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Revision: 1.42
Committed: Thu Sep 14 01:19:47 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +8 -20 lines
Log Message:
removed freed hack. extra refcounting increased code size by 3k in an unoptimised build

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 1.21
924     void object::free_mortals ()
925     {
926 root 1.30 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
927     if ((*i)->refcnt)
928     ++i; // further delay freeing
929     else
930 root 1.25 {
931 root 1.40 delete *i;
932 root 1.25 mortals.erase (i);
933     }
934 root 1.30
935 root 1.42 static int lastmortals = 0;//D
936    
937     if (mortals.size() != lastmortals)//D
938     {
939     lastmortals = mortals.size ();//D
940     LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
941     }
942 root 1.21 }
943    
944     object::object ()
945     {
946 root 1.22 SET_FLAG (this, FLAG_REMOVED);
947    
948     expmul = 1.0;
949     face = blank_face;
950     attacked_by_count = -1;
951     }
952    
953     object::~object ()
954     {
955     free_key_values (this);
956     }
957    
958 root 1.24 void object::link ()
959 root 1.22 {
960 root 1.21 count = ++ob_count;
961 root 1.41 uuid = gen_uuid ();
962 root 1.21
963     prev = 0;
964     next = objects;
965    
966     if (objects)
967     objects->prev = this;
968    
969     objects = this;
970     }
971    
972 root 1.24 void object::unlink ()
973 root 1.21 {
974 root 1.41 //count = 0;//D
975     if (!prev && !next) return;//D
976 root 1.22
977 root 1.38 if (this == objects)
978     objects = next;
979    
980 root 1.22 /* Remove this object from the list of used objects */
981 root 1.41 if (prev) prev->next = next;
982     if (next) next->prev = prev;
983 root 1.25
984 root 1.41 prev = 0;
985     next = 0;
986 root 1.24 }
987 root 1.21
988     object *object::create ()
989     {
990 root 1.42 object *op = new object;
991 root 1.22 op->link ();
992     return op;
993 root 1.21 }
994 elmex 1.1
995     /*
996     * free_object() frees everything allocated by an object, removes
997     * it from the list of used objects, and puts it on the list of
998     * free objects. The IS_FREED() flag is set in the object.
999     * The object must have been removed by remove_ob() first for
1000     * this function to succeed.
1001     *
1002     * If free_inventory is set, free inventory as well. Else drop items in
1003     * inventory to the ground.
1004     */
1005 root 1.24 void object::free (bool free_inventory)
1006 root 1.14 {
1007 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
1008     return;
1009    
1010 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1011     remove_friendly_object (this);
1012    
1013 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
1014 root 1.29 remove_ob (this);
1015 root 1.14
1016 root 1.29 SET_FLAG (this, FLAG_FREED);
1017 root 1.14
1018 root 1.21 if (more)
1019 root 1.14 {
1020 root 1.21 more->free (free_inventory);
1021     more = 0;
1022 elmex 1.1 }
1023    
1024 root 1.21 if (inv)
1025 root 1.14 {
1026     /* Only if the space blocks everything do we not process -
1027 root 1.17 * if some form of movement is allowed, let objects
1028 root 1.14 * drop on that space.
1029     */
1030 root 1.32 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1031 root 1.24 {
1032 root 1.29 object *op = inv;
1033 root 1.24
1034     while (op)
1035     {
1036 root 1.29 object *tmp = op->below;
1037 root 1.21 op->free (free_inventory);
1038 root 1.24 op = tmp;
1039     }
1040     }
1041 root 1.14 else
1042 root 1.24 { /* Put objects in inventory onto this space */
1043 root 1.29 object *op = inv;
1044 root 1.24
1045     while (op)
1046     {
1047 root 1.29 object *tmp = op->below;
1048 root 1.14
1049 root 1.24 remove_ob (op);
1050    
1051     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1052     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1053     free_object (op);
1054     else
1055     {
1056     op->x = x;
1057     op->y = y;
1058     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1059     }
1060    
1061     op = tmp;
1062     }
1063     }
1064 root 1.14 }
1065    
1066 root 1.30 owner = 0;
1067 root 1.25
1068 root 1.14 /* Remove object from the active list */
1069 root 1.21 speed = 0;
1070     update_ob_speed (this);
1071 elmex 1.1
1072 root 1.22 unlink ();
1073    
1074 root 1.21 mortals.push_back (this);
1075 elmex 1.1 }
1076    
1077     /*
1078     * sub_weight() recursively (outwards) subtracts a number from the
1079     * weight of an object (and what is carried by it's environment(s)).
1080     */
1081    
1082 root 1.24 void
1083     sub_weight (object *op, signed long weight)
1084     {
1085     while (op != NULL)
1086     {
1087     if (op->type == CONTAINER)
1088     {
1089     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1090     }
1091     op->carrying -= weight;
1092     op = op->env;
1093 elmex 1.1 }
1094     }
1095    
1096     /* remove_ob(op):
1097     * This function removes the object op from the linked list of objects
1098     * which it is currently tied to. When this function is done, the
1099     * object will have no environment. If the object previously had an
1100     * environment, the x and y coordinates will be updated to
1101     * the previous environment.
1102     * Beware: This function is called from the editor as well!
1103     */
1104    
1105 root 1.24 void
1106     remove_ob (object *op)
1107     {
1108 root 1.29 object *
1109     tmp, *
1110     last = NULL;
1111     object *
1112     otmp;
1113 root 1.26
1114 root 1.29 tag_t
1115     tag;
1116     int
1117     check_walk_off;
1118     mapstruct *
1119     m;
1120 root 1.24
1121 root 1.29 sint16
1122     x,
1123     y;
1124 root 1.24
1125     if (QUERY_FLAG (op, FLAG_REMOVED))
1126 root 1.29 return;
1127 root 1.24
1128 root 1.29 SET_FLAG (op, FLAG_REMOVED);
1129 root 1.26
1130 root 1.24 if (op->more != NULL)
1131     remove_ob (op->more);
1132    
1133     /*
1134     * In this case, the object to be removed is in someones
1135     * inventory.
1136     */
1137     if (op->env != NULL)
1138     {
1139     if (op->nrof)
1140     sub_weight (op->env, op->weight * op->nrof);
1141     else
1142     sub_weight (op->env, op->weight + op->carrying);
1143    
1144     /* NO_FIX_PLAYER is set when a great many changes are being
1145     * made to players inventory. If set, avoiding the call
1146     * to save cpu time.
1147     */
1148     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1149     fix_player (otmp);
1150    
1151     if (op->above != NULL)
1152     op->above->below = op->below;
1153     else
1154     op->env->inv = op->below;
1155    
1156     if (op->below != NULL)
1157     op->below->above = op->above;
1158    
1159     /* we set up values so that it could be inserted into
1160     * the map, but we don't actually do that - it is up
1161     * to the caller to decide what we want to do.
1162     */
1163     op->x = op->env->x, op->y = op->env->y;
1164     op->map = op->env->map;
1165     op->above = NULL, op->below = NULL;
1166     op->env = NULL;
1167     }
1168 root 1.29 else if (op->map)
1169     {
1170     x = op->x;
1171     y = op->y;
1172     m = get_map_from_coord (op->map, &x, &y);
1173    
1174     if (!m)
1175     {
1176     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1177     op->map->path, op->x, op->y);
1178     /* in old days, we used to set x and y to 0 and continue.
1179     * it seems if we get into this case, something is probablye
1180     * screwed up and should be fixed.
