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Revision: 1.43
Committed: Thu Sep 14 17:10:24 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.42: +0 -23 lines
Log Message:
removed now obsolete generation counter checks - further slimmed down sizeof(objetc) to 616 bytes

File Contents

# User Rev Content
1 root 1.29
2 elmex 1.1 /*
3     CrossFire, A Multiplayer game for X-windows
4    
5     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22     The authors can be reached via e-mail at crossfire-devel@real-time.com
23     */
24    
25     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26     sub/add_weight will transcend the environment updating the carrying
27     variable. */
28     #include <global.h>
29 root 1.28 #include <stdio.h>
30     #include <sys/types.h>
31     #include <sys/uio.h>
32 elmex 1.1 #include <object.h>
33     #include <funcpoint.h>
34     #include <loader.h>
35 root 1.28
36 elmex 1.1 int nrofallocobjects = 0;
37 root 1.39 static UUID uuid;
38     const uint64 UUID_SKIP = 1<<19;
39 elmex 1.1
40 root 1.24 object *objects; /* Pointer to the list of used objects */
41     object *active_objects; /* List of active objects that need to be processed */
42 elmex 1.1
43 root 1.24 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45     };
46     short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48     };
49     int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50     48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51     };
52     int freedir[SIZEOFFREE] = {
53     0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55     };
56 elmex 1.1
57 root 1.39 static void
58     write_uuid (void)
59     {
60     char filename1[MAX_BUF], filename2[MAX_BUF];
61    
62     sprintf (filename1, "%s/uuid", settings.localdir);
63     sprintf (filename2, "%s/uuid~", settings.localdir);
64    
65     FILE *fp;
66    
67     if (!(fp = fopen (filename2, "w")))
68     {
69     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70     return;
71     }
72    
73     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74     fclose (fp);
75     rename (filename2, filename1);
76     }
77    
78     static void
79     read_uuid (void)
80     {
81     char filename[MAX_BUF];
82    
83     sprintf (filename, "%s/uuid", settings.localdir);
84    
85     FILE *fp;
86    
87     if (!(fp = fopen (filename, "r")))
88     {
89     if (errno == ENOENT)
90     {
91     LOG (llevInfo, "RESET uid to 1\n");
92     uuid.seq = 0;
93     write_uuid ();
94     return;
95     }
96    
97     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98     _exit (1);
99     }
100    
101     int version;
102     unsigned long long uid;
103     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104     {
105     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106     _exit (1);
107     }
108    
109     uuid.seq = uid;
110     write_uuid ();
111     LOG (llevDebug, "read UID: %lld\n", uid);
112     fclose (fp);
113     }
114    
115     UUID
116     gen_uuid ()
117     {
118     UUID uid;
119    
120     uid.seq = ++uuid.seq;
121    
122     if (!(uuid.seq & (UUID_SKIP - 1)))
123     write_uuid ();
124    
125     return uid;
126     }
127    
128     void
129     init_uuid ()
130     {
131     read_uuid ();
132     }
133    
134 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135 root 1.24 static int
136     compare_ob_value_lists_one (const object *wants, const object *has)
137     {
138     key_value *wants_field;
139    
140     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141     * objects with lists are rare, and lists stay short. If not, use a
142     * different structure or at least keep the lists sorted...
143     */
144    
145     /* For each field in wants, */
146     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147     {
148     key_value *has_field;
149    
150     /* Look for a field in has with the same key. */
151     has_field = get_ob_key_link (has, wants_field->key);
152    
153     if (has_field == NULL)
154     {
155     /* No field with that name. */
156     return FALSE;
157     }
158    
159     /* Found the matching field. */
160     if (has_field->value != wants_field->value)
161     {
162     /* Values don't match, so this half of the comparison is false. */
163     return FALSE;
164     }
165    
166     /* If we get here, we found a match. Now for the next field in wants. */
167 elmex 1.1 }
168 root 1.24
169     /* If we get here, every field in wants has a matching field in has. */
170     return TRUE;
171 elmex 1.1 }
172    
173     /* Returns TRUE if ob1 has the same key_values as ob2. */
174 root 1.24 static int
175     compare_ob_value_lists (const object *ob1, const object *ob2)
176     {
177     /* However, there may be fields in has which aren't partnered in wants,
178     * so we need to run the comparison *twice*. :(
179     */
180     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
181 elmex 1.1 }
182    
183     /* Function examines the 2 objects given to it, and returns true if
184     * they can be merged together.
185     *
186     * Note that this function appears a lot longer than the macro it
187     * replaces - this is mostly for clarity - a decent compiler should hopefully
188     * reduce this to the same efficiency.
189     *
190     * Check nrof variable *before* calling CAN_MERGE()
191     *
192     * Improvements made with merge: Better checking on potion, and also
193     * check weight
194     */
195    
196 root 1.24 bool object::can_merge (object *ob1, object *ob2)
197 root 1.16 {
198     /* A couple quicksanity checks */
199     if ((ob1 == ob2) || (ob1->type != ob2->type))
200     return 0;
201    
202     if (ob1->speed != ob2->speed)
203     return 0;
204    
205     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206     * value could not be stored in a sint32 (which unfortunately sometimes is
207     * used to store nrof).
208     */
209     if (ob1->nrof + ob2->nrof >= 1UL << 31)
210     return 0;
211    
212     /* If the objects have been identified, set the BEEN_APPLIED flag.
213     * This is to the comparison of the flags below will be OK. We
214     * just can't ignore the been applied or identified flags, as they
215     * are not equal - just if it has been identified, the been_applied
216     * flags lose any meaning.
217     */
218     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220    
221     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 elmex 1.1
224    
225 root 1.16 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226     * being locked in inventory should prevent merging.
227     * 0x4 in flags3 is CLIENT_SENT
228     */
229     if ((ob1->arch != ob2->arch) ||
230     (ob1->flags[0] != ob2->flags[0]) ||
231     (ob1->flags[1] != ob2->flags[1]) ||
232     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234     (ob1->name != ob2->name) ||
235     (ob1->title != ob2->title) ||
236     (ob1->msg != ob2->msg) ||
237     (ob1->weight != ob2->weight) ||
238     (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239     (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240     (ob1->attacktype != ob2->attacktype) ||
241     (ob1->magic != ob2->magic) ||
242     (ob1->slaying != ob2->slaying) ||
243     (ob1->skill != ob2->skill) ||
244     (ob1->value != ob2->value) ||
245     (ob1->animation_id != ob2->animation_id) ||
246     (ob1->client_type != ob2->client_type) ||
247     (ob1->materialname != ob2->materialname) ||
248     (ob1->lore != ob2->lore) ||
249     (ob1->subtype != ob2->subtype) ||
250     (ob1->move_type != ob2->move_type) ||
251     (ob1->move_block != ob2->move_block) ||
252     (ob1->move_allow != ob2->move_allow) ||
253     (ob1->move_on != ob2->move_on) ||
254 root 1.24 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
255 root 1.16 return 0;
256    
257     /* This is really a spellbook check - really, we should
258     * check all objects in the inventory.
