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Revision: 1.41
Committed: Thu Sep 14 01:12:28 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.40: +12 -13 lines
Log Message:
aggressively use refcounted pointers for object references - seems to fix all random stomping. also reduced size of object further from originally 656 to 624 bytes

File Contents

# User Rev Content
1 root 1.29
2 elmex 1.1 /*
3     CrossFire, A Multiplayer game for X-windows
4    
5     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22     The authors can be reached via e-mail at crossfire-devel@real-time.com
23     */
24    
25     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26     sub/add_weight will transcend the environment updating the carrying
27     variable. */
28     #include <global.h>
29 root 1.28 #include <stdio.h>
30     #include <sys/types.h>
31     #include <sys/uio.h>
32 elmex 1.1 #include <object.h>
33     #include <funcpoint.h>
34     #include <loader.h>
35 root 1.28
36 elmex 1.1 int nrofallocobjects = 0;
37 root 1.39 static UUID uuid;
38     const uint64 UUID_SKIP = 1<<19;
39 elmex 1.1
40 root 1.24 object *objects; /* Pointer to the list of used objects */
41     object *active_objects; /* List of active objects that need to be processed */
42 elmex 1.1
43 root 1.24 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45     };
46     short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48     };
49     int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50     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
51     };
52     int freedir[SIZEOFFREE] = {
53     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,
54     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55     };
56 elmex 1.1
57 root 1.39 static void
58     write_uuid (void)
59     {
60     char filename1[MAX_BUF], filename2[MAX_BUF];
61    
62     sprintf (filename1, "%s/uuid", settings.localdir);
63     sprintf (filename2, "%s/uuid~", settings.localdir);
64    
65     FILE *fp;
66    
67     if (!(fp = fopen (filename2, "w")))
68     {
69     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70     return;
71     }
72    
73     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74     fclose (fp);
75     rename (filename2, filename1);
76     }
77    
78     static void
79     read_uuid (void)
80     {
81     char filename[MAX_BUF];
82    
83     sprintf (filename, "%s/uuid", settings.localdir);
84    
85     FILE *fp;
86    
87     if (!(fp = fopen (filename, "r")))
88     {
89     if (errno == ENOENT)
90     {
91     LOG (llevInfo, "RESET uid to 1\n");
92     uuid.seq = 0;
93     write_uuid ();
94     return;
95     }
96    
97     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98     _exit (1);
99     }
100    
101     int version;
102     unsigned long long uid;
103     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104     {
105     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106     _exit (1);
107     }
108    
109     uuid.seq = uid;
110     write_uuid ();
111     LOG (llevDebug, "read UID: %lld\n", uid);
112     fclose (fp);
113     }
114    
115     UUID
116     gen_uuid ()
117     {
118     UUID uid;
119    
120     uid.seq = ++uuid.seq;
121    
122     if (!(uuid.seq & (UUID_SKIP - 1)))
123     write_uuid ();
124    
125     return uid;
126     }
127    
128     void
129     init_uuid ()
130     {
131     read_uuid ();
132     }
133    
134 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135 root 1.24 static int
136     compare_ob_value_lists_one (const object *wants, const object *has)
137     {
138     key_value *wants_field;
139    
140     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141     * objects with lists are rare, and lists stay short. If not, use a
142     * different structure or at least keep the lists sorted...
143     */
144    
145     /* For each field in wants, */
146     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147     {
148     key_value *has_field;
149    
150     /* Look for a field in has with the same key. */
151     has_field = get_ob_key_link (has, wants_field->key);
152    
153     if (has_field == NULL)
154     {
155     /* No field with that name. */
156     return FALSE;
157     }
158    
159     /* Found the matching field. */
160     if (has_field->value != wants_field->value)
161     {
162     /* Values don't match, so this half of the comparison is false. */
163     return FALSE;
164     }
165    
166     /* If we get here, we found a match. Now for the next field in wants. */
167 elmex 1.1 }
168 root 1.24
169     /* If we get here, every field in wants has a matching field in has. */
170     return TRUE;
171 elmex 1.1 }
172    
173     /* Returns TRUE if ob1 has the same key_values as ob2. */
174 root 1.24 static int
175     compare_ob_value_lists (const object *ob1, const object *ob2)
176     {
177     /* However, there may be fields in has which aren't partnered in wants,
178     * so we need to run the comparison *twice*. :(
179     */
180     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
181 elmex 1.1 }
182    
183     /* Function examines the 2 objects given to it, and returns true if
184     * they can be merged together.
185     *
186     * Note that this function appears a lot longer than the macro it
187     * replaces - this is mostly for clarity - a decent compiler should hopefully
188     * reduce this to the same efficiency.
189     *
190     * Check nrof variable *before* calling CAN_MERGE()
191     *
192     * Improvements made with merge: Better checking on potion, and also
193     * check weight
194     */
195    
196 root 1.24 bool object::can_merge (object *ob1, object *ob2)
197 root 1.16 {
198     /* A couple quicksanity checks */
199     if ((ob1 == ob2) || (ob1->type != ob2->type))
200     return 0;
201    
202     if (ob1->speed != ob2->speed)
203     return 0;
204    
205     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206     * value could not be stored in a sint32 (which unfortunately sometimes is
207     * used to store nrof).
208     */
209     if (ob1->nrof + ob2->nrof >= 1UL << 31)
210     return 0;
211    
212     /* If the objects have been identified, set the BEEN_APPLIED flag.
213     * This is to the comparison of the flags below will be OK. We
214     * just can't ignore the been applied or identified flags, as they
215     * are not equal - just if it has been identified, the been_applied
216     * flags lose any meaning.
217     */
218     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220    
221     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 elmex 1.1
224    
225 root 1.16 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226     * being locked in inventory should prevent merging.
227     * 0x4 in flags3 is CLIENT_SENT
228     */
229     if ((ob1->arch != ob2->arch) ||
230     (ob1->flags[0] != ob2->flags[0]) ||
231     (ob1->flags[1] != ob2->flags[1]) ||
232     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234     (ob1->name != ob2->name) ||
235     (ob1->title != ob2->title) ||
236     (ob1->msg != ob2->msg) ||
237     (ob1->weight != ob2->weight) ||
238     (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239     (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240     (ob1->attacktype != ob2->attacktype) ||
241     (ob1->magic != ob2->magic) ||
242     (ob1->slaying != ob2->slaying) ||
243     (ob1->skill != ob2->skill) ||
244     (ob1->value != ob2->value) ||
245     (ob1->animation_id != ob2->animation_id) ||
246     (ob1->client_type != ob2->client_type) ||
247     (ob1->materialname != ob2->materialname) ||
248     (ob1->lore != ob2->lore) ||
249     (ob1->subtype != ob2->subtype) ||
250     (ob1->move_type != ob2->move_type) ||
251     (ob1->move_block != ob2->move_block) ||
252     (ob1->move_allow != ob2->move_allow) ||
253     (ob1->move_on != ob2->move_on) ||
254 root 1.24 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
255 root 1.16 return 0;
256    
257     /* This is really a spellbook check - really, we should
258     * check all objects in the inventory.
259     */
260     if (ob1->inv || ob2->inv)
261     {
262     /* if one object has inventory but the other doesn't, not equiv */
263     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 root 1.24 return 0;
265 root 1.16
266     /* Now check to see if the two inventory objects could merge */
267     if (!CAN_MERGE (ob1->inv, ob2->inv))
268 root 1.24 return 0;
269 root 1.16
270     /* inventory ok - still need to check rest of this object to see
271     * if it is valid.
272     */
273     }
274 elmex 1.1
275 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
276     * it is possible for most any character to have more than one of
277     * some items equipped, and we don't want those to merge.
278     */
279     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
280     return 0;
281 elmex 1.1
282 root 1.16 /* Note sure why the following is the case - either the object has to
283     * be animated or have a very low speed. Is this an attempted monster
284     * check?
285     */
286 root 1.24 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
287 root 1.16 return 0;
288 elmex 1.1
289 root 1.16 switch (ob1->type)
290     {
291 root 1.29 case SCROLL:
292     if (ob1->level != ob2->level)
293     return 0;
294     break;
295 root 1.16 }
296 elmex 1.1
297 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
298     {
299     /* At least one of these has key_values. */
300     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
301 root 1.24 /* One has fields, but the other one doesn't. */
302     return 0;
303 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
304 root 1.24 return 0;
305 elmex 1.1 }
306 root 1.16
307     //TODO: generate an event or call into perl for additional checks
308     if (ob1->self || ob2->self)
309     {
310     ob1->optimise ();
311     ob2->optimise ();
312    
313     if (ob1->self || ob2->self)
314 root 1.24 return 0;
315 elmex 1.1 }
316    
317 root 1.16 /* Everything passes, must be OK. */
318     return 1;
319 elmex 1.1 }
320 root 1.24
321 elmex 1.1 /*
322     * sum_weight() is a recursive function which calculates the weight
323     * an object is carrying. It goes through in figures out how much
324     * containers are carrying, and sums it up.
325     */
326 root 1.28 long
327 root 1.24 sum_weight (object *op)
328     {
329 root 1.28 long sum;
330 elmex 1.1 object *inv;
331 root 1.24
332     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333     {
334     if (inv->inv)
335     sum_weight (inv);
336     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337     }
338 root 1.37
339 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
340 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
341 root 1.37
342 root 1.24 if (op->carrying != sum)
343 elmex 1.1 op->carrying = sum;
344 root 1.37
345 elmex 1.1 return sum;
346     }
347    
348     /**
349     * Return the outermost environment object for a given object.
350     */
351    
352 root 1.24 object *
353     object_get_env_recursive (object *op)
354     {
355     while (op->env != NULL)
356     op = op->env;
357     return op;
358 elmex 1.1 }
359    
360     /*
361     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362     * a better check. We basically keeping traversing up until we can't
363     * or find a player.
364     */
365    
366 root 1.24 object *
367     is_player_inv (object *op)
368     {
369     for (; op != NULL && op->type != PLAYER; op = op->env)
370     if (op->env == op)
371     op->env = NULL;
372     return op;
373 elmex 1.1 }
374    
375     /*
376     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 root 1.11 * Some error messages.
378 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
379     */
380    
381 root 1.24 void
382     dump_object2 (object *op)
383     {
384     errmsg[0] = 0;
385     return;
386 root 1.10 //TODO//D#d#
387     #if 0
388 elmex 1.1 char *cp;
389 root 1.24
390 elmex 1.1 /* object *tmp;*/
391    
392 root 1.24 if (op->arch != NULL)
393     {
394     strcat (errmsg, "arch ");
395     strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396     strcat (errmsg, "\n");
397     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398     strcat (errmsg, cp);
399     # if 0
400 elmex 1.1 /* Don't dump player diffs - they are too long, mostly meaningless, and
401     * will overflow the buffer.
402     * Changed so that we don't dump inventory either. This may
403     * also overflow the buffer.