1181     */
1182     abort ();
1183     }
1184 root 1.24
1185 root 1.29 if (op->map != m)
1186     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187     op->map->path, m->path, op->x, op->y, x, y);
1188 root 1.24
1189 root 1.29 /* Re did the following section of code - it looks like it had
1190     * lots of logic for things we no longer care about
1191 root 1.24 */
1192 elmex 1.1
1193 root 1.29 /* link the object above us */
1194     if (op->above)
1195     op->above->below = op->below;
1196     else
1197     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1198 root 1.24
1199 root 1.29 /* Relink the object below us, if there is one */
1200     if (op->below)
1201     op->below->above = op->above;
1202     else
1203     {
1204     /* Nothing below, which means we need to relink map object for this space
1205     * use translated coordinates in case some oddness with map tiling is
1206     * evident
1207     */
1208     if (GET_MAP_OB (m, x, y) != op)
1209     {
1210     dump_object (op);
1211     LOG (llevError,
1212     "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);
1213     dump_object (GET_MAP_OB (m, x, y));
1214     LOG (llevError, "%s\n", errmsg);
1215     }
1216 elmex 1.1
1217 root 1.29 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1218 root 1.8 }
1219 root 1.26
1220 root 1.29 op->above = 0;
1221     op->below = 0;
1222 root 1.26
1223 root 1.29 if (op->map->in_memory == MAP_SAVING)
1224     return;
1225 elmex 1.1
1226 root 1.29 tag = op->count;
1227     check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228 elmex 1.1
1229 root 1.29 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1230 root 1.24 {
1231 root 1.29 /* No point updating the players look faces if he is the object
1232     * being removed.
1233 root 1.24 */
1234 root 1.29
1235     if (tmp->type == PLAYER && tmp != op)
1236 root 1.24 {
1237 root 1.29 /* If a container that the player is currently using somehow gets
1238     * removed (most likely destroyed), update the player view
1239     * appropriately.
1240     */
1241     if (tmp->container == op)
1242     {
1243     CLEAR_FLAG (op, FLAG_APPLIED);
1244     tmp->container = NULL;
1245     }
1246    
1247     tmp->contr->socket.update_look = 1;
1248 root 1.8 }
1249 root 1.26
1250 root 1.29 /* See if player moving off should effect something */
1251     if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1252     {
1253     move_apply (tmp, op, NULL);
1254 root 1.24
1255 root 1.29 if (was_destroyed (op, tag))
1256     {
1257     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1258     }
1259 root 1.8 }
1260    
1261 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1262    
1263     if (tmp->above == tmp)
1264     tmp->above = NULL;
1265 root 1.8
1266 root 1.29 last = tmp;
1267     }
1268 root 1.26
1269 root 1.29 /* last == NULL of there are no objects on this space */
1270     if (last == NULL)
1271     {
1272     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1273     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1274     * those out anyways, and if there are any flags set right now, they won't
1275     * be correct anyways.
1276     */
1277     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1278     update_position (op->map, op->x, op->y);
1279     }
1280     else
1281     update_object (last, UP_OBJ_REMOVE);
1282 root 1.26
1283 root 1.29 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1284     update_all_los (op->map, op->x, op->y);
1285 elmex 1.1 }
1286     }
1287    
1288     /*
1289     * merge_ob(op,top):
1290     *
1291     * This function goes through all objects below and including top, and
1292     * merges op to the first matching object.
1293     * If top is NULL, it is calculated.
1294     * Returns pointer to object if it succeded in the merge, otherwise NULL
1295     */
1296 root 1.24 object *
1297     merge_ob (object *op, object *top)
1298     {
1299     if (!op->nrof)
1300 elmex 1.1 return 0;
1301 root 1.29
1302 root 1.24 if (top == NULL)
1303     for (top = op; top != NULL && top->above != NULL; top = top->above);
1304 root 1.29
1305 root 1.24 for (; top != NULL; top = top->below)
1306 elmex 1.1 {
1307 root 1.24 if (top == op)
1308     continue;
1309     if (CAN_MERGE (op, top))
1310     {
1311     top->nrof += op->nrof;
1312    
1313 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1314 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1315     remove_ob (op);
1316     free_object (op);
1317     return top;
1318     }
1319 elmex 1.1 }
1320 root 1.29
1321 elmex 1.1 return NULL;
1322     }
1323    
1324     /*
1325     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1326     * job preparing multi-part monsters
1327     */
1328 root 1.24 object *
1329     insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1330     {
1331 root 1.29 object *tmp;
1332 root 1.24
1333     if (op->head)
1334     op = op->head;
1335 root 1.29
1336 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1337     {
1338     tmp->x = x + tmp->arch->clone.x;
1339     tmp->y = y + tmp->arch->clone.y;
1340 elmex 1.1 }
1341 root 1.29
1342 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1343 elmex 1.1 }
1344    
1345     /*
1346     * insert_ob_in_map (op, map, originator, flag):
1347     * This function inserts the object in the two-way linked list
1348     * which represents what is on a map.
1349     * The second argument specifies the map, and the x and y variables
1350     * in the object about to be inserted specifies the position.
1351     *
1352     * originator: Player, monster or other object that caused 'op' to be inserted
1353     * into 'map'. May be NULL.
1354     *
1355     * flag is a bitmask about special things to do (or not do) when this
1356     * function is called. see the object.h file for the INS_ values.
1357     * Passing 0 for flag gives proper default values, so flag really only needs
1358     * to be set if special handling is needed.
1359     *
1360     * Return value:
1361     * new object if 'op' was merged with other object
1362     * NULL if 'op' was destroyed
1363     * just 'op' otherwise
1364     */
1365    
1366 root 1.24 object *
1367     insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1368 elmex 1.1 {
1369 root 1.25 object *tmp, *top, *floor = NULL;
1370     sint16 x, y;
1371 elmex 1.1
1372 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1373     {
1374     LOG (llevError, "Trying to insert freed object!\n");
1375     return NULL;
1376     }
1377 root 1.25
1378 root 1.24 if (m == NULL)
1379     {
1380     dump_object (op);
1381     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1382     return op;
1383 elmex 1.1 }
1384 root 1.25
1385 root 1.24 if (out_of_map (m, op->x, op->y))
1386     {
1387     dump_object (op);
1388     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1389 elmex 1.1 #ifdef MANY_CORES
1390 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1391     * is likely to cause a crash. Better to find out where it is getting
1392     * improperly inserted.
1393     */
1394     abort ();
1395 elmex 1.1 #endif
1396 root 1.24 return op;
1397 elmex 1.1 }
1398 root 1.25
1399 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400     {
1401     dump_object (op);
1402     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1403     return op;
1404     }
1405 root 1.25
1406 root 1.24 if (op->more != NULL)
1407     {
1408     /* The part may be on a different map. */
1409    
1410 root 1.26 object *more = op->more;
1411 root 1.24
1412     /* We really need the caller to normalize coordinates - if
1413     * we set the map, that doesn't work if the location is within
1414     * a map and this is straddling an edge. So only if coordinate
1415     * is clear wrong do we normalize it.
1416     */
1417     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1418 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1419 root 1.24 else if (!more->map)
1420     {
1421     /* For backwards compatibility - when not dealing with tiled maps,
1422     * more->map should always point to the parent.
1423     */
1424     more->map = m;
1425     }
1426    
1427     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1428     {
1429     if (!op->head)
1430     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1431 root 1.26
1432 root 1.24 return NULL;
1433 root 1.8 }
1434 root 1.24 }
1435 root 1.25
1436 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1437 root 1.8
1438 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1439     * of areas of callers (eg, anything that uses find_free_spot would now
1440     * need extra work
1441     */
1442     op->map = get_map_from_coord (m, &op->x, &op->y);
1443     x = op->x;
1444     y = op->y;
1445    
1446     /* this has to be done after we translate the coordinates.