259     */
260     if (ob1->inv || ob2->inv)
261     {
262     /* if one object has inventory but the other doesn't, not equiv */
263     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 root 1.24 return 0;
265 root 1.16
266     /* Now check to see if the two inventory objects could merge */
267     if (!CAN_MERGE (ob1->inv, ob2->inv))
268 root 1.24 return 0;
269 root 1.16
270     /* inventory ok - still need to check rest of this object to see
271     * if it is valid.
272     */
273     }
274 elmex 1.1
275 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
276     * it is possible for most any character to have more than one of
277     * some items equipped, and we don't want those to merge.
278     */
279     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
280     return 0;
281 elmex 1.1
282 root 1.16 /* Note sure why the following is the case - either the object has to
283     * be animated or have a very low speed. Is this an attempted monster
284     * check?
285     */
286 root 1.24 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
287 root 1.16 return 0;
288 elmex 1.1
289 root 1.16 switch (ob1->type)
290     {
291 root 1.29 case SCROLL:
292     if (ob1->level != ob2->level)
293     return 0;
294     break;
295 root 1.16 }
296 elmex 1.1
297 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
298     {
299     /* At least one of these has key_values. */
300     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
301 root 1.24 /* One has fields, but the other one doesn't. */
302     return 0;
303 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
304 root 1.24 return 0;
305 elmex 1.1 }
306 root 1.16
307     //TODO: generate an event or call into perl for additional checks
308     if (ob1->self || ob2->self)
309     {
310     ob1->optimise ();
311     ob2->optimise ();
312    
313     if (ob1->self || ob2->self)
314 root 1.24 return 0;
315 elmex 1.1 }
316    
317 root 1.16 /* Everything passes, must be OK. */
318     return 1;
319 elmex 1.1 }
320 root 1.24
321 elmex 1.1 /*
322     * sum_weight() is a recursive function which calculates the weight
323     * an object is carrying. It goes through in figures out how much
324     * containers are carrying, and sums it up.
325     */
326 root 1.28 long
327 root 1.24 sum_weight (object *op)
328     {
329 root 1.28 long sum;
330 elmex 1.1 object *inv;
331 root 1.24
332     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333     {
334     if (inv->inv)
335     sum_weight (inv);
336     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337     }
338 root 1.37
339 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
340 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
341 root 1.37
342 root 1.24 if (op->carrying != sum)
343 elmex 1.1 op->carrying = sum;
344 root 1.37
345 elmex 1.1 return sum;
346     }
347    
348     /**
349     * Return the outermost environment object for a given object.
350     */
351    
352 root 1.24 object *
353     object_get_env_recursive (object *op)
354     {
355     while (op->env != NULL)
356     op = op->env;
357     return op;
358 elmex 1.1 }
359    
360     /*
361     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362     * a better check. We basically keeping traversing up until we can't
363     * or find a player.
364     */
365    
366 root 1.24 object *
367     is_player_inv (object *op)
368     {
369     for (; op != NULL && op->type != PLAYER; op = op->env)
370     if (op->env == op)
371     op->env = NULL;
372     return op;
373 elmex 1.1 }
374    
375     /*
376     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 root 1.11 * Some error messages.
378 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
379     */
380    
381 root 1.24 void
382     dump_object2 (object *op)
383     {
384     errmsg[0] = 0;
385     return;
386 root 1.10 //TODO//D#d#
387     #if 0
388 elmex 1.1 char *cp;
389 root 1.24
390 elmex 1.1 /* object *tmp;*/
391    
392 root 1.24 if (op->arch != NULL)
393     {
394     strcat (errmsg, "arch ");
395     strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396     strcat (errmsg, "\n");
397     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398     strcat (errmsg, cp);
399     # if 0
400 elmex 1.1 /* Don't dump player diffs - they are too long, mostly meaningless, and
401     * will overflow the buffer.
402     * Changed so that we don't dump inventory either. This may
403     * also overflow the buffer.
404     */
405 root 1.24 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406     strcat (errmsg, cp);
407     for (tmp = op->inv; tmp; tmp = tmp->below)
408     dump_object2 (tmp);
409     # endif
410     strcat (errmsg, "end\n");
411     }
412     else
413     {
414     strcat (errmsg, "Object ");
415     if (op->name == NULL)
416     strcat (errmsg, "(null)");
417     else
418     strcat (errmsg, op->name);
419     strcat (errmsg, "\n");
420     # if 0
421     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422     strcat (errmsg, cp);
423     for (tmp = op->inv; tmp; tmp = tmp->below)
424     dump_object2 (tmp);
425     # endif
426     strcat (errmsg, "end\n");
427     }
428 root 1.10 #endif
429 elmex 1.1 }
430    
431     /*
432     * Dumps an object. Returns output in the static global errmsg array.
433     */
434    
435 root 1.24 void
436     dump_object (object *op)
437     {
438     if (op == NULL)
439     {
440     strcpy (errmsg, "[NULL pointer]");
441     return;
442     }
443     errmsg[0] = '\0';
444     dump_object2 (op);
445 elmex 1.1 }
446    
447 root 1.24 void
448     dump_all_objects (void)
449     {
450 elmex 1.1 object *op;
451 root 1.24
452     for (op = objects; op != NULL; op = op->next)
453     {
454     dump_object (op);
455     fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456     }
457 elmex 1.1 }
458    
459     /*
460     * get_nearest_part(multi-object, object 2) returns the part of the
461     * multi-object 1 which is closest to the second object.
462     * If it's not a multi-object, it is returned.
463     */
464    
465 root 1.24 object *
466     get_nearest_part (object *op, const object *pl)
467     {
468     object *tmp, *closest;
469     int last_dist, i;
470    
471     if (op->more == NULL)
472 elmex 1.1 return op;
473 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
474     if ((i = distance (tmp, pl)) < last_dist)
475     closest = tmp, last_dist = i;
476 elmex 1.1 return closest;
477     }
478    
479     /*
480     * Returns the object which has the count-variable equal to the argument.