404     */
405 root 1.24 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406     strcat (errmsg, cp);
407     for (tmp = op->inv; tmp; tmp = tmp->below)
408     dump_object2 (tmp);
409     # endif
410     strcat (errmsg, "end\n");
411     }
412     else
413     {
414     strcat (errmsg, "Object ");
415     if (op->name == NULL)
416     strcat (errmsg, "(null)");
417     else
418     strcat (errmsg, op->name);
419     strcat (errmsg, "\n");
420     # if 0
421     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422     strcat (errmsg, cp);
423     for (tmp = op->inv; tmp; tmp = tmp->below)
424     dump_object2 (tmp);
425     # endif
426     strcat (errmsg, "end\n");
427     }
428 root 1.10 #endif
429 elmex 1.1 }
430    
431     /*
432     * Dumps an object. Returns output in the static global errmsg array.
433     */
434    
435 root 1.24 void
436     dump_object (object *op)
437     {
438     if (op == NULL)
439     {
440     strcpy (errmsg, "[NULL pointer]");
441     return;
442     }
443     errmsg[0] = '\0';
444     dump_object2 (op);
445 elmex 1.1 }
446    
447 root 1.24 void
448     dump_all_objects (void)
449     {
450 elmex 1.1 object *op;
451 root 1.24
452     for (op = objects; op != NULL; op = op->next)
453     {
454     dump_object (op);
455     fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456     }
457 elmex 1.1 }
458    
459     /*
460     * get_nearest_part(multi-object, object 2) returns the part of the
461     * multi-object 1 which is closest to the second object.
462     * If it's not a multi-object, it is returned.
463     */
464    
465 root 1.24 object *
466     get_nearest_part (object *op, const object *pl)
467     {
468     object *tmp, *closest;
469     int last_dist, i;
470    
471     if (op->more == NULL)
472 elmex 1.1 return op;
473 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
474     if ((i = distance (tmp, pl)) < last_dist)
475     closest = tmp, last_dist = i;
476 elmex 1.1 return closest;
477     }
478    
479     /*
480     * Returns the object which has the count-variable equal to the argument.
481     */
482    
483 root 1.24 object *
484     find_object (tag_t i)
485     {
486 elmex 1.1 object *op;
487 root 1.24
488     for (op = objects; op != NULL; op = op->next)
489     if (op->count == i)
490 elmex 1.1 break;
491 root 1.24 return op;
492 elmex 1.1 }
493    
494     /*
495     * Returns the first object which has a name equal to the argument.
496     * Used only by the patch command, but not all that useful.
497     * Enables features like "patch <name-of-other-player> food 999"
498     */
499    
500 root 1.24 object *
501     find_object_name (const char *str)
502     {
503 root 1.35 shstr_cmp str_ (str);
504 elmex 1.1 object *op;
505 root 1.24
506     for (op = objects; op != NULL; op = op->next)
507 root 1.35 if (op->name == str_)
508 elmex 1.1 break;
509 root 1.11
510 elmex 1.1 return op;
511     }
512    
513 root 1.24 void
514     free_all_object_data ()
515 root 1.14 {
516     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517 elmex 1.1 }
518    
519     /*
520     * Returns the object which this object marks as being the owner.
521     * A id-scheme is used to avoid pointing to objects which have been
522     * freed and are now reused. If this is detected, the owner is
523     * set to NULL, and NULL is returned.
524     * Changed 2004-02-12 - if the player is setting at the play again
525     * prompt, he is removed, and we don't want to treat him as an owner of
526     * anything, so check removed flag. I don't expect that this should break
527     * anything - once an object is removed, it is basically dead anyways.
528     */
529 root 1.24 object *
530 root 1.30 object::get_owner ()
531 root 1.24 {
532 root 1.30 if (!owner
533     || QUERY_FLAG (owner, FLAG_FREED)
534     || QUERY_FLAG (owner, FLAG_REMOVED))
535     owner = 0;
536 elmex 1.1
537 root 1.30 return owner;
538 elmex 1.1 }
539    
540     /*
541     * Sets the owner and sets the skill and exp pointers to owner's current
542     * skill and experience objects.
543     */
544 root 1.24 void
545 root 1.30 object::set_owner (object *owner)
546 elmex 1.1 {
547 root 1.30 if (!owner)
548 root 1.24 return;
549    
550     /* next line added to allow objects which own objects */
551     /* Add a check for ownercounts in here, as I got into an endless loop
552     * with the fireball owning a poison cloud which then owned the
553     * fireball. I believe that was caused by one of the objects getting
554     * freed and then another object replacing it. Since the ownercounts
555     * didn't match, this check is valid and I believe that cause is valid.
556     */
557 root 1.30 while (owner->owner)
558 root 1.24 owner = owner->owner;
559 elmex 1.1
560 root 1.30 this->owner = owner;
561 elmex 1.1 }
562    
563     /* Zero the key_values on op, decrementing the shared-string
564     * refcounts and freeing the links.
565     */
566 root 1.24 static void
567     free_key_values (object *op)
568 root 1.11 {
569 root 1.24 for (key_value *i = op->key_values; i != 0;)
570 root 1.11 {
571     key_value *next = i->next;
572     delete i;
573 root 1.24
574 root 1.11 i = next;
575 elmex 1.1 }
576 root 1.24
577 root 1.11 op->key_values = 0;
578 elmex 1.1 }
579    
580 root 1.14 void object::clear ()
581     {
582     attachable_base::clear ();
583    
584     free_key_values (this);
585    
586 root 1.30 owner = 0;
587 root 1.24 name = 0;
588     name_pl = 0;
589     title = 0;
590     race = 0;
591     slaying = 0;
592     skill = 0;
593     msg = 0;
594     lore = 0;
595     custom_name = 0;
596 root 1.14 materialname = 0;
597 root 1.30 contr = 0;
598     below = 0;
599     above = 0;
600     inv = 0;
601     container = 0;
602     env = 0;
603     more = 0;
604     head = 0;
605     map = 0;
606     active_next = 0;
607     active_prev = 0;
608 root 1.14
609 root 1.30 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610 root 1.14
611     SET_FLAG (this, FLAG_REMOVED);
612 root 1.30
613     /* What is not cleared is next, prev, and count */
614    
615     expmul = 1.0;
616     face = blank_face;
617     attacked_by_count = -1;
618    
619     if (settings.casting_time)
620     casting_time = -1;
621 root 1.14 }
622    
623     void object::clone (object *destination)
624     {
625 root 1.30 *(object_copy *)destination = *this;
626     *(object_pod *)destination = *this;
627 root 1.14
628     if (self || cb)
629     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630     }
631    
632 elmex 1.1 /*
633     * copy object first frees everything allocated by the second object,
634     * and then copies the contends of the first object into the second
635     * object, allocating what needs to be allocated. Basically, any
636     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637     * if the first object is freed, the pointers in the new object
638     * will point at garbage.
639     */
640 root 1.24 void
641     copy_object (object *op2, object *op)
642 root 1.11 {
643 root 1.24 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
644 root 1.14 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
645 root 1.11
646     op2->clone (op);
647    
648 root 1.24 if (is_freed)
649     SET_FLAG (op, FLAG_FREED);
650     if (is_removed)
651     SET_FLAG (op, FLAG_REMOVED);
652 elmex 1.1
653 root 1.11 if (op2->speed < 0)
654 root 1.24 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 elmex 1.1
656 root 1.11 /* Copy over key_values, if any. */
657 root 1.23 if (op2->key_values)
658 root 1.14 {
659 root 1.23 key_value *tail = 0;
660 root 1.11 key_value *i;
661 elmex 1.1
662 root 1.23 op->key_values = 0;
663 elmex 1.1
664 root 1.23 for (i = op2->key_values; i; i = i->next)
665 root 1.11 {
666     key_value *new_link = new key_value;
667 root 1.8
668 root 1.24 new_link->next = 0;
669     new_link->key = i->key;
670 root 1.11 new_link->value = i->value;
671    
672     /* Try and be clever here, too. */
673 root 1.23 if (!op->key_values)
674 root 1.11 {
675     op->key_values = new_link;
676     tail = new_link;
677 root 1.8 }
678 root 1.11 else
679     {
680     tail->next = new_link;
681     tail = new_link;
682     }
683 root 1.14 }
684     }
685 root 1.2
686 root 1.11 update_ob_speed (op);
687 elmex 1.1 }
688    
689     /*
690     * If an object with the IS_TURNABLE() flag needs to be turned due
691     * to the closest player being on the other side, this function can
692     * be called to update the face variable, _and_ how it looks on the map.
693     */
694    
695 root 1.24 void
696     update_turn_face (object *op)
697     {
698     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
699     return;
700     SET_ANIMATION (op, op->direction);
701     update_object (op, UP_OBJ_FACE);
702 elmex 1.1 }
703    
704     /*
705     * Updates the speed of an object. If the speed changes from 0 to another
706     * value, or vice versa, then add/remove the object from the active list.
707     * This function needs to be called whenever the speed of an object changes.
708     */
709 root 1.24 void
710     update_ob_speed (object *op)
711     {
712     extern int arch_init;
713 elmex 1.1
714 root 1.24 /* No reason putting the archetypes objects on the speed list,
715     * since they never really need to be updated.
716     */
717 elmex 1.1
718 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719     {
720     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
721 elmex 1.1 #ifdef MANY_CORES
722 root 1.24 abort ();
723 elmex 1.1 #else
724 root 1.24 op->speed = 0;
725 elmex 1.1 #endif
726     }
727 root 1.31
728 root 1.24 if (arch_init)
729 root 1.31 return;
730    
731 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732     {
733     /* If already on active list, don't do anything */
734     if (op->active_next || op->active_prev || op == active_objects)
735 root 1.8 return;
736 root 1.24
737     /* process_events() expects us to insert the object at the beginning
738     * of the list. */
739     op->active_next = active_objects;
740 root 1.31
741 root 1.24 if (op->active_next != NULL)
742     op->active_next->active_prev = op;
743 root 1.31
744 root 1.24 active_objects = op;
745 elmex 1.1 }
746 root 1.24 else
747     {
748     /* If not on the active list, nothing needs to be done */
749     if (!op->active_next && !op->active_prev && op != active_objects)
750     return;
751    
752     if (op->active_prev == NULL)
753     {
754     active_objects = op->active_next;
755 root 1.31
756 root 1.24 if (op->active_next != NULL)
757     op->active_next->active_prev = NULL;
758 root 1.8 }
759 root 1.24 else
760     {
761     op->active_prev->active_next = op->active_next;
762 root 1.31
763 root 1.24 if (op->active_next)
764     op->active_next->active_prev = op->active_prev;
765     }
766 root 1.31
767 root 1.24 op->active_next = NULL;
768     op->active_prev = NULL;
769 elmex 1.1 }
770     }
771    
772     /* This function removes object 'op' from the list of active
773     * objects.
774     * This should only be used for style maps or other such
775     * reference maps where you don't want an object that isn't
776     * in play chewing up cpu time getting processed.
777     * The reverse of this is to call update_ob_speed, which
778     * will do the right thing based on the speed of the object.