1447     */
1448     if (op->nrof && !(flag & INS_NO_MERGE))
1449 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1450     if (CAN_MERGE (op, tmp))
1451     {
1452     op->nrof += tmp->nrof;
1453     remove_ob (tmp);
1454     free_object (tmp);
1455     }
1456 root 1.24
1457     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1458     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459 root 1.25
1460 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1461     CLEAR_FLAG (op, FLAG_NO_STEAL);
1462    
1463     if (flag & INS_BELOW_ORIGINATOR)
1464     {
1465     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1466     {
1467     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1468     abort ();
1469     }
1470 root 1.25
1471 root 1.24 op->above = originator;
1472     op->below = originator->below;
1473 root 1.25
1474 root 1.24 if (op->below)
1475     op->below->above = op;
1476     else
1477     SET_MAP_OB (op->map, op->x, op->y, op);
1478 root 1.25
1479 root 1.24 /* since *below* originator, no need to update top */
1480     originator->below = op;
1481 elmex 1.1 }
1482 root 1.24 else
1483     {
1484     /* If there are other objects, then */
1485     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1486     {
1487 root 1.25 object *last = NULL;
1488 root 1.24
1489     /*
1490     * If there are multiple objects on this space, we do some trickier handling.
1491     * We've already dealt with merging if appropriate.
1492     * Generally, we want to put the new object on top. But if
1493     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1494     * floor, we want to insert above that and no further.
1495     * Also, if there are spell objects on this space, we stop processing
1496     * once we get to them. This reduces the need to traverse over all of
1497     * them when adding another one - this saves quite a bit of cpu time
1498     * when lots of spells are cast in one area. Currently, it is presumed
1499     * that flying non pickable objects are spell objects.
1500     */
1501 elmex 1.1
1502 root 1.24 while (top != NULL)
1503     {
1504     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1505     floor = top;
1506 root 1.26
1507 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))
1508     {
1509     /* We insert above top, so we want this object below this */
1510     top = top->below;
1511     break;
1512     }
1513 root 1.26
1514 root 1.24 last = top;
1515     top = top->above;
1516     }
1517 root 1.26
1518 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1519     top = last;
1520 root 1.8
1521 root 1.24 /* We let update_position deal with figuring out what the space
1522     * looks like instead of lots of conditions here.
1523     * makes things faster, and effectively the same result.
1524     */
1525    
1526     /* Have object 'fall below' other objects that block view.
1527     * Unless those objects are exits, type 66
1528     * If INS_ON_TOP is used, don't do this processing
1529     * Need to find the object that in fact blocks view, otherwise
1530     * stacking is a bit odd.
1531     */
1532     if (!(flag & INS_ON_TOP) &&
1533     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1534     {
1535     for (last = top; last != floor; last = last->below)
1536     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537     break;
1538     /* Check to see if we found the object that blocks view,
1539     * and make sure we have a below pointer for it so that
1540     * we can get inserted below this one, which requires we
1541     * set top to the object below us.
1542     */
1543     if (last && last->below && last != floor)
1544     top = last->below;
1545 root 1.8 }
1546 root 1.24 } /* If objects on this space */
1547 root 1.25
1548 root 1.24 if (flag & INS_MAP_LOAD)
1549     top = GET_MAP_TOP (op->map, op->x, op->y);
1550 root 1.25
1551 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1552     top = floor;
1553    
1554     /* Top is the object that our object (op) is going to get inserted above.
1555     */
1556    
1557     /* First object on this space */
1558     if (!top)
1559     {
1560     op->above = GET_MAP_OB (op->map, op->x, op->y);
1561 root 1.25
1562 root 1.24 if (op->above)
1563     op->above->below = op;
1564 root 1.25
1565 root 1.24 op->below = NULL;
1566     SET_MAP_OB (op->map, op->x, op->y, op);
1567     }
1568     else
1569     { /* get inserted into the stack above top */
1570     op->above = top->above;
1571 root 1.25
1572 root 1.24 if (op->above)
1573     op->above->below = op;
1574 root 1.25
1575 root 1.24 op->below = top;
1576     top->above = op;
1577     }
1578 root 1.25
1579 root 1.24 if (op->above == NULL)
1580     SET_MAP_TOP (op->map, op->x, op->y, op);
1581     } /* else not INS_BELOW_ORIGINATOR */
1582 root 1.8
1583 root 1.24 if (op->type == PLAYER)
1584     op->contr->do_los = 1;
1585    
1586     /* If we have a floor, we know the player, if any, will be above
1587     * it, so save a few ticks and start from there.
1588     */
1589     if (!(flag & INS_MAP_LOAD))
1590     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1591 root 1.25 if (tmp->type == PLAYER)
1592     tmp->contr->socket.update_look = 1;
1593 root 1.24
1594     /* If this object glows, it may affect lighting conditions that are
1595     * visible to others on this map. But update_all_los is really
1596     * an inefficient way to do this, as it means los for all players
1597     * on the map will get recalculated. The players could very well
1598     * be far away from this change and not affected in any way -
1599     * this should get redone to only look for players within range,
1600     * or just updating the P_NEED_UPDATE for spaces within this area
1601     * of effect may be sufficient.
1602     */
1603     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1604     update_all_los (op->map, op->x, op->y);
1605    
1606     /* updates flags (blocked, alive, no magic, etc) for this map space */
1607     update_object (op, UP_OBJ_INSERT);
1608    
1609     /* Don't know if moving this to the end will break anything. However,
1610     * we want to have update_look set above before calling this.
1611     *
1612     * check_move_on() must be after this because code called from
1613     * check_move_on() depends on correct map flags (so functions like
1614     * blocked() and wall() work properly), and these flags are updated by
1615     * update_object().
1616     */
1617    
1618     /* if this is not the head or flag has been passed, don't check walk on status */
1619     if (!(flag & INS_NO_WALK_ON) && !op->head)
1620     {
1621     if (check_move_on (op, originator))
1622     return NULL;
1623 elmex 1.1
1624 root 1.24 /* If we are a multi part object, lets work our way through the check
1625     * walk on's.
1626     */
1627     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1628     if (check_move_on (tmp, originator))
1629     return NULL;
1630 elmex 1.1 }
1631 root 1.25
1632 root 1.24 return op;
1633 elmex 1.1 }
1634    
1635     /* this function inserts an object in the map, but if it
1636     * finds an object of its own type, it'll remove that one first.
1637     * op is the object to insert it under: supplies x and the map.
1638     */
1639 root 1.24 void
1640     replace_insert_ob_in_map (const char *arch_string, object *op)
1641     {
1642 root 1.29 object *
1643     tmp;
1644     object *
1645     tmp1;
1646 elmex 1.1
1647 root 1.24 /* first search for itself and remove any old instances */
1648 elmex 1.1
1649 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1650     {
1651     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1652     {
1653     remove_ob (tmp);
1654     free_object (tmp);
1655 root 1.8 }
1656 elmex 1.1 }
1657    
1658 root 1.24 tmp1 = arch_to_object (find_archetype (arch_string));
1659 elmex 1.1
1660 root 1.24 tmp1->x = op->x;
1661     tmp1->y = op->y;
1662     insert_ob_in_map (tmp1, op->map, op, 0);
1663     }
1664 elmex 1.1
1665     /*
1666     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1667     * is returned contains nr objects, and the remaining parts contains
1668     * the rest (or is removed and freed if that number is 0).
1669     * On failure, NULL is returned, and the reason put into the
1670     * global static errmsg array.