481     */
482    
483 root 1.24 object *
484     find_object (tag_t i)
485     {
486 elmex 1.1 object *op;
487 root 1.24
488     for (op = objects; op != NULL; op = op->next)
489     if (op->count == i)
490 elmex 1.1 break;
491 root 1.24 return op;
492 elmex 1.1 }
493    
494     /*
495     * Returns the first object which has a name equal to the argument.
496     * Used only by the patch command, but not all that useful.
497     * Enables features like "patch <name-of-other-player> food 999"
498     */
499    
500 root 1.24 object *
501     find_object_name (const char *str)
502     {
503 root 1.35 shstr_cmp str_ (str);
504 elmex 1.1 object *op;
505 root 1.24
506     for (op = objects; op != NULL; op = op->next)
507 root 1.35 if (op->name == str_)
508 elmex 1.1 break;
509 root 1.11
510 elmex 1.1 return op;
511     }
512    
513 root 1.24 void
514     free_all_object_data ()
515 root 1.14 {
516     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517 elmex 1.1 }
518    
519     /*
520     * Sets the owner and sets the skill and exp pointers to owner's current
521     * skill and experience objects.
522     */
523 root 1.24 void
524 root 1.30 object::set_owner (object *owner)
525 elmex 1.1 {
526 root 1.30 if (!owner)
527 root 1.24 return;
528    
529     /* next line added to allow objects which own objects */
530     /* Add a check for ownercounts in here, as I got into an endless loop
531     * with the fireball owning a poison cloud which then owned the
532     * fireball. I believe that was caused by one of the objects getting
533     * freed and then another object replacing it. Since the ownercounts
534     * didn't match, this check is valid and I believe that cause is valid.
535     */
536 root 1.30 while (owner->owner)
537 root 1.24 owner = owner->owner;
538 elmex 1.1
539 root 1.30 this->owner = owner;
540 elmex 1.1 }
541    
542     /* Zero the key_values on op, decrementing the shared-string
543     * refcounts and freeing the links.
544     */
545 root 1.24 static void
546     free_key_values (object *op)
547 root 1.11 {
548 root 1.24 for (key_value *i = op->key_values; i != 0;)
549 root 1.11 {
550     key_value *next = i->next;
551     delete i;
552 root 1.24
553 root 1.11 i = next;
554 elmex 1.1 }
555 root 1.24
556 root 1.11 op->key_values = 0;
557 elmex 1.1 }
558    
559 root 1.14 void object::clear ()
560     {
561     attachable_base::clear ();
562    
563     free_key_values (this);
564    
565 root 1.30 owner = 0;
566 root 1.24 name = 0;
567     name_pl = 0;
568     title = 0;
569     race = 0;
570     slaying = 0;
571     skill = 0;
572     msg = 0;
573     lore = 0;
574     custom_name = 0;
575 root 1.14 materialname = 0;
576 root 1.30 contr = 0;
577     below = 0;
578     above = 0;
579     inv = 0;
580     container = 0;
581     env = 0;
582     more = 0;
583     head = 0;
584     map = 0;
585     active_next = 0;
586     active_prev = 0;
587 root 1.14
588 root 1.30 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589 root 1.14
590     SET_FLAG (this, FLAG_REMOVED);
591 root 1.30
592     /* What is not cleared is next, prev, and count */
593    
594     expmul = 1.0;
595     face = blank_face;
596    
597     if (settings.casting_time)
598     casting_time = -1;
599 root 1.14 }
600    
601     void object::clone (object *destination)
602     {
603 root 1.30 *(object_copy *)destination = *this;
604     *(object_pod *)destination = *this;
605 root 1.14
606     if (self || cb)
607     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608     }
609    
610 elmex 1.1 /*
611     * copy object first frees everything allocated by the second object,
612     * and then copies the contends of the first object into the second
613     * object, allocating what needs to be allocated. Basically, any
614     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615     * if the first object is freed, the pointers in the new object
616     * will point at garbage.
617     */
618 root 1.24 void
619     copy_object (object *op2, object *op)
620 root 1.11 {
621 root 1.24 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
622 root 1.14 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
623 root 1.11
624     op2->clone (op);
625    
626 root 1.24 if (is_freed)
627     SET_FLAG (op, FLAG_FREED);
628     if (is_removed)
629     SET_FLAG (op, FLAG_REMOVED);
630 elmex 1.1
631 root 1.11 if (op2->speed < 0)
632 root 1.24 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
633 elmex 1.1
634 root 1.11 /* Copy over key_values, if any. */
635 root 1.23 if (op2->key_values)
636 root 1.14 {
637 root 1.23 key_value *tail = 0;
638 root 1.11 key_value *i;
639 elmex 1.1
640 root 1.23 op->key_values = 0;
641 elmex 1.1
642 root 1.23 for (i = op2->key_values; i; i = i->next)
643 root 1.11 {
644     key_value *new_link = new key_value;
645 root 1.8
646 root 1.24 new_link->next = 0;
647     new_link->key = i->key;
648 root 1.11 new_link->value = i->value;
649    
650     /* Try and be clever here, too. */
651 root 1.23 if (!op->key_values)
652 root 1.11 {
653     op->key_values = new_link;
654     tail = new_link;
655 root 1.8 }
656 root 1.11 else
657     {
658     tail->next = new_link;
659     tail = new_link;
660     }
661 root 1.14 }
662     }
663 root 1.2
664 root 1.11 update_ob_speed (op);
665 elmex 1.1 }
666    
667     /*
668     * If an object with the IS_TURNABLE() flag needs to be turned due
669     * to the closest player being on the other side, this function can
670     * be called to update the face variable, _and_ how it looks on the map.
671     */
672    
673 root 1.24 void
674     update_turn_face (object *op)
675     {
676     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
677     return;
678     SET_ANIMATION (op, op->direction);
679     update_object (op, UP_OBJ_FACE);
680 elmex 1.1 }
681    
682     /*
683     * Updates the speed of an object. If the speed changes from 0 to another
684     * value, or vice versa, then add/remove the object from the active list.
685     * This function needs to be called whenever the speed of an object changes.
686     */
687 root 1.24 void
688     update_ob_speed (object *op)
689     {
690     extern int arch_init;
691 elmex 1.1
692 root 1.24 /* No reason putting the archetypes objects on the speed list,
693     * since they never really need to be updated.