779     */
780 root 1.24 void
781     remove_from_active_list (object *op)
782 elmex 1.1 {
783 root 1.24 /* If not on the active list, nothing needs to be done */
784     if (!op->active_next && !op->active_prev && op != active_objects)
785     return;
786 elmex 1.1
787 root 1.24 if (op->active_prev == NULL)
788     {
789     active_objects = op->active_next;
790     if (op->active_next != NULL)
791     op->active_next->active_prev = NULL;
792 elmex 1.1 }
793 root 1.24 else
794     {
795     op->active_prev->active_next = op->active_next;
796     if (op->active_next)
797     op->active_next->active_prev = op->active_prev;
798 elmex 1.1 }
799 root 1.24 op->active_next = NULL;
800     op->active_prev = NULL;
801 elmex 1.1 }
802    
803     /*
804     * update_object() updates the array which represents the map.
805     * It takes into account invisible objects (and represent squares covered
806     * by invisible objects by whatever is below them (unless it's another
807     * invisible object, etc...)
808     * If the object being updated is beneath a player, the look-window
809     * of that player is updated (this might be a suboptimal way of
810     * updating that window, though, since update_object() is called _often_)
811     *
812     * action is a hint of what the caller believes need to be done.
813     * For example, if the only thing that has changed is the face (due to
814     * an animation), we don't need to call update_position until that actually
815     * comes into view of a player. OTOH, many other things, like addition/removal
816     * of walls or living creatures may need us to update the flags now.
817     * current action are:
818     * UP_OBJ_INSERT: op was inserted
819     * UP_OBJ_REMOVE: op was removed
820     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821     * as that is easier than trying to look at what may have changed.
822     * UP_OBJ_FACE: only the objects face has changed.
823     */
824    
825 root 1.24 void
826     update_object (object *op, int action)
827     {
828     int update_now = 0, flags;
829     MoveType move_on, move_off, move_block, move_slow;
830    
831     if (op == NULL)
832     {
833     /* this should never happen */
834     LOG (llevDebug, "update_object() called for NULL object.\n");
835     return;
836 elmex 1.1 }
837 root 1.24
838     if (op->env != NULL)
839     {
840     /* Animation is currently handled by client, so nothing
841     * to do in this case.
842     */
843     return;
844 elmex 1.1 }
845    
846 root 1.24 /* If the map is saving, don't do anything as everything is
847     * going to get freed anyways.
848     */
849     if (!op->map || op->map->in_memory == MAP_SAVING)
850     return;
851    
852     /* make sure the object is within map boundaries */
853     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
854     {
855     LOG (llevError, "update_object() called for object out of map!\n");
856 elmex 1.1 #ifdef MANY_CORES
857 root 1.24 abort ();
858 elmex 1.1 #endif
859 root 1.24 return;
860 elmex 1.1 }
861    
862 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
863     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 elmex 1.1
869 root 1.24 if (action == UP_OBJ_INSERT)
870     {
871     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
872     update_now = 1;
873    
874     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
875     update_now = 1;
876 elmex 1.1
877 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
878     update_now = 1;
879 elmex 1.1
880 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881     update_now = 1;
882 elmex 1.1
883 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884     update_now = 1;
885 root 1.20
886 root 1.24 if ((move_on | op->move_on) != move_on)
887     update_now = 1;
888 root 1.20
889 root 1.24 if ((move_off | op->move_off) != move_off)
890     update_now = 1;
891 root 1.20
892 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
893     * to have move_allow right now.
894     */
895     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
896     update_now = 1;
897 root 1.20
898 root 1.24 if ((move_slow | op->move_slow) != move_slow)
899     update_now = 1;
900     }
901     /* if the object is being removed, we can't make intelligent
902     * decisions, because remove_ob can't really pass the object
903     * that is being removed.
904     */
905     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 root 1.27 update_now = 1;
907 root 1.24 else if (action == UP_OBJ_FACE)
908 root 1.29 /* Nothing to do for that case */ ;
909 root 1.24 else
910 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 elmex 1.1
912 root 1.24 if (update_now)
913     {
914     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915     update_position (op->map, op->x, op->y);
916 elmex 1.1 }
917    
918 root 1.24 if (op->more != NULL)
919     update_object (op->more, action);
920 elmex 1.1 }
921    
922 root 1.30 static unordered_vector<object *> mortals;
923 root 1.37 static std::vector<object *, slice_allocator <object *> > freed;
924 root 1.21
925     void object::free_mortals ()
926     {
927 root 1.30 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928     if ((*i)->refcnt)
929     ++i; // further delay freeing
930     else
931 root 1.25 {
932 root 1.41 //printf ("free_mortal(%p,%ld,%ld)\n", *i, pticks, (*i)->count);//D
933 root 1.40 //freed.push_back (*i);//D
934     delete *i;
935 root 1.25 mortals.erase (i);
936     }
937 root 1.30
938 root 1.35 if (mortals.size() && 0)//D
939 root 1.30 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
940 root 1.21 }
941    
942     object::object ()
943     {
944 root 1.22 SET_FLAG (this, FLAG_REMOVED);
945    
946     expmul = 1.0;
947     face = blank_face;
948     attacked_by_count = -1;
949     }
950    
951     object::~object ()
952     {
953     free_key_values (this);
954     }
955    
956 root 1.24 void object::link ()
957 root 1.22 {
958 root 1.21 count = ++ob_count;
959 root 1.41 uuid = gen_uuid ();
960 root 1.21
961     prev = 0;
962     next = objects;
963    
964     if (objects)
965     objects->prev = this;
966    
967     objects = this;
968     }
969    
970 root 1.24 void object::unlink ()
971 root 1.21 {
972 root 1.41 //count = 0;//D
973     if (!prev && !next) return;//D
974 root 1.22
975 root 1.38 if (this == objects)
976     objects = next;
977    
978 root 1.22 /* Remove this object from the list of used objects */
979 root 1.41 if (prev) prev->next = next;
980     if (next) next->prev = prev;
981 root 1.25
982 root 1.41 prev = 0;
983     next = 0;
984 root 1.24 }
985 root 1.21
986     object *object::create ()
987     {
988 root 1.32 object *op;
989 root 1.25
990     if (freed.empty ())
991 root 1.24 op = new object;
992 root 1.25 else
993     {
994     // highly annoying, but the only way to get it stable right now
995 root 1.29 op = freed.back ();
996     freed.pop_back ();
997 root 1.25 op->~object ();
998 root 1.29 new ((void *) op) object;
999 root 1.25 }
1000 root 1.24
1001 root 1.22 op->link ();
1002     return op;
1003 root 1.21 }
1004 elmex 1.1
1005     /*
1006     * free_object() frees everything allocated by an object, removes
1007     * it from the list of used objects, and puts it on the list of
1008     * free objects. The IS_FREED() flag is set in the object.
1009     * The object must have been removed by remove_ob() first for
1010     * this function to succeed.
1011     *
1012     * If free_inventory is set, free inventory as well. Else drop items in
1013     * inventory to the ground.
1014     */
1015 root 1.24 void object::free (bool free_inventory)
1016 root 1.14 {
1017 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
1018     return;
1019    
1020 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1021     remove_friendly_object (this);
1022    
1023 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
1024 root 1.29 remove_ob (this);
1025 root 1.14
1026 root 1.29 SET_FLAG (this, FLAG_FREED);
1027 root 1.14
1028 root 1.41 //printf ("free(%p,%ld,%ld)\n", this, pticks, count);//D
1029    
1030 root 1.21 if (more)
1031 root 1.14 {
1032 root 1.21 more->free (free_inventory);
1033     more = 0;
1034 elmex 1.1 }
1035    
1036 root 1.21 if (inv)
1037 root 1.14 {
1038     /* Only if the space blocks everything do we not process -
1039 root 1.17 * if some form of movement is allowed, let objects
1040 root 1.14 * drop on that space.
1041     */
1042 root 1.32 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1043 root 1.24 {
1044 root 1.29 object *op = inv;
1045 root 1.24
1046     while (op)
1047     {
1048 root 1.29 object *tmp = op->below;
1049 root 1.21 op->free (free_inventory);
1050 root 1.24 op = tmp;
1051     }
1052     }
1053 root 1.14 else
1054 root 1.24 { /* Put objects in inventory onto this space */
1055 root 1.29 object *op = inv;
1056 root 1.24
1057     while (op)
1058     {
1059 root 1.29 object *tmp = op->below;
1060 root 1.14
1061 root 1.24 remove_ob (op);
1062    
1063     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1064     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1065     free_object (op);
1066     else
1067     {
1068     op->x = x;
1069     op->y = y;
1070     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1071     }
1072    
1073     op = tmp;
1074     }
1075     }
1076 root 1.14 }
1077    
1078 root 1.30 owner = 0;
1079 root 1.25
1080 root 1.14 /* Remove object from the active list */
1081 root 1.21 speed = 0;
1082     update_ob_speed (this);
1083 elmex 1.1
1084 root 1.22 unlink ();
1085    
1086 root 1.21 mortals.push_back (this);
1087 elmex 1.1 }
1088    
1089     /*
1090     * sub_weight() recursively (outwards) subtracts a number from the
1091     * weight of an object (and what is carried by it's environment(s)).
1092     */
1093    
1094 root 1.24 void
1095     sub_weight (object *op, signed long weight)
1096     {
1097     while (op != NULL)
1098     {
1099     if (op->type == CONTAINER)
1100     {
1101     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1102     }
1103     op->carrying -= weight;
1104     op = op->env;
1105 elmex 1.1 }
1106     }
1107    
1108     /* remove_ob(op):
1109     * This function removes the object op from the linked list of objects
1110     * which it is currently tied to. When this function is done, the
1111     * object will have no environment. If the object previously had an
1112     * environment, the x and y coordinates will be updated to
1113     * the previous environment.
1114     * Beware: This function is called from the editor as well!
1115     */
1116    
1117 root 1.24 void
1118     remove_ob (object *op)
1119     {
1120 root 1.29 object *
1121     tmp, *
1122     last = NULL;
1123     object *
1124     otmp;
1125 root 1.26
1126 root 1.29 tag_t
1127     tag;
1128     int
1129     check_walk_off;
1130     mapstruct *
1131     m;
1132 root 1.24
1133 root 1.29 sint16
1134     x,
1135     y;
1136 root 1.24
1137     if (QUERY_FLAG (op, FLAG_REMOVED))
1138 root 1.29 return;
1139 root 1.24
1140 root 1.29 SET_FLAG (op, FLAG_REMOVED);
1141 root 1.26
1142 root 1.24 if (op->more != NULL)
1143     remove_ob (op->more);
1144    
1145     /*
1146     * In this case, the object to be removed is in someones
1147     * inventory.
1148     */
1149     if (op->env != NULL)
1150     {
1151     if (op->nrof)
1152     sub_weight (op->env, op->weight * op->nrof);
1153     else
1154     sub_weight (op->env, op->weight + op->carrying);
1155    
1156     /* NO_FIX_PLAYER is set when a great many changes are being
1157     * made to players inventory. If set, avoiding the call
1158     * to save cpu time.