1671     */
1672    
1673 root 1.24 object *
1674     get_split_ob (object *orig_ob, uint32 nr)
1675     {
1676     object *
1677     newob;
1678     int
1679     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1680    
1681     if (orig_ob->nrof < nr)
1682     {
1683     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1684     return NULL;
1685     }
1686 root 1.29
1687 root 1.24 newob = object_create_clone (orig_ob);
1688 root 1.29
1689 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1690     {
1691     if (!is_removed)
1692     remove_ob (orig_ob);
1693     free_object2 (orig_ob, 1);
1694 elmex 1.1 }
1695 root 1.24 else if (!is_removed)
1696     {
1697     if (orig_ob->env != NULL)
1698     sub_weight (orig_ob->env, orig_ob->weight * nr);
1699     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1700     {
1701     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1702     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1703     return NULL;
1704 root 1.8 }
1705 elmex 1.1 }
1706 root 1.29
1707 root 1.24 newob->nrof = nr;
1708 elmex 1.1
1709 root 1.24 return newob;
1710 elmex 1.1 }
1711    
1712     /*
1713     * decrease_ob_nr(object, number) decreases a specified number from
1714     * the amount of an object. If the amount reaches 0, the object
1715     * is subsequently removed and freed.
1716     *
1717     * Return value: 'op' if something is left, NULL if the amount reached 0
1718     */
1719    
1720 root 1.24 object *
1721     decrease_ob_nr (object *op, uint32 i)
1722 elmex 1.1 {
1723 root 1.29 object *tmp;
1724     player *pl;
1725 elmex 1.1
1726 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1727     return op;
1728    
1729     if (i > op->nrof)
1730     i = op->nrof;
1731    
1732     if (QUERY_FLAG (op, FLAG_REMOVED))
1733 root 1.29 op->nrof -= i;
1734 root 1.24 else if (op->env != NULL)
1735     {
1736     /* is this object in the players inventory, or sub container
1737     * therein?
1738     */
1739     tmp = is_player_inv (op->env);
1740     /* nope. Is this a container the player has opened?
1741     * If so, set tmp to that player.
1742     * IMO, searching through all the players will mostly
1743     * likely be quicker than following op->env to the map,
1744     * and then searching the map for a player.
1745     */
1746     if (!tmp)
1747     {
1748     for (pl = first_player; pl; pl = pl->next)
1749     if (pl->ob->container == op->env)
1750     break;
1751     if (pl)
1752     tmp = pl->ob;
1753     else
1754     tmp = NULL;
1755     }
1756 elmex 1.1
1757 root 1.24 if (i < op->nrof)
1758     {
1759     sub_weight (op->env, op->weight * i);
1760     op->nrof -= i;
1761     if (tmp)
1762     {
1763     esrv_send_item (tmp, op);
1764 elmex 1.1 }
1765 root 1.24 }
1766     else
1767     {
1768     remove_ob (op);
1769     op->nrof = 0;
1770     if (tmp)
1771     {
1772     esrv_del_item (tmp->contr, op->count);
1773 elmex 1.1 }
1774     }
1775     }
1776 root 1.24 else
1777 elmex 1.1 {
1778 root 1.29 object *above = op->above;
1779 elmex 1.1
1780 root 1.24 if (i < op->nrof)
1781 root 1.29 op->nrof -= i;
1782 root 1.24 else
1783     {
1784     remove_ob (op);
1785     op->nrof = 0;
1786     }
1787 root 1.29
1788 root 1.24 /* Since we just removed op, op->above is null */
1789     for (tmp = above; tmp != NULL; tmp = tmp->above)
1790     if (tmp->type == PLAYER)
1791     {
1792     if (op->nrof)
1793     esrv_send_item (tmp, op);
1794     else
1795     esrv_del_item (tmp->contr, op->count);
1796     }
1797 elmex 1.1 }
1798    
1799 root 1.24 if (op->nrof)
1800 root 1.29 return op;
1801 root 1.24 else
1802     {
1803     free_object (op);
1804     return NULL;
1805 elmex 1.1 }
1806     }
1807    
1808     /*
1809     * add_weight(object, weight) adds the specified weight to an object,
1810     * and also updates how much the environment(s) is/are carrying.
1811     */
1812    
1813 root 1.24 void
1814     add_weight (object *op, signed long weight)
1815     {
1816     while (op != NULL)
1817     {
1818     if (op->type == CONTAINER)
1819 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1820    
1821 root 1.24 op->carrying += weight;
1822     op = op->env;
1823     }
1824 elmex 1.1 }
1825    
1826     /*
1827     * insert_ob_in_ob(op,environment):
1828     * This function inserts the object op in the linked list
1829     * inside the object environment.
1830     *
1831     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1832     * the inventory at the last position or next to other objects of the same
1833     * type.
1834     * Frank: Now sorted by type, archetype and magic!
1835     *
1836     * The function returns now pointer to inserted item, and return value can
1837     * be != op, if items are merged. -Tero
1838     */
1839    
1840 root 1.24 object *
1841     insert_ob_in_ob (object *op, object *where)
1842     {
1843     object *
1844     tmp, *
1845     otmp;
1846    
1847     if (!QUERY_FLAG (op, FLAG_REMOVED))
1848     {
1849     dump_object (op);
1850     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1851     return op;
1852     }
1853 root 1.29
1854 root 1.24 if (where == NULL)
1855     {
1856     dump_object (op);
1857     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1858     return op;
1859     }
1860 root 1.29
1861 root 1.24 if (where->head)
1862     {
1863     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1864     where = where->head;
1865     }
1866 root 1.29
1867 root 1.24 if (op->more)
1868     {
1869     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1870     return op;
1871     }
1872 root 1.29
1873 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1874     CLEAR_FLAG (op, FLAG_REMOVED);
1875     if (op->nrof)
1876     {
1877     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1878     if (CAN_MERGE (tmp, op))
1879     {
1880     /* return the original object and remove inserted object
1881     (client needs the original object) */
1882     tmp->nrof += op->nrof;
1883     /* Weight handling gets pretty funky. Since we are adding to
1884     * tmp->nrof, we need to increase the weight.
1885     */
1886     add_weight (where, op->weight * op->nrof);
1887     SET_FLAG (op, FLAG_REMOVED);
1888     free_object (op); /* free the inserted object */
1889     op = tmp;
1890     remove_ob (op); /* and fix old object's links */
1891     CLEAR_FLAG (op, FLAG_REMOVED);
1892     break;
1893     }
1894    
1895     /* I assume combined objects have no inventory
1896     * We add the weight - this object could have just been removed
1897     * (if it was possible to merge). calling remove_ob will subtract
1898     * the weight, so we need to add it in again, since we actually do
1899     * the linking below
1900     */
1901     add_weight (where, op->weight * op->nrof);
1902     }
1903     else
1904     add_weight (where, (op->weight + op->carrying));
1905 elmex 1.1
1906 root 1.24 otmp = is_player_inv (where);
1907     if (otmp && otmp->contr != NULL)
1908     {
1909     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1910     fix_player (otmp);
1911     }
1912 elmex 1.1
1913 root 1.24 op->map = NULL;
1914     op->env = where;
1915     op->above = NULL;
1916     op->below = NULL;
1917     op->x = 0, op->y = 0;
1918 elmex 1.1
1919     /* reset the light list and los of the players on the map */
1920 root 1.24 if ((op->glow_radius != 0) && where->map)
1921     {
1922 elmex 1.1 #ifdef DEBUG_LIGHTS
1923 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1924     #endif /* DEBUG_LIGHTS */
1925     if (MAP_DARKNESS (where->map))
1926     update_all_los (where->map, where->x, where->y);
1927     }
1928 elmex 1.1
1929     /* Client has no idea of ordering so lets not bother ordering it here.
1930     * It sure simplifies this function...