694     */
695 elmex 1.1
696 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697     {
698     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
699 elmex 1.1 #ifdef MANY_CORES
700 root 1.24 abort ();
701 elmex 1.1 #else
702 root 1.24 op->speed = 0;
703 elmex 1.1 #endif
704     }
705 root 1.31
706 root 1.24 if (arch_init)
707 root 1.31 return;
708    
709 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710     {
711     /* If already on active list, don't do anything */
712     if (op->active_next || op->active_prev || op == active_objects)
713 root 1.8 return;
714 root 1.24
715     /* process_events() expects us to insert the object at the beginning
716     * of the list. */
717     op->active_next = active_objects;
718 root 1.31
719 root 1.24 if (op->active_next != NULL)
720     op->active_next->active_prev = op;
721 root 1.31
722 root 1.24 active_objects = op;
723 elmex 1.1 }
724 root 1.24 else
725     {
726     /* If not on the active list, nothing needs to be done */
727     if (!op->active_next && !op->active_prev && op != active_objects)
728     return;
729    
730     if (op->active_prev == NULL)
731     {
732     active_objects = op->active_next;
733 root 1.31
734 root 1.24 if (op->active_next != NULL)
735     op->active_next->active_prev = NULL;
736 root 1.8 }
737 root 1.24 else
738     {
739     op->active_prev->active_next = op->active_next;
740 root 1.31
741 root 1.24 if (op->active_next)
742     op->active_next->active_prev = op->active_prev;
743     }
744 root 1.31
745 root 1.24 op->active_next = NULL;
746     op->active_prev = NULL;
747 elmex 1.1 }
748     }
749    
750     /* This function removes object 'op' from the list of active
751     * objects.
752     * This should only be used for style maps or other such
753     * reference maps where you don't want an object that isn't
754     * in play chewing up cpu time getting processed.
755     * The reverse of this is to call update_ob_speed, which
756     * will do the right thing based on the speed of the object.
757     */
758 root 1.24 void
759     remove_from_active_list (object *op)
760 elmex 1.1 {
761 root 1.24 /* If not on the active list, nothing needs to be done */
762     if (!op->active_next && !op->active_prev && op != active_objects)
763     return;
764 elmex 1.1
765 root 1.24 if (op->active_prev == NULL)
766     {
767     active_objects = op->active_next;
768     if (op->active_next != NULL)
769     op->active_next->active_prev = NULL;
770 elmex 1.1 }
771 root 1.24 else
772     {
773     op->active_prev->active_next = op->active_next;
774     if (op->active_next)
775     op->active_next->active_prev = op->active_prev;
776 elmex 1.1 }
777 root 1.24 op->active_next = NULL;
778     op->active_prev = NULL;
779 elmex 1.1 }
780    
781     /*
782     * update_object() updates the array which represents the map.
783     * It takes into account invisible objects (and represent squares covered
784     * by invisible objects by whatever is below them (unless it's another
785     * invisible object, etc...)
786     * If the object being updated is beneath a player, the look-window
787     * of that player is updated (this might be a suboptimal way of
788     * updating that window, though, since update_object() is called _often_)
789     *
790     * action is a hint of what the caller believes need to be done.
791     * For example, if the only thing that has changed is the face (due to
792     * an animation), we don't need to call update_position until that actually
793     * comes into view of a player. OTOH, many other things, like addition/removal
794     * of walls or living creatures may need us to update the flags now.
795     * current action are:
796     * UP_OBJ_INSERT: op was inserted
797     * UP_OBJ_REMOVE: op was removed
798     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
799     * as that is easier than trying to look at what may have changed.
800     * UP_OBJ_FACE: only the objects face has changed.
801     */
802    
803 root 1.24 void
804     update_object (object *op, int action)
805     {
806     int update_now = 0, flags;
807     MoveType move_on, move_off, move_block, move_slow;
808    
809     if (op == NULL)
810     {
811     /* this should never happen */
812     LOG (llevDebug, "update_object() called for NULL object.\n");
813     return;
814 elmex 1.1 }
815 root 1.24
816     if (op->env != NULL)
817     {
818     /* Animation is currently handled by client, so nothing
819     * to do in this case.
820     */
821     return;
822 elmex 1.1 }
823    
824 root 1.24 /* If the map is saving, don't do anything as everything is
825     * going to get freed anyways.
826     */
827     if (!op->map || op->map->in_memory == MAP_SAVING)
828     return;
829    
830     /* make sure the object is within map boundaries */
831     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
832     {
833     LOG (llevError, "update_object() called for object out of map!\n");
834 elmex 1.1 #ifdef MANY_CORES
835 root 1.24 abort ();
836 elmex 1.1 #endif
837 root 1.24 return;
838 elmex 1.1 }
839    
840 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
841     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 elmex 1.1
847 root 1.24 if (action == UP_OBJ_INSERT)
848     {
849     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
850     update_now = 1;
851    
852     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
853     update_now = 1;
854 elmex 1.1
855 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
856     update_now = 1;
857 elmex 1.1
858 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859     update_now = 1;
860 elmex 1.1
861 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862     update_now = 1;
863 root 1.20
864 root 1.24 if ((move_on | op->move_on) != move_on)
865     update_now = 1;
866 root 1.20
867 root 1.24 if ((move_off | op->move_off) != move_off)
868     update_now = 1;
869 root 1.20
870 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
871     * to have move_allow right now.
872     */
873     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
874     update_now = 1;
875 root 1.20
876 root 1.24 if ((move_slow | op->move_slow) != move_slow)
877     update_now = 1;
878     }
879     /* if the object is being removed, we can't make intelligent
880     * decisions, because remove_ob can't really pass the object
881     * that is being removed.