1159     */
1160     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1161     fix_player (otmp);
1162    
1163     if (op->above != NULL)
1164     op->above->below = op->below;
1165     else
1166     op->env->inv = op->below;
1167    
1168     if (op->below != NULL)
1169     op->below->above = op->above;
1170    
1171     /* we set up values so that it could be inserted into
1172     * the map, but we don't actually do that - it is up
1173     * to the caller to decide what we want to do.
1174     */
1175     op->x = op->env->x, op->y = op->env->y;
1176     op->map = op->env->map;
1177     op->above = NULL, op->below = NULL;
1178     op->env = NULL;
1179     }
1180 root 1.29 else if (op->map)
1181     {
1182     x = op->x;
1183     y = op->y;
1184     m = get_map_from_coord (op->map, &x, &y);
1185    
1186     if (!m)
1187     {
1188     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1189     op->map->path, op->x, op->y);
1190     /* in old days, we used to set x and y to 0 and continue.
1191     * it seems if we get into this case, something is probablye
1192     * screwed up and should be fixed.
1193     */
1194     abort ();
1195     }
1196 root 1.24
1197 root 1.29 if (op->map != m)
1198     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1199     op->map->path, m->path, op->x, op->y, x, y);
1200 root 1.24
1201 root 1.29 /* Re did the following section of code - it looks like it had
1202     * lots of logic for things we no longer care about
1203 root 1.24 */
1204 elmex 1.1
1205 root 1.29 /* link the object above us */
1206     if (op->above)
1207     op->above->below = op->below;
1208     else
1209     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1210 root 1.24
1211 root 1.29 /* Relink the object below us, if there is one */
1212     if (op->below)
1213     op->below->above = op->above;
1214     else
1215     {
1216     /* Nothing below, which means we need to relink map object for this space
1217     * use translated coordinates in case some oddness with map tiling is
1218     * evident
1219     */
1220     if (GET_MAP_OB (m, x, y) != op)
1221     {
1222     dump_object (op);
1223     LOG (llevError,
1224     "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);
1225     dump_object (GET_MAP_OB (m, x, y));
1226     LOG (llevError, "%s\n", errmsg);
1227     }
1228 elmex 1.1
1229 root 1.29 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1230 root 1.8 }
1231 root 1.26
1232 root 1.29 op->above = 0;
1233     op->below = 0;
1234 root 1.26
1235 root 1.29 if (op->map->in_memory == MAP_SAVING)
1236     return;
1237 elmex 1.1
1238 root 1.29 tag = op->count;
1239     check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1240 elmex 1.1
1241 root 1.29 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1242 root 1.24 {
1243 root 1.29 /* No point updating the players look faces if he is the object
1244     * being removed.
1245 root 1.24 */
1246 root 1.29
1247     if (tmp->type == PLAYER && tmp != op)
1248 root 1.24 {
1249 root 1.29 /* If a container that the player is currently using somehow gets
1250     * removed (most likely destroyed), update the player view
1251     * appropriately.
1252     */
1253     if (tmp->container == op)
1254     {
1255     CLEAR_FLAG (op, FLAG_APPLIED);
1256     tmp->container = NULL;
1257     }
1258    
1259     tmp->contr->socket.update_look = 1;
1260 root 1.8 }
1261 root 1.26
1262 root 1.29 /* See if player moving off should effect something */
1263     if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1264     {
1265     move_apply (tmp, op, NULL);
1266 root 1.24
1267 root 1.29 if (was_destroyed (op, tag))
1268     {
1269     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1270     }
1271 root 1.8 }
1272    
1273 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1274    
1275     if (tmp->above == tmp)
1276     tmp->above = NULL;
1277 root 1.8
1278 root 1.29 last = tmp;
1279     }
1280 root 1.26
1281 root 1.29 /* last == NULL of there are no objects on this space */
1282     if (last == NULL)
1283     {
1284     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1285     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1286     * those out anyways, and if there are any flags set right now, they won't
1287     * be correct anyways.
1288     */
1289     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1290     update_position (op->map, op->x, op->y);
1291     }
1292     else
1293     update_object (last, UP_OBJ_REMOVE);
1294 root 1.26
1295 root 1.29 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1296     update_all_los (op->map, op->x, op->y);
1297 elmex 1.1 }
1298     }
1299    
1300     /*
1301     * merge_ob(op,top):
1302     *
1303     * This function goes through all objects below and including top, and
1304     * merges op to the first matching object.
1305     * If top is NULL, it is calculated.
1306     * Returns pointer to object if it succeded in the merge, otherwise NULL
1307     */
1308 root 1.24 object *
1309     merge_ob (object *op, object *top)
1310     {
1311     if (!op->nrof)
1312 elmex 1.1 return 0;
1313 root 1.29
1314 root 1.24 if (top == NULL)
1315     for (top = op; top != NULL && top->above != NULL; top = top->above);
1316 root 1.29
1317 root 1.24 for (; top != NULL; top = top->below)
1318 elmex 1.1 {
1319 root 1.24 if (top == op)
1320     continue;
1321     if (CAN_MERGE (op, top))
1322     {
1323     top->nrof += op->nrof;
1324    
1325 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1326 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1327     remove_ob (op);
1328     free_object (op);
1329     return top;
1330     }
1331 elmex 1.1 }
1332 root 1.29
1333 elmex 1.1 return NULL;
1334     }
1335    
1336     /*
1337     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338     * job preparing multi-part monsters
1339     */
1340 root 1.24 object *
1341     insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1342     {
1343 root 1.29 object *tmp;
1344 root 1.24
1345     if (op->head)
1346     op = op->head;
1347 root 1.29
1348 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1349     {
1350     tmp->x = x + tmp->arch->clone.x;
1351     tmp->y = y + tmp->arch->clone.y;
1352 elmex 1.1 }
1353 root 1.29
1354 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1355 elmex 1.1 }
1356    
1357     /*
1358     * insert_ob_in_map (op, map, originator, flag):
1359     * This function inserts the object in the two-way linked list
1360     * which represents what is on a map.
1361     * The second argument specifies the map, and the x and y variables
1362     * in the object about to be inserted specifies the position.
1363     *
1364     * originator: Player, monster or other object that caused 'op' to be inserted
1365     * into 'map'. May be NULL.
1366     *
1367     * flag is a bitmask about special things to do (or not do) when this
1368     * function is called. see the object.h file for the INS_ values.
1369     * Passing 0 for flag gives proper default values, so flag really only needs
1370     * to be set if special handling is needed.
1371     *
1372     * Return value:
1373     * new object if 'op' was merged with other object
1374     * NULL if 'op' was destroyed
1375     * just 'op' otherwise
1376     */
1377    
1378 root 1.24 object *
1379     insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1380 elmex 1.1 {
1381 root 1.25 object *tmp, *top, *floor = NULL;
1382     sint16 x, y;
1383 elmex 1.1
1384 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1385     {
1386     LOG (llevError, "Trying to insert freed object!\n");
1387     return NULL;
1388     }
1389 root 1.25
1390 root 1.24 if (m == NULL)
1391     {
1392     dump_object (op);
1393     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1394     return op;
1395 elmex 1.1 }
1396 root 1.25
1397 root 1.24 if (out_of_map (m, op->x, op->y))
1398     {
1399     dump_object (op);
1400     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1401 elmex 1.1 #ifdef MANY_CORES
1402 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1403     * is likely to cause a crash. Better to find out where it is getting
1404     * improperly inserted.
1405     */
1406     abort ();
1407 elmex 1.1 #endif
1408 root 1.24 return op;
1409 elmex 1.1 }
1410 root 1.25
1411 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1412     {
1413     dump_object (op);
1414     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1415     return op;
1416     }
1417 root 1.25
1418 root 1.24 if (op->more != NULL)
1419     {
1420     /* The part may be on a different map. */
1421    
1422 root 1.26 object *more = op->more;
1423 root 1.24
1424     /* We really need the caller to normalize coordinates - if
1425     * we set the map, that doesn't work if the location is within
1426     * a map and this is straddling an edge. So only if coordinate
1427     * is clear wrong do we normalize it.
1428     */
1429     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1430 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1431 root 1.24 else if (!more->map)
1432     {
1433     /* For backwards compatibility - when not dealing with tiled maps,
1434     * more->map should always point to the parent.
1435     */
1436     more->map = m;
1437     }
1438    
1439     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1440     {
1441     if (!op->head)
1442     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1443 root 1.26
1444 root 1.24 return NULL;
1445 root 1.8 }
1446 root 1.24 }
1447 root 1.25
1448 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1449 root 1.8
1450 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1451     * of areas of callers (eg, anything that uses find_free_spot would now
1452     * need extra work
1453     */
1454     op->map = get_map_from_coord (m, &op->x, &op->y);
1455     x = op->x;
1456     y = op->y;
1457    
1458     /* this has to be done after we translate the coordinates.
1459     */
1460     if (op->nrof && !(flag & INS_NO_MERGE))
1461 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1462     if (CAN_MERGE (op, tmp))
1463     {
1464     op->nrof += tmp->nrof;
1465     remove_ob (tmp);
1466     free_object (tmp);
1467     }
1468 root 1.24
1469     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1470     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1471 root 1.25
1472 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1473     CLEAR_FLAG (op, FLAG_NO_STEAL);
1474    
1475     if (flag & INS_BELOW_ORIGINATOR)
1476     {
1477     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1478     {
1479     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1480     abort ();
1481     }
1482 root 1.25
1483 root 1.24 op->above = originator;
1484     op->below = originator->below;
1485 root 1.25
1486 root 1.24 if (op->below)
1487     op->below->above = op;
1488     else
1489     SET_MAP_OB (op->map, op->x, op->y, op);
1490 root 1.25
1491 root 1.24 /* since *below* originator, no need to update top */
1492     originator->below = op;
1493 elmex 1.1 }
1494 root 1.24 else
1495     {
1496     /* If there are other objects, then */
1497     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1498     {
1499 root 1.25 object *last = NULL;
1500 root 1.24
1501     /*
1502     * If there are multiple objects on this space, we do some trickier handling.
1503     * We've already dealt with merging if appropriate.
1504     * Generally, we want to put the new object on top. But if
1505     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1506     * floor, we want to insert above that and no further.
1507     * Also, if there are spell objects on this space, we stop processing
1508     * once we get to them. This reduces the need to traverse over all of
1509     * them when adding another one - this saves quite a bit of cpu time
1510     * when lots of spells are cast in one area. Currently, it is presumed
1511     * that flying non pickable objects are spell objects.
1512     */
1513 elmex 1.1
1514 root 1.24 while (top != NULL)
1515     {
1516     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517     floor = top;
1518 root 1.26
1519 root 1.24 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1520     {
1521     /* We insert above top, so we want this object below this */
1522     top = top->below;
1523     break;
1524     }
1525 root 1.26
1526 root 1.24 last = top;
1527     top = top->above;
1528     }
1529 root 1.26
1530 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1531     top = last;
1532 root 1.8
1533 root 1.24 /* We let update_position deal with figuring out what the space
1534     * looks like instead of lots of conditions here.