1931     */
1932 root 1.24 if (where->inv == NULL)
1933     where->inv = op;
1934     else
1935     {
1936 elmex 1.1 op->below = where->inv;
1937     op->below->above = op;
1938     where->inv = op;
1939 root 1.24 }
1940 elmex 1.1 return op;
1941     }
1942    
1943     /*
1944     * Checks if any objects has a move_type that matches objects
1945     * that effect this object on this space. Call apply() to process
1946     * these events.
1947     *
1948     * Any speed-modification due to SLOW_MOVE() of other present objects
1949     * will affect the speed_left of the object.
1950     *
1951     * originator: Player, monster or other object that caused 'op' to be inserted
1952     * into 'map'. May be NULL.
1953     *
1954     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1955     *
1956     * 4-21-95 added code to check if appropriate skill was readied - this will
1957     * permit faster movement by the player through this terrain. -b.t.
1958     *
1959     * MSW 2001-07-08: Check all objects on space, not just those below
1960     * object being inserted. insert_ob_in_map may not put new objects
1961     * on top.
1962     */
1963    
1964 root 1.24 int
1965     check_move_on (object *op, object *originator)
1966 elmex 1.1 {
1967 root 1.29 object *
1968     tmp;
1969     tag_t
1970     tag;
1971     mapstruct *
1972     m = op->map;
1973     int
1974     x = op->x, y = op->y;
1975 root 1.26
1976 root 1.29 MoveType
1977     move_on,
1978     move_slow,
1979     move_block;
1980 root 1.24
1981     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982     return 0;
1983    
1984     tag = op->count;
1985    
1986     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1987     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1988     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1989    
1990     /* if nothing on this space will slow op down or be applied,
1991     * no need to do checking below. have to make sure move_type
1992     * is set, as lots of objects don't have it set - we treat that
1993     * as walking.
1994     */
1995     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1996     return 0;
1997 elmex 1.1
1998 root 1.24 /* This is basically inverse logic of that below - basically,
1999     * if the object can avoid the move on or slow move, they do so,
2000     * but can't do it if the alternate movement they are using is
2001     * blocked. Logic on this seems confusing, but does seem correct.
2002     */
2003     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2004     return 0;
2005    
2006     /* The objects have to be checked from top to bottom.
2007     * Hence, we first go to the top:
2008     */
2009    
2010     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2011     {
2012     /* Trim the search when we find the first other spell effect
2013     * this helps performance so that if a space has 50 spell objects,
2014     * we don't need to check all of them.
2015     */
2016     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2017     break;
2018     }
2019 root 1.26
2020     for (; tmp; tmp = tmp->below)
2021 root 1.24 {
2022     if (tmp == op)
2023     continue; /* Can't apply yourself */
2024 elmex 1.1
2025 root 1.24 /* Check to see if one of the movement types should be slowed down.
2026     * Second check makes sure that the movement types not being slowed
2027     * (~slow_move) is not blocked on this space - just because the
2028     * space doesn't slow down swimming (for example), if you can't actually
2029     * swim on that space, can't use it to avoid the penalty.
2030     */
2031     if (!QUERY_FLAG (op, FLAG_WIZPASS))
2032     {
2033     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2034     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2035     {
2036 elmex 1.1
2037 root 1.29 float
2038     diff = tmp->move_slow_penalty * FABS (op->speed);
2039 elmex 1.1
2040 root 1.24 if (op->type == PLAYER)
2041 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2042     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2043     diff /= 4.0;
2044    
2045 root 1.24 op->speed_left -= diff;
2046 root 1.8 }
2047     }
2048 elmex 1.1
2049 root 1.24 /* Basically same logic as above, except now for actual apply. */
2050     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2051     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2052     {
2053 root 1.26 move_apply (tmp, op, originator);
2054 root 1.24
2055     if (was_destroyed (op, tag))
2056     return 1;
2057    
2058     /* what the person/creature stepped onto has moved the object
2059     * someplace new. Don't process any further - if we did,
2060     * have a feeling strange problems would result.
2061     */
2062     if (op->map != m || op->x != x || op->y != y)
2063     return 0;
2064 root 1.8 }
2065 elmex 1.1 }
2066 root 1.26
2067 root 1.24 return 0;
2068 elmex 1.1 }
2069    
2070     /*
2071     * present_arch(arch, map, x, y) searches for any objects with
2072     * a matching archetype at the given map and coordinates.
2073     * The first matching object is returned, or NULL if none.
2074     */
2075    
2076 root 1.24 object *
2077     present_arch (const archetype *at, mapstruct *m, int x, int y)
2078     {
2079     object *
2080     tmp;
2081    
2082     if (m == NULL || out_of_map (m, x, y))
2083     {
2084     LOG (llevError, "Present_arch called outside map.\n");
2085     return NULL;
2086     }
2087     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2088     if (tmp->arch == at)
2089 elmex 1.1 return tmp;
2090     return NULL;
2091     }
2092    
2093     /*
2094     * present(type, map, x, y) searches for any objects with
2095     * a matching type variable at the given map and coordinates.
2096     * The first matching object is returned, or NULL if none.
2097     */
2098    
2099 root 1.24 object *
2100     present (unsigned char type, mapstruct *m, int x, int y)
2101     {
2102     object *
2103     tmp;
2104    
2105     if (out_of_map (m, x, y))
2106     {
2107     LOG (llevError, "Present called outside map.\n");
2108     return NULL;
2109     }
2110     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2111     if (tmp->type == type)
2112 elmex 1.1 return tmp;
2113     return NULL;
2114     }
2115    
2116     /*
2117     * present_in_ob(type, object) searches for any objects with
2118     * a matching type variable in the inventory of the given object.
2119     * The first matching object is returned, or NULL if none.
2120     */
2121    
2122 root 1.24 object *
2123     present_in_ob (unsigned char type, const object *op)
2124     {
2125     object *
2126     tmp;
2127    
2128     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2129     if (tmp->type == type)
2130 elmex 1.1 return tmp;
2131     return NULL;
2132     }
2133    
2134     /*
2135     * present_in_ob (type, str, object) searches for any objects with
2136     * a matching type & name variable in the inventory of the given object.
2137     * The first matching object is returned, or NULL if none.
2138     * This is mostly used by spell effect code, so that we only
2139     * have one spell effect at a time.
2140     * type can be used to narrow the search - if type is set,
2141     * the type must also match. -1 can be passed for the type,
2142     * in which case the type does not need to pass.
2143     * str is the string to match against. Note that we match against
2144     * the object name, not the archetype name. this is so that the
2145     * spell code can use one object type (force), but change it's name
2146     * to be unique.
2147     */
2148    
2149 root 1.24 object *
2150     present_in_ob_by_name (int type, const char *str, const object *op)
2151     {
2152     object *
2153     tmp;
2154 elmex 1.1
2155 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2156     {
2157     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158     return tmp;
2159 elmex 1.1 }
2160 root 1.24 return NULL;
2161 elmex 1.1 }
2162    
2163     /*
2164     * present_arch_in_ob(archetype, object) searches for any objects with
2165     * a matching archetype in the inventory of the given object.
2166     * The first matching object is returned, or NULL if none.
2167     */
2168    
2169 root 1.24 object *
2170     present_arch_in_ob (const archetype *at, const object *op)
2171     {
2172     object *
2173     tmp;
2174    
2175     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2176     if (tmp->arch == at)
2177 elmex 1.1 return tmp;
2178     return NULL;
2179     }
2180    
2181     /*
2182     * activate recursively a flag on an object inventory
2183     */
2184 root 1.24 void
2185     flag_inv (object *op, int flag)
2186     {
2187     object *
2188     tmp;
2189    
2190     if (op->inv)
2191     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192     {
2193     SET_FLAG (tmp, flag);
2194     flag_inv (tmp, flag);
2195 elmex 1.1 }
2196 root 1.24 } /*
2197     * desactivate recursively a flag on an object inventory
2198     */
2199     void
2200     unflag_inv (object *op, int flag)
2201     {
2202     object *
2203     tmp;
2204    
2205     if (op->inv)
2206     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2207     {
2208     CLEAR_FLAG (tmp, flag);
2209     unflag_inv (tmp, flag);
2210 elmex 1.1 }
2211     }
2212    
2213     /*
2214     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215     * all it's inventory (recursively).