882     */
883     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 root 1.27 update_now = 1;
885 root 1.24 else if (action == UP_OBJ_FACE)
886 root 1.29 /* Nothing to do for that case */ ;
887 root 1.24 else
888 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 elmex 1.1
890 root 1.24 if (update_now)
891     {
892     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893     update_position (op->map, op->x, op->y);
894 elmex 1.1 }
895    
896 root 1.24 if (op->more != NULL)
897     update_object (op->more, action);
898 elmex 1.1 }
899    
900 root 1.30 static unordered_vector<object *> mortals;
901 root 1.21
902     void object::free_mortals ()
903     {
904 root 1.30 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905     if ((*i)->refcnt)
906     ++i; // further delay freeing
907     else
908 root 1.25 {
909 root 1.40 delete *i;
910 root 1.25 mortals.erase (i);
911     }
912 root 1.30
913 root 1.42 static int lastmortals = 0;//D
914    
915     if (mortals.size() != lastmortals)//D
916     {
917     lastmortals = mortals.size ();//D
918     LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919     }
920 root 1.21 }
921    
922     object::object ()
923     {
924 root 1.22 SET_FLAG (this, FLAG_REMOVED);
925    
926     expmul = 1.0;
927     face = blank_face;
928     }
929    
930     object::~object ()
931     {
932     free_key_values (this);
933     }
934    
935 root 1.24 void object::link ()
936 root 1.22 {
937 root 1.21 count = ++ob_count;
938 root 1.41 uuid = gen_uuid ();
939 root 1.21
940     prev = 0;
941     next = objects;
942    
943     if (objects)
944     objects->prev = this;
945    
946     objects = this;
947     }
948    
949 root 1.24 void object::unlink ()
950 root 1.21 {
951 root 1.41 //count = 0;//D
952     if (!prev && !next) return;//D
953 root 1.22
954 root 1.38 if (this == objects)
955     objects = next;
956    
957 root 1.22 /* Remove this object from the list of used objects */
958 root 1.41 if (prev) prev->next = next;
959     if (next) next->prev = prev;
960 root 1.25
961 root 1.41 prev = 0;
962     next = 0;
963 root 1.24 }
964 root 1.21
965     object *object::create ()
966     {
967 root 1.42 object *op = new object;
968 root 1.22 op->link ();
969     return op;
970 root 1.21 }
971 elmex 1.1
972     /*
973     * free_object() frees everything allocated by an object, removes
974     * it from the list of used objects, and puts it on the list of
975     * free objects. The IS_FREED() flag is set in the object.
976     * The object must have been removed by remove_ob() first for
977     * this function to succeed.
978     *
979     * If free_inventory is set, free inventory as well. Else drop items in
980     * inventory to the ground.
981     */
982 root 1.24 void object::free (bool free_inventory)
983 root 1.14 {
984 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
985     return;
986    
987 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
988     remove_friendly_object (this);
989    
990 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
991 root 1.29 remove_ob (this);
992 root 1.14
993 root 1.29 SET_FLAG (this, FLAG_FREED);
994 root 1.14
995 root 1.21 if (more)
996 root 1.14 {
997 root 1.21 more->free (free_inventory);
998     more = 0;
999 elmex 1.1 }
1000    
1001 root 1.21 if (inv)
1002 root 1.14 {
1003     /* Only if the space blocks everything do we not process -
1004 root 1.17 * if some form of movement is allowed, let objects
1005 root 1.14 * drop on that space.
1006     */
1007 root 1.32 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 root 1.24 {
1009 root 1.29 object *op = inv;
1010 root 1.24
1011     while (op)
1012     {
1013 root 1.29 object *tmp = op->below;
1014 root 1.21 op->free (free_inventory);
1015 root 1.24 op = tmp;
1016     }
1017     }
1018 root 1.14 else
1019 root 1.24 { /* Put objects in inventory onto this space */
1020 root 1.29 object *op = inv;
1021 root 1.24
1022     while (op)
1023     {
1024 root 1.29 object *tmp = op->below;
1025 root 1.14
1026 root 1.24 remove_ob (op);
1027    
1028     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030     free_object (op);
1031     else
1032     {
1033     op->x = x;
1034     op->y = y;
1035     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036     }
1037    
1038     op = tmp;
1039     }
1040     }
1041 root 1.14 }
1042    
1043 root 1.30 owner = 0;
1044 root 1.25
1045 root 1.14 /* Remove object from the active list */
1046 root 1.21 speed = 0;
1047     update_ob_speed (this);
1048 elmex 1.1
1049 root 1.22 unlink ();
1050    
1051 root 1.21 mortals.push_back (this);
1052 elmex 1.1 }
1053    
1054     /*
1055     * sub_weight() recursively (outwards) subtracts a number from the
1056     * weight of an object (and what is carried by it's environment(s)).
1057     */
1058    
1059 root 1.24 void
1060     sub_weight (object *op, signed long weight)
1061     {
1062     while (op != NULL)
1063     {
1064     if (op->type == CONTAINER)
1065     {
1066     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067     }
1068     op->carrying -= weight;
1069     op = op->env;
1070 elmex 1.1 }
1071     }
1072    
1073     /* remove_ob(op):
1074     * This function removes the object op from the linked list of objects
1075     * which it is currently tied to. When this function is done, the
1076     * object will have no environment. If the object previously had an
1077     * environment, the x and y coordinates will be updated to
1078     * the previous environment.
1079     * Beware: This function is called from the editor as well!
1080     */
1081    
1082 root 1.24 void
1083     remove_ob (object *op)
1084     {
1085 root 1.29 object *
1086     tmp, *
1087     last = NULL;
1088     object *
1089     otmp;
1090 root 1.26
1091 root 1.29 tag_t
1092     tag;
1093     int
1094     check_walk_off;
1095     mapstruct *
1096     m;
1097 root 1.24
1098 root 1.29 sint16
1099     x,
1100     y;
1101 root 1.24
1102     if (QUERY_FLAG (op, FLAG_REMOVED))
1103 root 1.29 return;
1104 root 1.24
1105 root 1.29 SET_FLAG (op, FLAG_REMOVED);
1106 root 1.26
1107 root 1.24 if (op->more != NULL)
1108     remove_ob (op->more);
1109    
1110     /*
1111     * In this case, the object to be removed is in someones
1112     * inventory.
1113     */
1114     if (op->env != NULL)
1115     {
1116     if (op->nrof)
1117     sub_weight (op->env, op->weight * op->nrof);
1118     else
1119     sub_weight (op->env, op->weight + op->carrying);
1120    
1121     /* NO_FIX_PLAYER is set when a great many changes are being
1122     * made to players inventory. If set, avoiding the call
1123     * to save cpu time.
1124     */
1125     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1126     fix_player (otmp);
1127    
1128     if (op->above != NULL)
1129     op->above->below = op->below;
1130     else
1131     op->env->inv = op->below;
1132    
1133     if (op->below != NULL)
1134     op->below->above = op->above;
1135    
1136     /* we set up values so that it could be inserted into
1137     * the map, but we don't actually do that - it is up
1138     * to the caller to decide what we want to do.
1139     */
1140     op->x = op->env->x, op->y = op->env->y;
1141     op->map = op->env->map;
1142     op->above = NULL, op->below = NULL;
1143     op->env = NULL;
1144     }
1145 root 1.29 else if (op->map)
1146     {
1147     x = op->x;
1148     y = op->y;
1149     m = get_map_from_coord (op->map, &x, &y);
1150    
1151     if (!m)
1152     {
1153     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1154     op->map->path, op->x, op->y);
1155     /* in old days, we used to set x and y to 0 and continue.
1156     * it seems if we get into this case, something is probablye
1157     * screwed up and should be fixed.