1535     * makes things faster, and effectively the same result.
1536     */
1537    
1538     /* Have object 'fall below' other objects that block view.
1539     * Unless those objects are exits, type 66
1540     * If INS_ON_TOP is used, don't do this processing
1541     * Need to find the object that in fact blocks view, otherwise
1542     * stacking is a bit odd.
1543     */
1544     if (!(flag & INS_ON_TOP) &&
1545     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1546     {
1547     for (last = top; last != floor; last = last->below)
1548     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1549     break;
1550     /* Check to see if we found the object that blocks view,
1551     * and make sure we have a below pointer for it so that
1552     * we can get inserted below this one, which requires we
1553     * set top to the object below us.
1554     */
1555     if (last && last->below && last != floor)
1556     top = last->below;
1557 root 1.8 }
1558 root 1.24 } /* If objects on this space */
1559 root 1.25
1560 root 1.24 if (flag & INS_MAP_LOAD)
1561     top = GET_MAP_TOP (op->map, op->x, op->y);
1562 root 1.25
1563 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1564     top = floor;
1565    
1566     /* Top is the object that our object (op) is going to get inserted above.
1567     */
1568    
1569     /* First object on this space */
1570     if (!top)
1571     {
1572     op->above = GET_MAP_OB (op->map, op->x, op->y);
1573 root 1.25
1574 root 1.24 if (op->above)
1575     op->above->below = op;
1576 root 1.25
1577 root 1.24 op->below = NULL;
1578     SET_MAP_OB (op->map, op->x, op->y, op);
1579     }
1580     else
1581     { /* get inserted into the stack above top */
1582     op->above = top->above;
1583 root 1.25
1584 root 1.24 if (op->above)
1585     op->above->below = op;
1586 root 1.25
1587 root 1.24 op->below = top;
1588     top->above = op;
1589     }
1590 root 1.25
1591 root 1.24 if (op->above == NULL)
1592     SET_MAP_TOP (op->map, op->x, op->y, op);
1593     } /* else not INS_BELOW_ORIGINATOR */
1594 root 1.8
1595 root 1.24 if (op->type == PLAYER)
1596     op->contr->do_los = 1;
1597    
1598     /* If we have a floor, we know the player, if any, will be above
1599     * it, so save a few ticks and start from there.
1600     */
1601     if (!(flag & INS_MAP_LOAD))
1602     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1603 root 1.25 if (tmp->type == PLAYER)
1604     tmp->contr->socket.update_look = 1;
1605 root 1.24
1606     /* If this object glows, it may affect lighting conditions that are
1607     * visible to others on this map. But update_all_los is really
1608     * an inefficient way to do this, as it means los for all players
1609     * on the map will get recalculated. The players could very well
1610     * be far away from this change and not affected in any way -
1611     * this should get redone to only look for players within range,
1612     * or just updating the P_NEED_UPDATE for spaces within this area
1613     * of effect may be sufficient.
1614     */
1615     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1616     update_all_los (op->map, op->x, op->y);
1617    
1618     /* updates flags (blocked, alive, no magic, etc) for this map space */
1619     update_object (op, UP_OBJ_INSERT);
1620    
1621     /* Don't know if moving this to the end will break anything. However,
1622     * we want to have update_look set above before calling this.
1623     *
1624     * check_move_on() must be after this because code called from
1625     * check_move_on() depends on correct map flags (so functions like
1626     * blocked() and wall() work properly), and these flags are updated by
1627     * update_object().
1628     */
1629    
1630     /* if this is not the head or flag has been passed, don't check walk on status */
1631     if (!(flag & INS_NO_WALK_ON) && !op->head)
1632     {
1633     if (check_move_on (op, originator))
1634     return NULL;
1635 elmex 1.1
1636 root 1.24 /* If we are a multi part object, lets work our way through the check
1637     * walk on's.
1638     */
1639     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1640     if (check_move_on (tmp, originator))
1641     return NULL;
1642 elmex 1.1 }
1643 root 1.25
1644 root 1.24 return op;
1645 elmex 1.1 }
1646    
1647     /* this function inserts an object in the map, but if it
1648     * finds an object of its own type, it'll remove that one first.
1649     * op is the object to insert it under: supplies x and the map.
1650     */
1651 root 1.24 void
1652     replace_insert_ob_in_map (const char *arch_string, object *op)
1653     {
1654 root 1.29 object *
1655     tmp;
1656     object *
1657     tmp1;
1658 elmex 1.1
1659 root 1.24 /* first search for itself and remove any old instances */
1660 elmex 1.1
1661 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1662     {
1663     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1664     {
1665     remove_ob (tmp);
1666     free_object (tmp);
1667 root 1.8 }
1668 elmex 1.1 }
1669    
1670 root 1.24 tmp1 = arch_to_object (find_archetype (arch_string));
1671 elmex 1.1
1672 root 1.24 tmp1->x = op->x;
1673     tmp1->y = op->y;
1674     insert_ob_in_map (tmp1, op->map, op, 0);
1675     }
1676 elmex 1.1
1677     /*
1678     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1679     * is returned contains nr objects, and the remaining parts contains
1680     * the rest (or is removed and freed if that number is 0).
1681     * On failure, NULL is returned, and the reason put into the
1682     * global static errmsg array.
1683     */
1684    
1685 root 1.24 object *
1686     get_split_ob (object *orig_ob, uint32 nr)
1687     {
1688     object *
1689     newob;
1690     int
1691     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692    
1693     if (orig_ob->nrof < nr)
1694     {
1695     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1696     return NULL;
1697     }
1698 root 1.29
1699 root 1.24 newob = object_create_clone (orig_ob);
1700 root 1.29
1701 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1702     {
1703     if (!is_removed)
1704     remove_ob (orig_ob);
1705     free_object2 (orig_ob, 1);
1706 elmex 1.1 }
1707 root 1.24 else if (!is_removed)
1708     {
1709     if (orig_ob->env != NULL)
1710     sub_weight (orig_ob->env, orig_ob->weight * nr);
1711     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1712     {
1713     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1714     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1715     return NULL;
1716 root 1.8 }
1717 elmex 1.1 }
1718 root 1.29
1719 root 1.24 newob->nrof = nr;
1720 elmex 1.1
1721 root 1.24 return newob;
1722 elmex 1.1 }
1723    
1724     /*
1725     * decrease_ob_nr(object, number) decreases a specified number from
1726     * the amount of an object. If the amount reaches 0, the object
1727     * is subsequently removed and freed.
1728     *
1729     * Return value: 'op' if something is left, NULL if the amount reached 0
1730     */
1731    
1732 root 1.24 object *
1733     decrease_ob_nr (object *op, uint32 i)
1734 elmex 1.1 {
1735 root 1.29 object *tmp;
1736     player *pl;
1737 elmex 1.1
1738 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1739     return op;
1740    
1741     if (i > op->nrof)
1742     i = op->nrof;
1743    
1744     if (QUERY_FLAG (op, FLAG_REMOVED))
1745 root 1.29 op->nrof -= i;
1746 root 1.24 else if (op->env != NULL)
1747     {
1748     /* is this object in the players inventory, or sub container
1749     * therein?
1750     */
1751     tmp = is_player_inv (op->env);
1752     /* nope. Is this a container the player has opened?
1753     * If so, set tmp to that player.
1754     * IMO, searching through all the players will mostly
1755     * likely be quicker than following op->env to the map,
1756     * and then searching the map for a player.
1757     */
1758     if (!tmp)
1759     {
1760     for (pl = first_player; pl; pl = pl->next)
1761     if (pl->ob->container == op->env)
1762     break;
1763     if (pl)
1764     tmp = pl->ob;
1765     else
1766     tmp = NULL;
1767     }
1768 elmex 1.1
1769 root 1.24 if (i < op->nrof)
1770     {
1771     sub_weight (op->env, op->weight * i);
1772     op->nrof -= i;
1773     if (tmp)
1774     {
1775     esrv_send_item (tmp, op);
1776 elmex 1.1 }
1777 root 1.24 }
1778     else
1779     {
1780     remove_ob (op);
1781     op->nrof = 0;
1782     if (tmp)
1783     {
1784     esrv_del_item (tmp->contr, op->count);
1785 elmex 1.1 }
1786     }
1787     }
1788 root 1.24 else
1789 elmex 1.1 {
1790 root 1.29 object *above = op->above;
1791 elmex 1.1
1792 root 1.24 if (i < op->nrof)
1793 root 1.29 op->nrof -= i;
1794 root 1.24 else
1795     {
1796     remove_ob (op);
1797     op->nrof = 0;
1798     }
1799 root 1.29
1800 root 1.24 /* Since we just removed op, op->above is null */
1801     for (tmp = above; tmp != NULL; tmp = tmp->above)
1802     if (tmp->type == PLAYER)
1803     {
1804     if (op->nrof)
1805     esrv_send_item (tmp, op);
1806     else
1807     esrv_del_item (tmp->contr, op->count);
1808     }
1809 elmex 1.1 }
1810    
1811 root 1.24 if (op->nrof)
1812 root 1.29 return op;
1813 root 1.24 else
1814     {
1815     free_object (op);
1816     return NULL;
1817 elmex 1.1 }
1818     }
1819    
1820     /*
1821     * add_weight(object, weight) adds the specified weight to an object,
1822     * and also updates how much the environment(s) is/are carrying.
1823     */
1824    
1825 root 1.24 void
1826     add_weight (object *op, signed long weight)
1827     {
1828     while (op != NULL)
1829     {
1830     if (op->type == CONTAINER)
1831 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1832    
1833 root 1.24 op->carrying += weight;
1834     op = op->env;
1835     }
1836 elmex 1.1 }
1837    
1838     /*
1839     * insert_ob_in_ob(op,environment):
1840     * This function inserts the object op in the linked list
1841     * inside the object environment.
1842     *
1843     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1844     * the inventory at the last position or next to other objects of the same
1845     * type.
1846     * Frank: Now sorted by type, archetype and magic!
1847     *
1848     * The function returns now pointer to inserted item, and return value can
1849     * be != op, if items are merged. -Tero
1850     */
1851    
1852 root 1.24 object *
1853     insert_ob_in_ob (object *op, object *where)
1854     {
1855     object *
1856     tmp, *
1857     otmp;
1858    
1859     if (!QUERY_FLAG (op, FLAG_REMOVED))
1860     {
1861     dump_object (op);
1862     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863     return op;
1864     }
1865 root 1.29
1866 root 1.24 if (where == NULL)
1867     {
1868     dump_object (op);
1869     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870     return op;
1871     }
1872 root 1.29
1873 root 1.24 if (where->head)
1874     {
1875     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1876     where = where->head;
1877     }
1878 root 1.29
1879 root 1.24 if (op->more)
1880     {
1881     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1882     return op;
1883     }
1884 root 1.29
1885 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1886     CLEAR_FLAG (op, FLAG_REMOVED);
1887     if (op->nrof)
1888     {
1889     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1890     if (CAN_MERGE (tmp, op))
1891     {
1892     /* return the original object and remove inserted object
1893     (client needs the original object) */
1894     tmp->nrof += op->nrof;
1895     /* Weight handling gets pretty funky. Since we are adding to
1896     * tmp->nrof, we need to increase the weight.