2216     * If checksums are used, a player will get set_cheat called for
2217     * him/her-self and all object carried by a call to this function.
2218     */
2219    
2220 root 1.24 void
2221     set_cheat (object *op)
2222     {
2223     SET_FLAG (op, FLAG_WAS_WIZ);
2224     flag_inv (op, FLAG_WAS_WIZ);
2225 elmex 1.1 }
2226    
2227     /*
2228     * find_free_spot(object, map, x, y, start, stop) will search for
2229     * a spot at the given map and coordinates which will be able to contain
2230     * the given object. start and stop specifies how many squares
2231     * to search (see the freearr_x/y[] definition).
2232     * It returns a random choice among the alternatives found.
2233     * start and stop are where to start relative to the free_arr array (1,9
2234     * does all 4 immediate directions). This returns the index into the
2235     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2236     * Note - this only checks to see if there is space for the head of the
2237     * object - if it is a multispace object, this should be called for all
2238     * pieces.
2239     * Note2: This function does correctly handle tiled maps, but does not
2240     * inform the caller. However, insert_ob_in_map will update as
2241     * necessary, so the caller shouldn't need to do any special work.
2242     * Note - updated to take an object instead of archetype - this is necessary
2243     * because arch_blocked (now ob_blocked) needs to know the movement type
2244     * to know if the space in question will block the object. We can't use
2245     * the archetype because that isn't correct if the monster has been
2246     * customized, changed states, etc.
2247     */
2248    
2249 root 1.24 int
2250     find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2251     {
2252     int
2253     i,
2254     index = 0, flag;
2255     static int
2256     altern[SIZEOFFREE];
2257    
2258     for (i = start; i < stop; i++)
2259     {
2260     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2261     if (!flag)
2262     altern[index++] = i;
2263    
2264     /* Basically, if we find a wall on a space, we cut down the search size.
2265     * In this way, we won't return spaces that are on another side of a wall.
2266     * This mostly work, but it cuts down the search size in all directions -
2267     * if the space being examined only has a wall to the north and empty
2268     * spaces in all the other directions, this will reduce the search space
2269     * to only the spaces immediately surrounding the target area, and
2270     * won't look 2 spaces south of the target space.
2271     */
2272     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2273     stop = maxfree[i];
2274 elmex 1.1 }
2275 root 1.24 if (!index)
2276     return -1;
2277     return altern[RANDOM () % index];
2278 elmex 1.1 }
2279    
2280     /*
2281     * find_first_free_spot(archetype, mapstruct, x, y) works like
2282     * find_free_spot(), but it will search max number of squares.
2283     * But it will return the first available spot, not a random choice.
2284     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2285     */
2286    
2287 root 1.24 int
2288     find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2289     {
2290     int
2291     i;
2292    
2293     for (i = 0; i < SIZEOFFREE; i++)
2294     {
2295     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2296     return i;
2297 elmex 1.1 }
2298 root 1.24 return -1;
2299 elmex 1.1 }
2300    
2301     /*
2302     * The function permute(arr, begin, end) randomly reorders the array
2303     * arr[begin..end-1].
2304     */
2305 root 1.24 static void
2306     permute (int *arr, int begin, int end)
2307 elmex 1.1 {
2308 root 1.24 int
2309     i,
2310     j,
2311     tmp,
2312     len;
2313 elmex 1.1
2314 root 1.24 len = end - begin;
2315     for (i = begin; i < end; i++)
2316 elmex 1.1 {
2317 root 1.24 j = begin + RANDOM () % len;
2318 elmex 1.1
2319 root 1.24 tmp = arr[i];
2320     arr[i] = arr[j];
2321     arr[j] = tmp;
2322 elmex 1.1 }
2323     }
2324    
2325     /* new function to make monster searching more efficient, and effective!
2326     * This basically returns a randomized array (in the passed pointer) of
2327     * the spaces to find monsters. In this way, it won't always look for
2328     * monsters to the north first. However, the size of the array passed
2329     * covers all the spaces, so within that size, all the spaces within
2330     * the 3x3 area will be searched, just not in a predictable order.
2331     */
2332 root 1.24 void
2333     get_search_arr (int *search_arr)
2334 elmex 1.1 {
2335 root 1.24 int
2336     i;
2337 elmex 1.1
2338 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2339 elmex 1.1 {
2340 root 1.24 search_arr[i] = i;
2341 elmex 1.1 }
2342    
2343 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346 elmex 1.1 }
2347    
2348     /*
2349     * find_dir(map, x, y, exclude) will search some close squares in the
2350     * given map at the given coordinates for live objects.
2351     * It will not considered the object given as exclude among possible
2352     * live objects.
2353     * It returns the direction toward the first/closest live object if finds
2354     * any, otherwise 0.
2355     * Perhaps incorrectly, but I'm making the assumption that exclude
2356     * is actually want is going to try and move there. We need this info
2357     * because we have to know what movement the thing looking to move
2358     * there is capable of.
2359     */
2360    
2361 root 1.24 int
2362     find_dir (mapstruct *m, int x, int y, object *exclude)
2363     {
2364     int
2365     i,
2366     max = SIZEOFFREE, mflags;
2367 root 1.29
2368     sint16 nx, ny;
2369 root 1.24 object *
2370     tmp;
2371     mapstruct *
2372     mp;
2373 root 1.29
2374     MoveType blocked, move_type;
2375 root 1.24
2376     if (exclude && exclude->head)
2377     {
2378     exclude = exclude->head;
2379     move_type = exclude->move_type;
2380     }
2381     else
2382     {
2383     /* If we don't have anything, presume it can use all movement types. */
2384     move_type = MOVE_ALL;
2385     }
2386    
2387     for (i = 1; i < max; i++)
2388     {
2389     mp = m;
2390     nx = x + freearr_x[i];
2391     ny = y + freearr_y[i];
2392    
2393     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2394     if (mflags & P_OUT_OF_MAP)
2395     {
2396     max = maxfree[i];
2397     }
2398     else
2399     {
2400     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2401    
2402     if ((move_type & blocked) == move_type)
2403     {
2404     max = maxfree[i];
2405     }
2406     else if (mflags & P_IS_ALIVE)
2407     {
2408     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2409     {
2410     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2411     {
2412     break;
2413 root 1.8 }
2414     }
2415 root 1.24 if (tmp)
2416     {
2417     return freedir[i];
2418 root 1.8 }
2419     }
2420     }
2421 elmex 1.1 }
2422 root 1.24 return 0;
2423 elmex 1.1 }
2424    
2425     /*
2426     * distance(object 1, object 2) will return the square of the
2427     * distance between the two given objects.
2428     */
2429    
2430 root 1.24 int
2431     distance (const object *ob1, const object *ob2)
2432     {
2433     int
2434     i;
2435    
2436     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2437 elmex 1.1 return i;
2438     }
2439    
2440     /*
2441     * find_dir_2(delta-x,delta-y) will return a direction in which
2442     * an object which has subtracted the x and y coordinates of another
2443     * object, needs to travel toward it.