1158     */
1159     abort ();
1160     }
1161 root 1.24
1162 root 1.29 if (op->map != m)
1163     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1164     op->map->path, m->path, op->x, op->y, x, y);
1165 root 1.24
1166 root 1.29 /* Re did the following section of code - it looks like it had
1167     * lots of logic for things we no longer care about
1168 root 1.24 */
1169 elmex 1.1
1170 root 1.29 /* link the object above us */
1171     if (op->above)
1172     op->above->below = op->below;
1173     else
1174     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1175 root 1.24
1176 root 1.29 /* Relink the object below us, if there is one */
1177     if (op->below)
1178     op->below->above = op->above;
1179     else
1180     {
1181     /* Nothing below, which means we need to relink map object for this space
1182     * use translated coordinates in case some oddness with map tiling is
1183     * evident
1184     */
1185     if (GET_MAP_OB (m, x, y) != op)
1186     {
1187     dump_object (op);
1188     LOG (llevError,
1189     "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);
1190     dump_object (GET_MAP_OB (m, x, y));
1191     LOG (llevError, "%s\n", errmsg);
1192     }
1193 elmex 1.1
1194 root 1.29 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1195 root 1.8 }
1196 root 1.26
1197 root 1.29 op->above = 0;
1198     op->below = 0;
1199 root 1.26
1200 root 1.29 if (op->map->in_memory == MAP_SAVING)
1201     return;
1202 elmex 1.1
1203 root 1.29 tag = op->count;
1204     check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205 elmex 1.1
1206 root 1.29 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1207 root 1.24 {
1208 root 1.29 /* No point updating the players look faces if he is the object
1209     * being removed.
1210 root 1.24 */
1211 root 1.29
1212     if (tmp->type == PLAYER && tmp != op)
1213 root 1.24 {
1214 root 1.29 /* If a container that the player is currently using somehow gets
1215     * removed (most likely destroyed), update the player view
1216     * appropriately.
1217     */
1218     if (tmp->container == op)
1219     {
1220     CLEAR_FLAG (op, FLAG_APPLIED);
1221     tmp->container = NULL;
1222     }
1223    
1224     tmp->contr->socket.update_look = 1;
1225 root 1.8 }
1226 root 1.26
1227 root 1.29 /* See if player moving off should effect something */
1228     if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1229     {
1230     move_apply (tmp, op, NULL);
1231 root 1.24
1232 root 1.29 if (was_destroyed (op, tag))
1233     {
1234     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1235     }
1236 root 1.8 }
1237    
1238 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239    
1240     if (tmp->above == tmp)
1241     tmp->above = NULL;
1242 root 1.8
1243 root 1.29 last = tmp;
1244     }
1245 root 1.26
1246 root 1.29 /* last == NULL of there are no objects on this space */
1247     if (last == NULL)
1248     {
1249     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1250     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1251     * those out anyways, and if there are any flags set right now, they won't
1252     * be correct anyways.
1253     */
1254     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1255     update_position (op->map, op->x, op->y);
1256     }
1257     else
1258     update_object (last, UP_OBJ_REMOVE);
1259 root 1.26
1260 root 1.29 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1261     update_all_los (op->map, op->x, op->y);
1262 elmex 1.1 }
1263     }
1264    
1265     /*
1266     * merge_ob(op,top):
1267     *
1268     * This function goes through all objects below and including top, and
1269     * merges op to the first matching object.
1270     * If top is NULL, it is calculated.
1271     * Returns pointer to object if it succeded in the merge, otherwise NULL
1272     */
1273 root 1.24 object *
1274     merge_ob (object *op, object *top)
1275     {
1276     if (!op->nrof)
1277 elmex 1.1 return 0;
1278 root 1.29
1279 root 1.24 if (top == NULL)
1280     for (top = op; top != NULL && top->above != NULL; top = top->above);
1281 root 1.29
1282 root 1.24 for (; top != NULL; top = top->below)
1283 elmex 1.1 {
1284 root 1.24 if (top == op)
1285     continue;
1286     if (CAN_MERGE (op, top))
1287     {
1288     top->nrof += op->nrof;
1289    
1290 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1291 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1292     remove_ob (op);
1293     free_object (op);
1294     return top;
1295     }
1296 elmex 1.1 }
1297 root 1.29
1298 elmex 1.1 return NULL;
1299     }
1300    
1301     /*
1302     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1303     * job preparing multi-part monsters
1304     */
1305 root 1.24 object *
1306     insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1307     {
1308 root 1.29 object *tmp;
1309 root 1.24
1310     if (op->head)
1311     op = op->head;
1312 root 1.29
1313 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1314     {
1315     tmp->x = x + tmp->arch->clone.x;
1316     tmp->y = y + tmp->arch->clone.y;
1317 elmex 1.1 }
1318 root 1.29
1319 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1320 elmex 1.1 }
1321    
1322     /*
1323     * insert_ob_in_map (op, map, originator, flag):
1324     * This function inserts the object in the two-way linked list
1325     * which represents what is on a map.
1326     * The second argument specifies the map, and the x and y variables
1327     * in the object about to be inserted specifies the position.
1328     *
1329     * originator: Player, monster or other object that caused 'op' to be inserted
1330     * into 'map'. May be NULL.
1331     *
1332     * flag is a bitmask about special things to do (or not do) when this
1333     * function is called. see the object.h file for the INS_ values.
1334     * Passing 0 for flag gives proper default values, so flag really only needs
1335     * to be set if special handling is needed.
1336     *
1337     * Return value:
1338     * new object if 'op' was merged with other object
1339     * NULL if 'op' was destroyed
1340     * just 'op' otherwise
1341     */
1342    
1343 root 1.24 object *
1344     insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1345 elmex 1.1 {
1346 root 1.25 object *tmp, *top, *floor = NULL;
1347     sint16 x, y;
1348 elmex 1.1
1349 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1350     {
1351     LOG (llevError, "Trying to insert freed object!\n");
1352     return NULL;
1353     }
1354 root 1.25
1355 root 1.24 if (m == NULL)
1356     {
1357     dump_object (op);
1358     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1359     return op;
1360 elmex 1.1 }
1361 root 1.25
1362 root 1.24 if (out_of_map (m, op->x, op->y))
1363     {
1364     dump_object (op);
1365     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1366 elmex 1.1 #ifdef MANY_CORES
1367 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1368     * is likely to cause a crash. Better to find out where it is getting
1369     * improperly inserted.
