     {24,9,-1}}; /* 48 */
2513    
2514     /* Recursive routine to step back and see if we can
2515     * find a path to that monster that we found. If not,
2516     * we don't bother going toward it. Returns 1 if we
2517     * can see a direct way to get it
2518     * Modified to be map tile aware -.MSW
2519     */
2520    
2521    
2522     int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2523     sint16 dx, dy;
2524     int mflags;
2525    
2526     if(dir<0) return 0; /* exit condition: invalid direction */
2527    
2528     dx = x + freearr_x[dir];
2529     dy = y + freearr_y[dir];
2530    
2531     mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2532    
2533     /* This functional arguably was incorrect before - it was
2534     * checking for P_WALL - that was basically seeing if
2535     * we could move to the monster - this is being more
2536     * literal on if we can see it. To know if we can actually
2537     * move to the monster, we'd need the monster passed in or
2538     * at least its move type.
2539     */
2540     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2541    
2542     /* yes, can see. */
2543     if(dir < 9) return 1;
2544     return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2545     can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2546     can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2547     }
2548    
2549    
2550    
2551     /*
2552     * can_pick(picker, item): finds out if an object is possible to be
2553     * picked up by the picker. Returnes 1 if it can be
2554     * picked up, otherwise 0.
2555     *
2556     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2557     * core dumps if they do.
2558     *
2559     * Add a check so we can't pick up invisible objects (0.93.8)
2560     */
2561    
2562     int can_pick(const object *who, const object *item) {
2563     return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2564     (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2565     !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2566     (who->type==PLAYER||item->weight<who->weight/3));
2567     }
2568    
2569    
2570     /*
2571     * create clone from object to another
2572     */
2573     object *object_create_clone (object *asrc) {
2574     object *dst = NULL,*tmp,*src,*part,*prev, *item;
2575    
2576     if(!asrc) return NULL;
2577     src = asrc;
2578     if(src->head)
2579     src = src->head;
2580    
2581     prev = NULL;
2582     for(part = src; part; part = part->more) {
2583     tmp = get_object();
2584     copy_object(part,tmp);
2585     tmp->x -= src->x;
2586     tmp->y -= src->y;
2587     if(!part->head) {
2588     dst = tmp;
2589     tmp->head = NULL;
2590     } else {
2591     tmp->head = dst;
2592     }
2593     tmp->more = NULL;
2594     if(prev)
2595     prev->more = tmp;
2596     prev = tmp;
2597     }
2598     /*** copy inventory ***/
2599     for(item = src->inv; item; item = item->below) {
2600     (void) insert_ob_in_ob(object_create_clone(item),dst);
2601     }
2602    
2603     return dst;
2604     }
2605    
2606     /* return true if the object was destroyed, 0 otherwise */
2607     int was_destroyed (const object *op, tag_t old_tag)
2608     {
2609     /* checking for FLAG_FREED isn't necessary, but makes this function more
2610     * robust */
2611     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2612     }
2613    
2614     /* GROS - Creates an object using a string representing its content. */
2615     /* Basically, we save the content of the string to a temp file, then call */
2616     /* load_object on it. I admit it is a highly inefficient way to make things, */
2617     /* but it was simple to make and allows reusing the load_object function. */
2618     /* Remember not to use load_object_str in a time-critical situation. */
2619     /* Also remember that multiparts objects are not supported for now. */
2620    
2621     object* load_object_str(const char *obstr)
2622     {
2623     object *op;
2624     FILE *tempfile;
2625     char filename[MAX_BUF];
2626     sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2627     tempfile=fopen(filename,"w");
2628     if (tempfile == NULL)
2629     {
2630     LOG(llevError,"Error - Unable to access load object temp file\n");
2631     return NULL;
2632     };
2633     fprintf(tempfile,obstr);
2634     fclose(tempfile);
2635    
2636     op=get_object();
2637    
2638     tempfile=fopen(filename,"r");
2639     if (tempfile == NULL)
2640     {
2641     LOG(llevError,"Error - Unable to read object temp file\n");
2642     return NULL;
2643     };
2644     load_object(tempfile,op,LO_NEWFILE,0);
2645     LOG(llevDebug," load str completed, object=%s\n",op->name);
2646     CLEAR_FLAG(op,FLAG_REMOVED);
2647     fclose(tempfile);
2648     return op;
2649     }
2650    
2651     /* This returns the first object in who's inventory that
2652     * has the same type and subtype match.
2653     * returns NULL if no match.