2444     */
2445    
2446 root 1.24 int
2447     find_dir_2 (int x, int y)
2448     {
2449     int
2450     q;
2451 elmex 1.1
2452 root 1.24 if (y)
2453     q = x * 100 / y;
2454 elmex 1.1 else if (x)
2455 root 1.24 q = -300 * x;
2456 elmex 1.1 else
2457     return 0;
2458    
2459 root 1.24 if (y > 0)
2460     {
2461     if (q < -242)
2462     return 3;
2463     if (q < -41)
2464     return 2;
2465     if (q < 41)
2466     return 1;
2467     if (q < 242)
2468     return 8;
2469     return 7;
2470     }
2471 elmex 1.1
2472     if (q < -242)
2473 root 1.24 return 7;
2474 elmex 1.1 if (q < -41)
2475 root 1.24 return 6;
2476 elmex 1.1 if (q < 41)
2477 root 1.24 return 5;
2478 elmex 1.1 if (q < 242)
2479 root 1.24 return 4;
2480 elmex 1.1
2481 root 1.24 return 3;
2482 elmex 1.1 }
2483    
2484     /*
2485     * absdir(int): Returns a number between 1 and 8, which represent
2486     * the "absolute" direction of a number (it actually takes care of
2487     * "overflow" in previous calculations of a direction).
2488     */
2489    
2490 root 1.24 int
2491     absdir (int d)
2492     {
2493     while (d < 1)
2494     d += 8;
2495     while (d > 8)
2496     d -= 8;
2497 elmex 1.1 return d;
2498     }
2499    
2500     /*
2501     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2502     * between two directions (which are expected to be absolute (see absdir())
2503     */
2504    
2505 root 1.24 int
2506     dirdiff (int dir1, int dir2)
2507     {
2508     int
2509     d;
2510    
2511     d = abs (dir1 - dir2);
2512     if (d > 4)
2513 elmex 1.1 d = 8 - d;
2514     return d;
2515     }
2516    
2517     /* peterm:
2518     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2519     * Basically, this is a table of directions, and what directions
2520     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2521     * This basically means that if direction is 15, then it could either go
2522     * direction 4, 14, or 16 to get back to where we are.
2523     * Moved from spell_util.c to object.c with the other related direction
2524     * functions.
2525     */
2526    
2527 root 1.24 int
2528     reduction_dir[SIZEOFFREE][3] = {
2529     {0, 0, 0}, /* 0 */
2530     {0, 0, 0}, /* 1 */
2531     {0, 0, 0}, /* 2 */
2532     {0, 0, 0}, /* 3 */
2533     {0, 0, 0}, /* 4 */
2534     {0, 0, 0}, /* 5 */
2535     {0, 0, 0}, /* 6 */
2536     {0, 0, 0}, /* 7 */
2537     {0, 0, 0}, /* 8 */
2538     {8, 1, 2}, /* 9 */
2539     {1, 2, -1}, /* 10 */
2540     {2, 10, 12}, /* 11 */
2541     {2, 3, -1}, /* 12 */
2542     {2, 3, 4}, /* 13 */
2543     {3, 4, -1}, /* 14 */
2544     {4, 14, 16}, /* 15 */
2545     {5, 4, -1}, /* 16 */
2546     {4, 5, 6}, /* 17 */
2547     {6, 5, -1}, /* 18 */
2548     {6, 20, 18}, /* 19 */
2549     {7, 6, -1}, /* 20 */
2550     {6, 7, 8}, /* 21 */
2551     {7, 8, -1}, /* 22 */
2552     {8, 22, 24}, /* 23 */
2553     {8, 1, -1}, /* 24 */
2554     {24, 9, 10}, /* 25 */
2555     {9, 10, -1}, /* 26 */
2556     {10, 11, -1}, /* 27 */
2557     {27, 11, 29}, /* 28 */
2558     {11, 12, -1}, /* 29 */
2559     {12, 13, -1}, /* 30 */
2560     {12, 13, 14}, /* 31 */
2561     {13, 14, -1}, /* 32 */
2562     {14, 15, -1}, /* 33 */
2563     {33, 15, 35}, /* 34 */
2564     {16, 15, -1}, /* 35 */
2565     {17, 16, -1}, /* 36 */
2566     {18, 17, 16}, /* 37 */
2567     {18, 17, -1}, /* 38 */
2568     {18, 19, -1}, /* 39 */
2569     {41, 19, 39}, /* 40 */
2570     {19, 20, -1}, /* 41 */
2571     {20, 21, -1}, /* 42 */
2572     {20, 21, 22}, /* 43 */
2573     {21, 22, -1}, /* 44 */
2574     {23, 22, -1}, /* 45 */
2575     {45, 47, 23}, /* 46 */
2576     {23, 24, -1}, /* 47 */
2577     {24, 9, -1}
2578     }; /* 48 */
2579 elmex 1.1
2580     /* Recursive routine to step back and see if we can
2581     * find a path to that monster that we found. If not,
2582     * we don't bother going toward it. Returns 1 if we
2583     * can see a direct way to get it
2584     * Modified to be map tile aware -.MSW
2585     */
2586    
2587 root 1.24
2588     int
2589     can_see_monsterP (mapstruct *m, int x, int y, int dir)
2590     {
2591 root 1.29 sint16 dx, dy;
2592 root 1.24 int
2593     mflags;
2594    
2595     if (dir < 0)
2596     return 0; /* exit condition: invalid direction */
2597    
2598     dx = x + freearr_x[dir];
2599     dy = y + freearr_y[dir];
2600    
2601     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2602    
2603     /* This functional arguably was incorrect before - it was
2604     * checking for P_WALL - that was basically seeing if
2605     * we could move to the monster - this is being more
2606     * literal on if we can see it. To know if we can actually
2607     * move to the monster, we'd need the monster passed in or
2608     * at least its move type.
2609     */
2610     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2611     return 0;
2612    
2613     /* yes, can see. */
2614     if (dir < 9)
2615     return 1;
2616     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2617     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2618     }
2619    
2620    
2621    
2622 elmex 1.1 /*
2623     * can_pick(picker, item): finds out if an object is possible to be
2624     * picked up by the picker. Returnes 1 if it can be
2625     * picked up, otherwise 0.
2626     *
2627     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2628     * core dumps if they do.