1370     */
1371     abort ();
1372 elmex 1.1 #endif
1373 root 1.24 return op;
1374 elmex 1.1 }
1375 root 1.25
1376 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1377     {
1378     dump_object (op);
1379     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1380     return op;
1381     }
1382 root 1.25
1383 root 1.24 if (op->more != NULL)
1384     {
1385     /* The part may be on a different map. */
1386    
1387 root 1.26 object *more = op->more;
1388 root 1.24
1389     /* We really need the caller to normalize coordinates - if
1390     * we set the map, that doesn't work if the location is within
1391     * a map and this is straddling an edge. So only if coordinate
1392     * is clear wrong do we normalize it.
1393     */
1394     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1395 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1396 root 1.24 else if (!more->map)
1397     {
1398     /* For backwards compatibility - when not dealing with tiled maps,
1399     * more->map should always point to the parent.
1400     */
1401     more->map = m;
1402     }
1403    
1404     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1405     {
1406     if (!op->head)
1407     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1408 root 1.26
1409 root 1.24 return NULL;
1410 root 1.8 }
1411 root 1.24 }
1412 root 1.25
1413 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1414 root 1.8
1415 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1416     * of areas of callers (eg, anything that uses find_free_spot would now
1417     * need extra work
1418     */
1419     op->map = get_map_from_coord (m, &op->x, &op->y);
1420     x = op->x;
1421     y = op->y;
1422    
1423     /* this has to be done after we translate the coordinates.
1424     */
1425     if (op->nrof && !(flag & INS_NO_MERGE))
1426 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1427     if (CAN_MERGE (op, tmp))
1428     {
1429     op->nrof += tmp->nrof;
1430     remove_ob (tmp);
1431     free_object (tmp);
1432     }
1433 root 1.24
1434     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1435     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1436 root 1.25
1437 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1438     CLEAR_FLAG (op, FLAG_NO_STEAL);
1439    
1440     if (flag & INS_BELOW_ORIGINATOR)
1441     {
1442     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1443     {
1444     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1445     abort ();
1446     }
1447 root 1.25
1448 root 1.24 op->above = originator;
1449     op->below = originator->below;
1450 root 1.25
1451 root 1.24 if (op->below)
1452     op->below->above = op;
1453     else
1454     SET_MAP_OB (op->map, op->x, op->y, op);
1455 root 1.25
1456 root 1.24 /* since *below* originator, no need to update top */
1457     originator->below = op;
1458 elmex 1.1 }
1459 root 1.24 else
1460     {
1461     /* If there are other objects, then */
1462     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1463     {
1464 root 1.25 object *last = NULL;
1465 root 1.24
1466     /*
1467     * If there are multiple objects on this space, we do some trickier handling.
1468     * We've already dealt with merging if appropriate.
1469     * Generally, we want to put the new object on top. But if
1470     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1471     * floor, we want to insert above that and no further.
1472     * Also, if there are spell objects on this space, we stop processing
1473     * once we get to them. This reduces the need to traverse over all of
1474     * them when adding another one - this saves quite a bit of cpu time
1475     * when lots of spells are cast in one area. Currently, it is presumed
1476     * that flying non pickable objects are spell objects.
1477     */
1478 elmex 1.1
1479 root 1.24 while (top != NULL)
1480     {
1481     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1482     floor = top;
1483 root 1.26
1484 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))
1485     {
1486     /* We insert above top, so we want this object below this */
1487     top = top->below;
1488     break;
1489     }
1490 root 1.26
1491 root 1.24 last = top;
1492     top = top->above;
1493     }
1494 root 1.26
1495 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1496     top = last;
1497 root 1.8
1498 root 1.24 /* We let update_position deal with figuring out what the space
1499     * looks like instead of lots of conditions here.
1500     * makes things faster, and effectively the same result.
1501     */
1502    
1503     /* Have object 'fall below' other objects that block view.
1504     * Unless those objects are exits, type 66
1505     * If INS_ON_TOP is used, don't do this processing
1506     * Need to find the object that in fact blocks view, otherwise
1507     * stacking is a bit odd.
1508     */
1509     if (!(flag & INS_ON_TOP) &&
1510     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1511     {
1512     for (last = top; last != floor; last = last->below)
1513     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1514     break;
1515     /* Check to see if we found the object that blocks view,
1516     * and make sure we have a below pointer for it so that
1517     * we can get inserted below this one, which requires we
1518     * set top to the object below us.
1519     */
1520     if (last && last->below && last != floor)
1521     top = last->below;
1522 root 1.8 }
1523 root 1.24 } /* If objects on this space */
1524 root 1.25
1525 root 1.24 if (flag & INS_MAP_LOAD)
1526     top = GET_MAP_TOP (op->map, op->x, op->y);
1527 root 1.25
1528 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1529     top = floor;
1530    
1531     /* Top is the object that our object (op) is going to get inserted above.
1532     */
1533    
1534     /* First object on this space */
1535     if (!top)
1536     {
1537     op->above = GET_MAP_OB (op->map, op->x, op->y);
1538 root 1.25
1539 root 1.24 if (op->above)
1540     op->above->below = op;
1541 root 1.25
1542 root 1.24 op->below = NULL;
1543     SET_MAP_OB (op->map, op->x, op->y, op);
1544     }
1545     else
1546     { /* get inserted into the stack above top */
1547     op->above = top->above;
1548 root 1.25
1549 root 1.24 if (op->above)
1550     op->above->below = op;
1551 root 1.25
1552 root 1.24 op->below = top;
1553     top->above = op;
1554     }
1555 root 1.25
1556 root 1.24 if (op->above == NULL)
1557     SET_MAP_TOP (op->map, op->x, op->y, op);
1558     } /* else not INS_BELOW_ORIGINATOR */
1559 root 1.8
1560 root 1.24 if (op->type == PLAYER)
1561     op->contr->do_los = 1;
1562    
1563     /* If we have a floor, we know the player, if any, will be above
1564     * it, so save a few ticks and start from there.
1565     */
1566     if (!(flag & INS_MAP_LOAD))
1567     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1568 root 1.25 if (tmp->type == PLAYER)
1569     tmp->contr->socket.update_look = 1;
1570 root 1.24
1571     /* If this object glows, it may affect lighting conditions that are
1572     * visible to others on this map. But update_all_los is really
1573     * an inefficient way to do this, as it means los for all players
1574     * on the map will get recalculated. The players could very well
1575     * be far away from this change and not affected in any way -
1576     * this should get redone to only look for players within range,
1577     * or just updating the P_NEED_UPDATE for spaces within this area
1578     * of effect may be sufficient.