1897     */
1898     add_weight (where, op->weight * op->nrof);
1899     SET_FLAG (op, FLAG_REMOVED);
1900     free_object (op); /* free the inserted object */
1901     op = tmp;
1902     remove_ob (op); /* and fix old object's links */
1903     CLEAR_FLAG (op, FLAG_REMOVED);
1904     break;
1905     }
1906    
1907     /* I assume combined objects have no inventory
1908     * We add the weight - this object could have just been removed
1909     * (if it was possible to merge). calling remove_ob will subtract
1910     * the weight, so we need to add it in again, since we actually do
1911     * the linking below
1912     */
1913     add_weight (where, op->weight * op->nrof);
1914     }
1915     else
1916     add_weight (where, (op->weight + op->carrying));
1917 elmex 1.1
1918 root 1.24 otmp = is_player_inv (where);
1919     if (otmp && otmp->contr != NULL)
1920     {
1921     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1922     fix_player (otmp);
1923     }
1924 elmex 1.1
1925 root 1.24 op->map = NULL;
1926     op->env = where;
1927     op->above = NULL;
1928     op->below = NULL;
1929     op->x = 0, op->y = 0;
1930 elmex 1.1
1931     /* reset the light list and los of the players on the map */
1932 root 1.24 if ((op->glow_radius != 0) && where->map)
1933     {
1934 elmex 1.1 #ifdef DEBUG_LIGHTS
1935 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1936     #endif /* DEBUG_LIGHTS */
1937     if (MAP_DARKNESS (where->map))
1938     update_all_los (where->map, where->x, where->y);
1939     }
1940 elmex 1.1
1941     /* Client has no idea of ordering so lets not bother ordering it here.
1942     * It sure simplifies this function...
1943     */
1944 root 1.24 if (where->inv == NULL)
1945     where->inv = op;
1946     else
1947     {
1948 elmex 1.1 op->below = where->inv;
1949     op->below->above = op;
1950     where->inv = op;
1951 root 1.24 }
1952 elmex 1.1 return op;
1953     }
1954    
1955     /*
1956     * Checks if any objects has a move_type that matches objects
1957     * that effect this object on this space. Call apply() to process
1958     * these events.
1959     *
1960     * Any speed-modification due to SLOW_MOVE() of other present objects
1961     * will affect the speed_left of the object.
1962     *
1963     * originator: Player, monster or other object that caused 'op' to be inserted
1964     * into 'map'. May be NULL.
1965     *
1966     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1967     *
1968     * 4-21-95 added code to check if appropriate skill was readied - this will
1969     * permit faster movement by the player through this terrain. -b.t.
1970     *
1971     * MSW 2001-07-08: Check all objects on space, not just those below
1972     * object being inserted. insert_ob_in_map may not put new objects
1973     * on top.
1974     */
1975    
1976 root 1.24 int
1977     check_move_on (object *op, object *originator)
1978 elmex 1.1 {
1979 root 1.29 object *
1980     tmp;
1981     tag_t
1982     tag;
1983     mapstruct *
1984     m = op->map;
1985     int
1986     x = op->x, y = op->y;
1987 root 1.26
1988 root 1.29 MoveType
1989     move_on,
1990     move_slow,
1991     move_block;
1992 root 1.24
1993     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1994     return 0;
1995    
1996     tag = op->count;
1997    
1998     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1999     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2000     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2001    
2002     /* if nothing on this space will slow op down or be applied,
2003     * no need to do checking below. have to make sure move_type
2004     * is set, as lots of objects don't have it set - we treat that
2005     * as walking.
2006     */
2007     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2008     return 0;
2009 elmex 1.1
2010 root 1.24 /* This is basically inverse logic of that below - basically,
2011     * if the object can avoid the move on or slow move, they do so,
2012     * but can't do it if the alternate movement they are using is
2013     * blocked. Logic on this seems confusing, but does seem correct.
2014     */
2015     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2016     return 0;
2017    
2018     /* The objects have to be checked from top to bottom.
2019     * Hence, we first go to the top:
2020     */
2021    
2022     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2023     {
2024     /* Trim the search when we find the first other spell effect
2025     * this helps performance so that if a space has 50 spell objects,
2026     * we don't need to check all of them.
2027     */
2028     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2029     break;
2030     }
2031 root 1.26
2032     for (; tmp; tmp = tmp->below)
2033 root 1.24 {
2034     if (tmp == op)
2035     continue; /* Can't apply yourself */
2036 elmex 1.1
2037 root 1.24 /* Check to see if one of the movement types should be slowed down.
2038     * Second check makes sure that the movement types not being slowed
2039     * (~slow_move) is not blocked on this space - just because the
2040     * space doesn't slow down swimming (for example), if you can't actually
2041     * swim on that space, can't use it to avoid the penalty.
2042     */
2043     if (!QUERY_FLAG (op, FLAG_WIZPASS))
2044     {
2045     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2046     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2047     {
2048 elmex 1.1
2049 root 1.29 float
2050     diff = tmp->move_slow_penalty * FABS (op->speed);
2051 elmex 1.1
2052 root 1.24 if (op->type == PLAYER)
2053 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2054     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2055     diff /= 4.0;
2056    
2057 root 1.24 op->speed_left -= diff;
2058 root 1.8 }
2059     }
2060 elmex 1.1
2061 root 1.24 /* Basically same logic as above, except now for actual apply. */
2062     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2063     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2064     {
2065 root 1.26 move_apply (tmp, op, originator);
2066 root 1.24
2067     if (was_destroyed (op, tag))
2068     return 1;
2069    
2070     /* what the person/creature stepped onto has moved the object
2071     * someplace new. Don't process any further - if we did,
2072     * have a feeling strange problems would result.
2073     */
2074     if (op->map != m || op->x != x || op->y != y)
2075     return 0;
2076 root 1.8 }
2077 elmex 1.1 }
2078 root 1.26
2079 root 1.24 return 0;
2080 elmex 1.1 }
2081    
2082     /*
2083     * present_arch(arch, map, x, y) searches for any objects with
2084     * a matching archetype at the given map and coordinates.
2085     * The first matching object is returned, or NULL if none.
2086     */
2087    
2088 root 1.24 object *
2089     present_arch (const archetype *at, mapstruct *m, int x, int y)
2090     {
2091     object *
2092     tmp;
2093    
2094     if (m == NULL || out_of_map (m, x, y))
2095     {
2096     LOG (llevError, "Present_arch called outside map.\n");
2097     return NULL;
2098     }
2099     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2100     if (tmp->arch == at)
2101 elmex 1.1 return tmp;
2102     return NULL;
2103     }
2104    
2105     /*
2106     * present(type, map, x, y) searches for any objects with
2107     * a matching type variable at the given map and coordinates.
2108     * The first matching object is returned, or NULL if none.
2109     */
2110    
2111 root 1.24 object *
2112     present (unsigned char type, mapstruct *m, int x, int y)
2113     {
2114     object *
2115     tmp;
2116    
2117     if (out_of_map (m, x, y))
2118     {
2119     LOG (llevError, "Present called outside map.\n");
2120     return NULL;
2121     }
2122     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2123     if (tmp->type == type)
2124 elmex 1.1 return tmp;
2125     return NULL;
2126     }
2127    
2128     /*
2129     * present_in_ob(type, object) searches for any objects with
2130     * a matching type variable in the inventory of the given object.
2131     * The first matching object is returned, or NULL if none.
2132     */
2133    
2134 root 1.24 object *
2135     present_in_ob (unsigned char type, const object *op)
2136     {
2137     object *
2138     tmp;
2139    
2140     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141     if (tmp->type == type)
2142 elmex 1.1 return tmp;
2143     return NULL;
2144     }
2145    
2146     /*
2147     * present_in_ob (type, str, object) searches for any objects with
2148     * a matching type & name variable in the inventory of the given object.
2149     * The first matching object is returned, or NULL if none.
2150     * This is mostly used by spell effect code, so that we only
2151     * have one spell effect at a time.
2152     * type can be used to narrow the search - if type is set,
2153     * the type must also match. -1 can be passed for the type,
2154     * in which case the type does not need to pass.
2155     * str is the string to match against. Note that we match against
2156     * the object name, not the archetype name. this is so that the
2157     * spell code can use one object type (force), but change it's name
2158     * to be unique.
2159     */
2160    
2161 root 1.24 object *
2162     present_in_ob_by_name (int type, const char *str, const object *op)
2163     {
2164     object *
2165     tmp;
2166 elmex 1.1
2167 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2168     {
2169     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2170     return tmp;
2171 elmex 1.1 }
2172 root 1.24 return NULL;
2173 elmex 1.1 }
2174    
2175     /*
2176     * present_arch_in_ob(archetype, object) searches for any objects with
2177     * a matching archetype in the inventory of the given object.
2178     * The first matching object is returned, or NULL if none.
2179     */
2180    
2181 root 1.24 object *
2182     present_arch_in_ob (const archetype *at, const object *op)
2183     {
2184     object *
2185     tmp;
2186    
2187     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2188     if (tmp->arch == at)
2189 elmex 1.1 return tmp;
2190     return NULL;
2191     }
2192    
2193     /*
2194     * activate recursively a flag on an object inventory
2195     */
2196 root 1.24 void
2197     flag_inv (object *op, int flag)
2198     {
2199     object *
2200     tmp;
2201    
2202     if (op->inv)
2203     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2204     {
2205     SET_FLAG (tmp, flag);
2206     flag_inv (tmp, flag);
2207 elmex 1.1 }
2208 root 1.24 } /*
2209     * desactivate recursively a flag on an object inventory
2210     */
2211     void
2212     unflag_inv (object *op, int flag)
2213     {
2214     object *
2215     tmp;
2216    
2217     if (op->inv)
2218     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2219     {
2220     CLEAR_FLAG (tmp, flag);
2221     unflag_inv (tmp, flag);
2222 elmex 1.1 }
2223     }
2224    
2225     /*
2226     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2227     * all it's inventory (recursively).
2228     * If checksums are used, a player will get set_cheat called for
2229     * him/her-self and all object carried by a call to this function.
2230     */
2231    
2232 root 1.24 void
2233     set_cheat (object *op)
2234     {
2235     SET_FLAG (op, FLAG_WAS_WIZ);
2236     flag_inv (op, FLAG_WAS_WIZ);
2237 elmex 1.1 }
2238    
2239     /*
2240     * find_free_spot(object, map, x, y, start, stop) will search for
2241     * a spot at the given map and coordinates which will be able to contain
2242     * the given object. start and stop specifies how many squares
2243     * to search (see the freearr_x/y[] definition).