2629     *
2630     * Add a check so we can't pick up invisible objects (0.93.8)
2631     */
2632    
2633 root 1.24 int
2634     can_pick (const object *who, const object *item)
2635     {
2636     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2638     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2639 elmex 1.1 }
2640    
2641    
2642     /*
2643     * create clone from object to another
2644     */
2645 root 1.24 object *
2646     object_create_clone (object *asrc)
2647     {
2648     object *
2649     dst = NULL, *tmp, *src, *part, *prev, *item;
2650 elmex 1.1
2651 root 1.24 if (!asrc)
2652     return NULL;
2653     src = asrc;
2654     if (src->head)
2655     src = src->head;
2656    
2657     prev = NULL;
2658     for (part = src; part; part = part->more)
2659     {
2660     tmp = get_object ();
2661     copy_object (part, tmp);
2662     tmp->x -= src->x;
2663     tmp->y -= src->y;
2664     if (!part->head)
2665     {
2666     dst = tmp;
2667     tmp->head = NULL;
2668     }
2669     else
2670     {
2671     tmp->head = dst;
2672     }
2673     tmp->more = NULL;
2674     if (prev)
2675     prev->more = tmp;
2676     prev = tmp;
2677 elmex 1.1 }
2678 root 1.24
2679 elmex 1.1 /*** copy inventory ***/
2680 root 1.24 for (item = src->inv; item; item = item->below)
2681     {
2682     (void) insert_ob_in_ob (object_create_clone (item), dst);
2683 elmex 1.1 }
2684    
2685 root 1.24 return dst;
2686 elmex 1.1 }
2687    
2688     /* return true if the object was destroyed, 0 otherwise */
2689 root 1.24 int
2690     was_destroyed (const object *op, tag_t old_tag)
2691 elmex 1.1 {
2692 root 1.24 /* checking for FLAG_FREED isn't necessary, but makes this function more
2693     * robust */
2694     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2695 elmex 1.1 }
2696    
2697     /* GROS - Creates an object using a string representing its content. */
2698 root 1.24
2699 elmex 1.1 /* Basically, we save the content of the string to a temp file, then call */
2700 root 1.24
2701 elmex 1.1 /* load_object on it. I admit it is a highly inefficient way to make things, */
2702 root 1.24
2703 elmex 1.1 /* but it was simple to make and allows reusing the load_object function. */
2704 root 1.24
2705 elmex 1.1 /* Remember not to use load_object_str in a time-critical situation. */
2706 root 1.24
2707 elmex 1.1 /* Also remember that multiparts objects are not supported for now. */
2708    
2709 root 1.24 object *
2710     load_object_str (const char *obstr)
2711 elmex 1.1 {
2712 root 1.24 object *
2713     op;
2714     char
2715     filename[MAX_BUF];
2716 root 1.9
2717 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2718    
2719     FILE *
2720     tempfile = fopen (filename, "w");
2721    
2722     if (tempfile == NULL)
2723 elmex 1.1 {
2724 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2725     return NULL;
2726 root 1.41 }
2727    
2728 root 1.24 fprintf (tempfile, obstr);
2729     fclose (tempfile);
2730 elmex 1.1
2731 root 1.24 op = get_object ();
2732 elmex 1.1
2733 root 1.29 object_thawer thawer (filename);
2734 root 1.13
2735 root 1.24 if (thawer)
2736     load_object (thawer, op, 0);
2737 root 1.13
2738 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2739     CLEAR_FLAG (op, FLAG_REMOVED);
2740 root 1.9
2741 root 1.24 return op;
2742 elmex 1.1 }
2743    
2744     /* This returns the first object in who's inventory that
2745     * has the same type and subtype match.
2746     * returns NULL if no match.
2747     */
2748 root 1.24 object *
2749     find_obj_by_type_subtype (const object *who, int type, int subtype)
2750 elmex 1.1 {
2751 root 1.24 object *
2752     tmp;
2753 elmex 1.1
2754 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2755     if (tmp->type == type && tmp->subtype == subtype)
2756     return tmp;
2757 elmex 1.1
2758 root 1.24 return NULL;
2759 elmex 1.1 }
2760    
2761     /* If ob has a field named key, return the link from the list,
2762     * otherwise return NULL.
2763     *
2764     * key must be a passed in shared string - otherwise, this won't
2765     * do the desired thing.
2766     */
2767 root 1.24 key_value *
2768     get_ob_key_link (const object *ob, const char *key)
2769     {
2770     key_value *
2771     link;
2772    
2773     for (link = ob->key_values; link != NULL; link = link->next)
2774     {
2775     if (link->key == key)
2776     {
2777     return link;
2778 elmex 1.1 }
2779     }
2780 root 1.24
2781     return NULL;
2782     }
2783 elmex 1.1
2784     /*
2785     * Returns the value of op has an extra_field for key, or NULL.
2786     *
2787     * The argument doesn't need to be a shared string.
2788     *
2789     * The returned string is shared.
2790     */
2791 root 1.24 const char *
2792     get_ob_key_value (const object *op, const char *const key)
2793     {
2794 root 1.35 key_value *link;
2795     shstr_cmp canonical_key (key);
2796 root 1.24
2797 root 1.35 if (!canonical_key)
2798 root 1.24 {
2799     /* 1. There being a field named key on any object
2800     * implies there'd be a shared string to find.
2801     * 2. Since there isn't, no object has this field.
2802     * 3. Therefore, *this* object doesn't have this field.
2803     */
2804 root 1.35 return 0;
2805 elmex 1.1 }
2806    
2807 root 1.24 /* This is copied from get_ob_key_link() above -
2808     * only 4 lines, and saves the function call overhead.
2809     */
2810 root 1.35 for (link = op->key_values; link; link = link->next)
2811     if (link->key == canonical_key)
2812     return link->value;
2813    
2814     return 0;
2815 elmex 1.1 }
2816    
2817    
2818     /*
2819     * Updates the canonical_key in op to value.
2820     *
2821     * canonical_key is a shared string (value doesn't have to be).
2822     *
2823     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2824     * keys.
2825     *
2826     * Returns TRUE on success.
2827     */
2828 root 1.24 int
2829     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2830     {
2831     key_value *
2832     field = NULL, *last = NULL;
2833    
2834     for (field = op->key_values; field != NULL; field = field->next)
2835     {
2836     if (field->key != canonical_key)
2837     {
2838     last = field;
2839     continue;
2840     }
2841    
2842     if (value)
2843     field->value = value;
2844     else
2845     {
2846     /* Basically, if the archetype has this key set,
2847     * we need to store the null value so when we save
2848     * it, we save the empty value so that when we load,
2849     * we get this value back again.
2850     */
2851     if (get_ob_key_link (&op->arch->clone, canonical_key))
2852     field->value = 0;
2853     else
2854     {
2855     if (last)
2856     last->next = field->next;
2857     else
2858     op->key_values = field->next;
2859    
2860 root 1.29 delete field;
2861 root 1.24 }
2862     }
2863     return TRUE;
2864     }
2865     /* IF we get here, key doesn't exist */
2866    
2867     /* No field, we'll have to add it. */
2868    
2869     if (!add_key)
2870     {
2871     return FALSE;
2872     }
2873     /* There isn't any good reason to store a null
2874     * value in the key/value list. If the archetype has
2875     * this key, then we should also have it, so shouldn't
2876     * be here. If user wants to store empty strings,
2877     * should pass in ""
2878     */
2879     if (value == NULL)
2880 elmex 1.1 return TRUE;
2881 root 1.24
2882     field = new key_value;
2883    
2884     field->key = canonical_key;
2885     field->value = value;
2886     /* Usual prepend-addition. */
2887     field->next = op->key_values;
2888     op->key_values = field;
2889    
2890     return TRUE;
2891 elmex 1.1 }
2892    
2893     /*
2894     * Updates the key in op to value.
2895     *
2896     * If add_key is FALSE, this will only update existing keys,
2897     * and not add new ones.
2898     * In general, should be little reason FALSE is ever passed in for add_key
2899     *
2900     * Returns TRUE on success.
2901     */
2902 root 1.24 int
2903     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2904 root 1.11 {
2905 root 1.29 shstr key_ (key);
2906 root 1.24
2907 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2908 elmex 1.1 }
2909 root 1.31
2910 root 1.34 object::depth_iterator::depth_iterator (object *container)
2911     : iterator_base (container)
2912     {
2913     while (item->inv)
2914     item = item->inv;
2915     }
2916    
2917 root 1.31 void
2918 root 1.34 object::depth_iterator::next ()
2919 root 1.31 {
2920 root 1.34 if (item->below)
2921     {
2922     item = item->below;
2923    
2924     while (item->inv)
2925     item = item->inv;
2926     }
2927 root 1.31 else
2928 root 1.34 item = item->env;
2929 root 1.31 }
2930 root 1.34
2931 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2932     const char *
2933     object::debug_desc (char *info) const
2934     {
2935     char info2[256 * 3];
2936     char *p = info;
2937    
2938     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2939     count,
2940     &name,
2941     title ? " " : "",
2942     title ? (const char *)title : "");
2943    
2944     if (env)
2945     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2946    
2947     if (map)
2948     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2949    
2950     return info;
2951     }
2952    
2953     const char *
2954     object::debug_desc () const
2955     {
2956     static char info[256 * 3];
2957     return debug_desc (info);
2958     }
2959