2654     */
2655     object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2656     {
2657     object *tmp;
2658    
2659     for (tmp=who->inv; tmp; tmp=tmp->below)
2660     if (tmp->type == type && tmp->subtype == subtype) return tmp;
2661    
2662     return NULL;
2663     }
2664    
2665     /* If ob has a field named key, return the link from the list,
2666     * otherwise return NULL.
2667     *
2668     * key must be a passed in shared string - otherwise, this won't
2669     * do the desired thing.
2670     */
2671     key_value * get_ob_key_link(const object * ob, const char * key) {
2672     key_value * link;
2673    
2674     for (link = ob->key_values; link != NULL; link = link->next) {
2675     if (link->key == key) {
2676     return link;
2677     }
2678     }
2679    
2680     return NULL;
2681     }
2682    
2683     /*
2684     * Returns the value of op has an extra_field for key, or NULL.
2685     *
2686     * The argument doesn't need to be a shared string.
2687     *
2688     * The returned string is shared.
2689     */
2690     const char * get_ob_key_value(const object * op, const char * const key) {
2691     key_value * link;
2692     const char * canonical_key;
2693    
2694     canonical_key = find_string(key);
2695    
2696     if (canonical_key == NULL) {
2697     /* 1. There being a field named key on any object
2698     * implies there'd be a shared string to find.
2699     * 2. Since there isn't, no object has this field.
2700     * 3. Therefore, *this* object doesn't have this field.
2701     */
2702     return NULL;
2703     }
2704    
2705     /* This is copied from get_ob_key_link() above -
2706     * only 4 lines, and saves the function call overhead.
2707     */
2708     for (link = op->key_values; link != NULL; link = link->next) {
2709     if (link->key == canonical_key) {
2710     return link->value;
2711     }
2712     }
2713     return NULL;
2714     }
2715    
2716    
2717     /*
2718     * Updates the canonical_key in op to value.
2719     *
2720     * canonical_key is a shared string (value doesn't have to be).
2721     *
2722     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723     * keys.
2724     *
2725     * Returns TRUE on success.
2726     */
2727     int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2728     key_value * field = NULL, *last=NULL;
2729    
2730     for (field=op->key_values; field != NULL; field=field->next) {
2731     if (field->key != canonical_key) {
2732     last = field;
2733     continue;
2734     }
2735    
2736     if (field->value) FREE_AND_CLEAR_STR(field->value);
2737     if (value)
2738     field->value = add_string(value);
2739     else {
2740     /* Basically, if the archetype has this key set,
2741     * we need to store the null value so when we save
2742     * it, we save the empty value so that when we load,
2743     * we get this value back again.
2744     */
2745     if (get_ob_key_link(&op->arch->clone, canonical_key))
2746     field->value = NULL;
2747     else {
2748     /* Delete this link */
2749     if (field->key) FREE_AND_CLEAR_STR(field->key);
2750     if (field->value) FREE_AND_CLEAR_STR(field->value);
2751     if (last) last->next = field->next;
2752     else op->key_values = field->next;
2753     free(field);
2754     }
2755     }
2756     return TRUE;
2757     }
2758     /* IF we get here, key doesn't exist */
2759    
2760     /* No field, we'll have to add it. */
2761    
2762     if (!add_key) {
2763     return FALSE;
2764     }
2765     /* There isn't any good reason to store a null
2766     * value in the key/value list. If the archetype has
2767     * this key, then we should also have it, so shouldn't
2768     * be here. If user wants to store empty strings,
2769     * should pass in ""
2770     */
2771     if (value == NULL) return TRUE;
2772    
2773     field = (key_value *) malloc(sizeof(key_value));
2774    
2775     field->key = add_refcount(canonical_key);
2776     field->value = add_string(value);
2777     /* Usual prepend-addition. */
2778     field->next = op->key_values;
2779     op->key_values = field;
2780    
2781     return TRUE;
2782     }
2783    
2784     /*
2785     * Updates the key in op to value.
2786     *
2787     * If add_key is FALSE, this will only update existing keys,
2788     * and not add new ones.
2789     * In general, should be little reason FALSE is ever passed in for add_key
2790     *
2791     * Returns TRUE on success.
2792     */
2793     int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2794     const char * canonical_key = NULL;
2795     int floating_ref = FALSE;
2796     int ret;
2797    
2798     /* HACK This mess is to make sure set_ob_value() passes a shared string
2799     * to get_ob_key_link(), without leaving a leaked refcount.
2800     */
2801    
2802     canonical_key = find_string(key);
2803     if (canonical_key == NULL) {
2804     canonical_key = add_string(key);
2805     floating_ref = TRUE;
2806     }
2807    
2808     ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2809    
2810     if (floating_ref) {
2811     free_string(canonical_key);
2812     }
2813    
2814     return ret;
2815     }