2244     * It returns a random choice among the alternatives found.
2245     * start and stop are where to start relative to the free_arr array (1,9
2246     * does all 4 immediate directions). This returns the index into the
2247     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2248     * Note - this only checks to see if there is space for the head of the
2249     * object - if it is a multispace object, this should be called for all
2250     * pieces.
2251     * Note2: This function does correctly handle tiled maps, but does not
2252     * inform the caller. However, insert_ob_in_map will update as
2253     * necessary, so the caller shouldn't need to do any special work.
2254     * Note - updated to take an object instead of archetype - this is necessary
2255     * because arch_blocked (now ob_blocked) needs to know the movement type
2256     * to know if the space in question will block the object. We can't use
2257     * the archetype because that isn't correct if the monster has been
2258     * customized, changed states, etc.
2259     */
2260    
2261 root 1.24 int
2262     find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2263     {
2264     int
2265     i,
2266     index = 0, flag;
2267     static int
2268     altern[SIZEOFFREE];
2269    
2270     for (i = start; i < stop; i++)
2271     {
2272     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2273     if (!flag)
2274     altern[index++] = i;
2275    
2276     /* Basically, if we find a wall on a space, we cut down the search size.
2277     * In this way, we won't return spaces that are on another side of a wall.
2278     * This mostly work, but it cuts down the search size in all directions -
2279     * if the space being examined only has a wall to the north and empty
2280     * spaces in all the other directions, this will reduce the search space
2281     * to only the spaces immediately surrounding the target area, and
2282     * won't look 2 spaces south of the target space.
2283     */
2284     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2285     stop = maxfree[i];
2286 elmex 1.1 }
2287 root 1.24 if (!index)
2288     return -1;
2289     return altern[RANDOM () % index];
2290 elmex 1.1 }
2291    
2292     /*
2293     * find_first_free_spot(archetype, mapstruct, x, y) works like
2294     * find_free_spot(), but it will search max number of squares.
2295     * But it will return the first available spot, not a random choice.
2296     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2297     */
2298    
2299 root 1.24 int
2300     find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2301     {
2302     int
2303     i;
2304    
2305     for (i = 0; i < SIZEOFFREE; i++)
2306     {
2307     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2308     return i;
2309 elmex 1.1 }
2310 root 1.24 return -1;
2311 elmex 1.1 }
2312    
2313     /*
2314     * The function permute(arr, begin, end) randomly reorders the array
2315     * arr[begin..end-1].
2316     */
2317 root 1.24 static void
2318     permute (int *arr, int begin, int end)
2319 elmex 1.1 {
2320 root 1.24 int
2321     i,
2322     j,
2323     tmp,
2324     len;
2325 elmex 1.1
2326 root 1.24 len = end - begin;
2327     for (i = begin; i < end; i++)
2328 elmex 1.1 {
2329 root 1.24 j = begin + RANDOM () % len;
2330 elmex 1.1
2331 root 1.24 tmp = arr[i];
2332     arr[i] = arr[j];
2333     arr[j] = tmp;
2334 elmex 1.1 }
2335     }
2336    
2337     /* new function to make monster searching more efficient, and effective!
2338     * This basically returns a randomized array (in the passed pointer) of
2339     * the spaces to find monsters. In this way, it won't always look for
2340     * monsters to the north first. However, the size of the array passed
2341     * covers all the spaces, so within that size, all the spaces within
2342     * the 3x3 area will be searched, just not in a predictable order.
2343     */
2344 root 1.24 void
2345     get_search_arr (int *search_arr)
2346 elmex 1.1 {
2347 root 1.24 int
2348     i;
2349 elmex 1.1
2350 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2351 elmex 1.1 {
2352 root 1.24 search_arr[i] = i;
2353 elmex 1.1 }
2354    
2355 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2356     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2357     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2358 elmex 1.1 }
2359    
2360     /*
2361     * find_dir(map, x, y, exclude) will search some close squares in the
2362     * given map at the given coordinates for live objects.
2363     * It will not considered the object given as exclude among possible
2364     * live objects.
2365     * It returns the direction toward the first/closest live object if finds
2366     * any, otherwise 0.
2367     * Perhaps incorrectly, but I'm making the assumption that exclude
2368     * is actually want is going to try and move there. We need this info
2369     * because we have to know what movement the thing looking to move
2370     * there is capable of.
2371     */
2372    
2373 root 1.24 int
2374     find_dir (mapstruct *m, int x, int y, object *exclude)
2375     {
2376     int
2377     i,
2378     max = SIZEOFFREE, mflags;
2379 root 1.29
2380     sint16 nx, ny;
2381 root 1.24 object *
2382     tmp;
2383     mapstruct *
2384     mp;
2385 root 1.29
2386     MoveType blocked, move_type;
2387 root 1.24
2388     if (exclude && exclude->head)
2389     {
2390     exclude = exclude->head;
2391     move_type = exclude->move_type;
2392     }
2393     else
2394     {
2395     /* If we don't have anything, presume it can use all movement types. */
2396     move_type = MOVE_ALL;
2397     }
2398    
2399     for (i = 1; i < max; i++)
2400     {
2401     mp = m;
2402     nx = x + freearr_x[i];
2403     ny = y + freearr_y[i];
2404    
2405     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2406     if (mflags & P_OUT_OF_MAP)
2407     {
2408     max = maxfree[i];
2409     }
2410     else
2411     {
2412     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2413    
2414     if ((move_type & blocked) == move_type)
2415     {
2416     max = maxfree[i];
2417     }
2418     else if (mflags & P_IS_ALIVE)
2419     {
2420     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2421     {
2422     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423     {
2424     break;
2425 root 1.8 }
2426     }
2427 root 1.24 if (tmp)
2428     {
2429     return freedir[i];
2430 root 1.8 }
2431     }
2432     }
2433 elmex 1.1 }
2434 root 1.24 return 0;
2435 elmex 1.1 }
2436    
2437     /*
2438     * distance(object 1, object 2) will return the square of the
2439     * distance between the two given objects.
2440     */
2441    
2442 root 1.24 int
2443     distance (const object *ob1, const object *ob2)
2444     {
2445     int
2446     i;
2447    
2448     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 elmex 1.1 return i;
2450     }
2451    
2452     /*
2453     * find_dir_2(delta-x,delta-y) will return a direction in which
2454     * an object which has subtracted the x and y coordinates of another
2455     * object, needs to travel toward it.
2456     */
2457    
2458 root 1.24 int
2459     find_dir_2 (int x, int y)
2460     {
2461     int
2462     q;
2463 elmex 1.1
2464 root 1.24 if (y)
2465     q = x * 100 / y;
2466 elmex 1.1 else if (x)
2467 root 1.24 q = -300 * x;
2468 elmex 1.1 else
2469     return 0;
2470    
2471 root 1.24 if (y > 0)
2472     {
2473     if (q < -242)
2474     return 3;
2475     if (q < -41)
2476     return 2;
2477     if (q < 41)
2478     return 1;
2479     if (q < 242)
2480     return 8;
2481     return 7;
2482     }
2483 elmex 1.1
2484     if (q < -242)
2485 root 1.24 return 7;
2486 elmex 1.1 if (q < -41)
2487 root 1.24 return 6;
2488 elmex 1.1 if (q < 41)
2489 root 1.24 return 5;
2490 elmex 1.1 if (q < 242)
2491 root 1.24 return 4;
2492 elmex 1.1
2493 root 1.24 return 3;
2494 elmex 1.1 }
2495    
2496     /*
2497     * absdir(int): Returns a number between 1 and 8, which represent
2498     * the "absolute" direction of a number (it actually takes care of
2499     * "overflow" in previous calculations of a direction).
2500     */
2501    
2502 root 1.24 int
2503     absdir (int d)
2504     {
2505     while (d < 1)
2506     d += 8;
2507     while (d > 8)
2508     d -= 8;
2509 elmex 1.1 return d;
2510     }
2511    
2512     /*
2513     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514     * between two directions (which are expected to be absolute (see absdir())
2515     */
2516    
2517 root 1.24 int
2518     dirdiff (int dir1, int dir2)
2519     {
2520     int
2521     d;
2522    
2523     d = abs (dir1 - dir2);
2524     if (d > 4)
2525 elmex 1.1 d = 8 - d;
2526     return d;
2527     }
2528    
2529     /* peterm:
2530     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2531     * Basically, this is a table of directions, and what directions
2532     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2533     * This basically means that if direction is 15, then it could either go
2534     * direction 4, 14, or 16 to get back to where we are.
2535     * Moved from spell_util.c to object.c with the other related direction
2536     * functions.
2537     */
2538    
2539 root 1.24 int
2540     reduction_dir[SIZEOFFREE][3] = {
2541     {0, 0, 0}, /* 0 */
2542     {0, 0, 0}, /* 1 */
2543     {0, 0, 0}, /* 2 */
2544     {0, 0, 0}, /* 3 */
2545     {0, 0, 0}, /* 4 */
2546     {0, 0, 0}, /* 5 */
2547     {0, 0, 0}, /* 6 */
2548     {0, 0, 0}, /* 7 */
2549     {0, 0, 0}, /* 8 */
2550     {8, 1, 2}, /* 9 */
2551     {1, 2, -1}, /* 10 */
2552     {2, 10, 12}, /* 11 */
2553     {2, 3, -1}, /* 12 */
2554     {2, 3, 4}, /* 13 */
2555     {3, 4, -1}, /* 14 */
2556     {4, 14, 16}, /* 15 */
2557     {5, 4, -1}, /* 16 */
2558     {4, 5, 6}, /* 17 */
2559     {6, 5, -1}, /* 18 */
2560     {6, 20, 18}, /* 19 */
2561     {7, 6, -1}, /* 20 */
2562     {6, 7, 8}, /* 21 */
2563     {7, 8, -1}, /* 22 */
2564     {8, 22, 24}, /* 23 */
2565     {8, 1, -1}, /* 24 */
2566     {24, 9, 10}, /* 25 */
2567     {9, 10, -1}, /* 26 */
2568     {10, 11, -1}, /* 27 */
2569     {27, 11, 29}, /* 28 */
2570     {11, 12, -1}, /* 29 */
2571     {12, 13, -1}, /* 30 */
2572     {12, 13, 14}, /* 31 */
2573     {13, 14, -1}, /* 32 */
2574     {14, 15, -1}, /* 33 */
2575     {33, 15, 35}, /* 34 */
2576     {16, 15, -1}, /* 35 */
2577     {17, 16, -1}, /* 36 */
2578     {18, 17, 16}, /* 37 */
2579     {18, 17, -1}, /* 38 */
2580     {18, 19, -1}, /* 39 */
2581     {41, 19, 39}, /* 40 */
2582     {19, 20, -1}, /* 41 */
2583     {20, 21, -1}, /* 42 */
2584     {20, 21, 22}, /* 43 */
2585     {21, 22, -1}, /* 44 */
2586     {23, 22, -1}, /* 45 */
2587     {45, 47, 23}, /* 46 */
2588     {23, 24, -1}, /* 47 */
2589     {24, 9, -1}
2590     }; /* 48 */
2591 elmex 1.1
2592     /* Recursive routine to step back and see if we can
2593     * find a path to that monster that we found. If not,
2594     * we don't bother going toward it. Returns 1 if we
2595     * can see a direct way to get it
2596     * Modified to be map tile aware -.MSW
2597     */
2598    
2599 root 1.24
2600     int
2601     can_see_monsterP (mapstruct *m, int x, int y, int dir)
2602     {
2603 root 1.29 sint16 dx, dy;
2604 root 1.24 int
2605     mflags;
2606    
2607     if (dir < 0)
2608     return 0; /* exit condition: invalid direction */
2609    
2610     dx = x + freearr_x[dir];
2611     dy = y + freearr_y[dir];
2612    
2613     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2614    
2615     /* This functional arguably was incorrect before - it was
2616     * checking for P_WALL - that was basically seeing if
2617     * we could move to the monster - this is being more
2618     * literal on if we can see it. To know if we can actually
2619     * move to the monster, we'd need the monster passed in or
2620     * at least its move type.
2621     */
2622     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2623     return 0;
2624    
2625     /* yes, can see. */
2626     if (dir < 9)
2627     return 1;
2628     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2629     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2630     }
2631    
2632    
2633    
2634 elmex 1.1 /*
2635     * can_pick(picker, item): finds out if an object is possible to be
2636     * picked up by the picker. Returnes 1 if it can be
2637     * picked up, otherwise 0.
2638     *
2639     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2640     * core dumps if they do.
2641     *
2642     * Add a check so we can't pick up invisible objects (0.93.8)
2643     */
2644    
2645 root 1.24 int
2646     can_pick (const object *who, const object *item)
2647     {
2648     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2649     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2650     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2651 elmex 1.1 }
2652    
2653    
2654     /*
2655     * create clone from object to another
2656     */
2657 root 1.24 object *
2658     object_create_clone (object *asrc)
2659     {
2660     object *
2661     dst = NULL, *tmp, *src, *part, *prev, *item;
2662 elmex 1.1
2663 root 1.24 if (!asrc)
2664     return NULL;
2665     src = asrc;
2666     if (src->head)
2667     src = src->head;
2668    
2669     prev = NULL;
2670     for (part = src; part; part = part->more)
2671     {
2672     tmp = get_object ();
2673     copy_object (part, tmp);
2674     tmp->x -= src->x;
2675     tmp->y -= src->y;
2676     if (!part->head)
2677     {
2678     dst = tmp;
2679     tmp->head = NULL;
2680     }
2681     else
2682     {
2683     tmp->head = dst;
2684     }
2685     tmp->more = NULL;
2686     if (prev)
2687     prev->more = tmp;
2688     prev = tmp;
2689 elmex 1.1 }
2690 root 1.24
2691 elmex 1.1 /*** copy inventory ***/
2692 root 1.24 for (item = src->inv; item; item = item->below)
2693     {
2694     (void) insert_ob_in_ob (object_create_clone (item), dst);
2695 elmex 1.1 }
2696    
2697 root 1.24 return dst;
2698 elmex 1.1 }
2699    
2700     /* return true if the object was destroyed, 0 otherwise */
2701 root 1.24 int
2702     was_destroyed (const object *op, tag_t old_tag)
2703 elmex 1.1 {
2704 root 1.24 /* checking for FLAG_FREED isn't necessary, but makes this function more
2705     * robust */
2706     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2707 elmex 1.1 }
2708    
2709     /* GROS - Creates an object using a string representing its content. */
2710 root 1.24
2711 elmex 1.1 /* Basically, we save the content of the string to a temp file, then call */
2712 root 1.24
2713 elmex 1.1 /* load_object on it. I admit it is a highly inefficient way to make things, */
2714 root 1.24
2715 elmex 1.1 /* but it was simple to make and allows reusing the load_object function. */
2716 root 1.24
2717 elmex 1.1 /* Remember not to use load_object_str in a time-critical situation. */
2718 root 1.24
2719 elmex 1.1 /* Also remember that multiparts objects are not supported for now. */
2720    
2721 root 1.24 object *
2722     load_object_str (const char *obstr)
2723 elmex 1.1 {
2724 root 1.24 object *
2725     op;
2726     char
2727     filename[MAX_BUF];
2728 root 1.9
2729 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2730    
2731     FILE *
2732     tempfile = fopen (filename, "w");
2733    
2734     if (tempfile == NULL)
2735 elmex 1.1 {
2736 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2737     return NULL;
2738 root 1.41 }
2739    
2740 root 1.24 fprintf (tempfile, obstr);
2741     fclose (tempfile);
2742 elmex 1.1
2743 root 1.24 op = get_object ();
2744 elmex 1.1
2745 root 1.29 object_thawer thawer (filename);
2746 root 1.13
2747 root 1.24 if (thawer)
2748     load_object (thawer, op, 0);
2749 root 1.13
2750 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2751     CLEAR_FLAG (op, FLAG_REMOVED);
2752 root 1.9
2753 root 1.24 return op;
2754 elmex 1.1 }
2755    
2756     /* This returns the first object in who's inventory that
2757     * has the same type and subtype match.
2758     * returns NULL if no match.
2759     */
2760 root 1.24 object *
2761     find_obj_by_type_subtype (const object *who, int type, int subtype)
2762 elmex 1.1 {
2763 root 1.24 object *
2764     tmp;
2765 elmex 1.1
2766 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2767     if (tmp->type == type && tmp->subtype == subtype)
2768     return tmp;
2769 elmex 1.1
2770 root 1.24 return NULL;
2771 elmex 1.1 }
2772    
2773     /* If ob has a field named key, return the link from the list,
2774     * otherwise return NULL.
2775     *
2776     * key must be a passed in shared string - otherwise, this won't
2777     * do the desired thing.
2778     */
2779 root 1.24 key_value *
2780     get_ob_key_link (const object *ob, const char *key)
2781     {
2782     key_value *
2783     link;
2784    
2785     for (link = ob->key_values; link != NULL; link = link->next)
2786     {
2787     if (link->key == key)
2788     {
2789     return link;
2790 elmex 1.1 }
2791     }
2792 root 1.24
2793     return NULL;
2794     }
2795 elmex 1.1
2796     /*
2797     * Returns the value of op has an extra_field for key, or NULL.
2798     *
2799     * The argument doesn't need to be a shared string.
2800     *
2801     * The returned string is shared.
2802     */
2803 root 1.24 const char *
2804     get_ob_key_value (const object *op, const char *const key)
2805     {
2806 root 1.35 key_value *link;
2807     shstr_cmp canonical_key (key);
2808 root 1.24
2809 root 1.35 if (!canonical_key)
2810 root 1.24 {
2811     /* 1. There being a field named key on any object
2812     * implies there'd be a shared string to find.
2813     * 2. Since there isn't, no object has this field.
2814     * 3. Therefore, *this* object doesn't have this field.
2815     */
2816 root 1.35 return 0;
2817 elmex 1.1 }
2818    
2819 root 1.24 /* This is copied from get_ob_key_link() above -
2820     * only 4 lines, and saves the function call overhead.
2821     */
2822 root 1.35 for (link = op->key_values; link; link = link->next)
2823     if (link->key == canonical_key)
2824     return link->value;
2825    
2826     return 0;
2827 elmex 1.1 }
2828    
2829    
2830     /*
2831     * Updates the canonical_key in op to value.
2832     *
2833     * canonical_key is a shared string (value doesn't have to be).
2834     *
2835     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2836     * keys.
2837     *
2838     * Returns TRUE on success.
2839     */
2840 root 1.24 int
2841     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2842     {
2843     key_value *
2844     field = NULL, *last = NULL;
2845    
2846     for (field = op->key_values; field != NULL; field = field->next)
2847     {
2848     if (field->key != canonical_key)
2849     {
2850     last = field;
2851     continue;
2852     }
2853    
2854     if (value)
2855     field->value = value;
2856     else
2857     {
2858     /* Basically, if the archetype has this key set,
2859     * we need to store the null value so when we save
2860     * it, we save the empty value so that when we load,
2861     * we get this value back again.
2862     */
2863     if (get_ob_key_link (&op->arch->clone, canonical_key))
2864     field->value = 0;
2865     else
2866     {
2867     if (last)
2868     last->next = field->next;
2869     else
2870     op->key_values = field->next;
2871    
2872 root 1.29 delete field;
2873 root 1.24 }
2874     }
2875     return TRUE;
2876     }
2877     /* IF we get here, key doesn't exist */
2878    
2879     /* No field, we'll have to add it. */
2880    
2881     if (!add_key)
2882     {
2883     return FALSE;
2884     }
2885     /* There isn't any good reason to store a null
2886     * value in the key/value list. If the archetype has
2887     * this key, then we should also have it, so shouldn't
2888     * be here. If user wants to store empty strings,
2889     * should pass in ""
2890     */
2891     if (value == NULL)
2892 elmex 1.1 return TRUE;
2893 root 1.24
2894     field = new key_value;
2895    
2896     field->key = canonical_key;
2897     field->value = value;
2898     /* Usual prepend-addition. */
2899     field->next = op->key_values;
2900     op->key_values = field;
2901    
2902     return TRUE;
2903 elmex 1.1 }
2904    
2905     /*
2906     * Updates the key in op to value.
2907     *
2908     * If add_key is FALSE, this will only update existing keys,
2909     * and not add new ones.
2910     * In general, should be little reason FALSE is ever passed in for add_key
2911     *
2912     * Returns TRUE on success.
2913     */
2914 root 1.24 int
2915     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2916 root 1.11 {
2917 root 1.29 shstr key_ (key);
2918 root 1.24
2919 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2920 elmex 1.1 }
2921 root 1.31
2922 root 1.34 object::depth_iterator::depth_iterator (object *container)
2923     : iterator_base (container)
2924     {
2925     while (item->inv)
2926     item = item->inv;
2927     }
2928    
2929 root 1.31 void
2930 root 1.34 object::depth_iterator::next ()
2931 root 1.31 {
2932 root 1.34 if (item->below)
2933     {
2934     item = item->below;
2935    
2936     while (item->inv)
2937     item = item->inv;
2938     }
2939 root 1.31 else
2940 root 1.34 item = item->env;
2941 root 1.31 }
2942 root 1.34
2943 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2944     const char *
2945     object::debug_desc (char *info) const
2946     {
2947     char info2[256 * 3];
2948     char *p = info;
2949    
2950     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2951     count,
2952     &name,
2953     title ? " " : "",
2954     title ? (const char *)title : "");
2955    
2956     if (env)
2957     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2958    
2959     if (map)
2960     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2961    
2962     return info;
2963     }
2964    
2965     const char *
2966     object::debug_desc () const
2967     {
2968     static char info[256 * 3];
2969     return debug_desc (info);
2970     }
2971