1579     */
1580     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1581     update_all_los (op->map, op->x, op->y);
1582    
1583     /* updates flags (blocked, alive, no magic, etc) for this map space */
1584     update_object (op, UP_OBJ_INSERT);
1585    
1586     /* Don't know if moving this to the end will break anything. However,
1587     * we want to have update_look set above before calling this.
1588     *
1589     * check_move_on() must be after this because code called from
1590     * check_move_on() depends on correct map flags (so functions like
1591     * blocked() and wall() work properly), and these flags are updated by
1592     * update_object().
1593     */
1594    
1595     /* if this is not the head or flag has been passed, don't check walk on status */
1596     if (!(flag & INS_NO_WALK_ON) && !op->head)
1597     {
1598     if (check_move_on (op, originator))
1599     return NULL;
1600 elmex 1.1
1601 root 1.24 /* If we are a multi part object, lets work our way through the check
1602     * walk on's.
1603     */
1604     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1605     if (check_move_on (tmp, originator))
1606     return NULL;
1607 elmex 1.1 }
1608 root 1.25
1609 root 1.24 return op;
1610 elmex 1.1 }
1611    
1612     /* this function inserts an object in the map, but if it
1613     * finds an object of its own type, it'll remove that one first.
1614     * op is the object to insert it under: supplies x and the map.
1615     */
1616 root 1.24 void
1617     replace_insert_ob_in_map (const char *arch_string, object *op)
1618     {
1619 root 1.29 object *
1620     tmp;
1621     object *
1622     tmp1;
1623 elmex 1.1
1624 root 1.24 /* first search for itself and remove any old instances */
1625 elmex 1.1
1626 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1627     {
1628     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1629     {
1630     remove_ob (tmp);
1631     free_object (tmp);
1632 root 1.8 }
1633 elmex 1.1 }
1634    
1635 root 1.24 tmp1 = arch_to_object (find_archetype (arch_string));
1636 elmex 1.1
1637 root 1.24 tmp1->x = op->x;
1638     tmp1->y = op->y;
1639     insert_ob_in_map (tmp1, op->map, op, 0);
1640     }
1641 elmex 1.1
1642     /*
1643     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1644     * is returned contains nr objects, and the remaining parts contains
1645     * the rest (or is removed and freed if that number is 0).
1646     * On failure, NULL is returned, and the reason put into the
1647     * global static errmsg array.
1648     */
1649    
1650 root 1.24 object *
1651     get_split_ob (object *orig_ob, uint32 nr)
1652     {
1653     object *
1654     newob;
1655     int
1656     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1657    
1658     if (orig_ob->nrof < nr)
1659     {
1660     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1661     return NULL;
1662     }
1663 root 1.29
1664 root 1.24 newob = object_create_clone (orig_ob);
1665 root 1.29
1666 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1667     {
1668     if (!is_removed)
1669     remove_ob (orig_ob);
1670     free_object2 (orig_ob, 1);
1671 elmex 1.1 }
1672 root 1.24 else if (!is_removed)
1673     {
1674     if (orig_ob->env != NULL)
1675     sub_weight (orig_ob->env, orig_ob->weight * nr);
1676     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1677     {
1678     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1679     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1680     return NULL;
1681 root 1.8 }
1682 elmex 1.1 }
1683 root 1.29
1684 root 1.24 newob->nrof = nr;
1685 elmex 1.1
1686 root 1.24 return newob;
1687 elmex 1.1 }
1688    
1689     /*
1690     * decrease_ob_nr(object, number) decreases a specified number from
1691     * the amount of an object. If the amount reaches 0, the object
1692     * is subsequently removed and freed.
1693     *
1694     * Return value: 'op' if something is left, NULL if the amount reached 0
1695     */
1696    
1697 root 1.24 object *
1698     decrease_ob_nr (object *op, uint32 i)
1699 elmex 1.1 {
1700 root 1.29 object *tmp;
1701     player *pl;
1702 elmex 1.1
1703 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1704     return op;
1705    
1706     if (i > op->nrof)
1707     i = op->nrof;
1708    
1709     if (QUERY_FLAG (op, FLAG_REMOVED))
1710 root 1.29 op->nrof -= i;
1711 root 1.24 else if (op->env != NULL)
1712     {
1713     /* is this object in the players inventory, or sub container
1714     * therein?
1715     */
1716     tmp = is_player_inv (op->env);
1717     /* nope. Is this a container the player has opened?
1718     * If so, set tmp to that player.
1719     * IMO, searching through all the players will mostly
1720     * likely be quicker than following op->env to the map,
1721     * and then searching the map for a player.
1722     */
1723     if (!tmp)
1724     {
1725     for (pl = first_player; pl; pl = pl->next)
1726     if (pl->ob->container == op->env)
1727     break;
1728     if (pl)
1729     tmp = pl->ob;
1730     else
1731     tmp = NULL;
1732     }
1733 elmex 1.1
1734 root 1.24 if (i < op->nrof)
1735     {
1736     sub_weight (op->env, op->weight * i);
1737     op->nrof -= i;
1738     if (tmp)
1739     {
1740     esrv_send_item (tmp, op);
1741 elmex 1.1 }
1742 root 1.24 }
1743     else
1744     {
1745     remove_ob (op);
1746     op->nrof = 0;
1747     if (tmp)
1748     {
1749     esrv_del_item (tmp->contr, op->count);
1750 elmex 1.1 }
1751     }
1752     }
1753 root 1.24 else
1754 elmex 1.1 {
1755 root 1.29 object *above = op->above;
1756 elmex 1.1
1757 root 1.24 if (i < op->nrof)
1758 root 1.29 op->nrof -= i;
1759 root 1.24 else
1760     {
1761     remove_ob (op);
1762     op->nrof = 0;
1763     }
1764 root 1.29
1765 root 1.24 /* Since we just removed op, op->above is null */
1766     for (tmp = above; tmp != NULL; tmp = tmp->above)
1767     if (tmp->type == PLAYER)
1768     {
1769     if (op->nrof)
1770     esrv_send_item (tmp, op);
1771     else
1772     esrv_del_item (tmp->contr, op->count);
1773     }
1774 elmex 1.1 }
1775    
1776 root 1.24 if (op->nrof)
1777 root 1.29 return op;
1778 root 1.24 else
1779     {
1780     free_object (op);
1781     return NULL;
1782 elmex 1.1 }
1783     }
1784    
1785     /*
1786     * add_weight(object, weight) adds the specified weight to an object,
1787     * and also updates how much the environment(s) is/are carrying.
1788     */
1789    
1790 root 1.24 void
1791     add_weight (object *op, signed long weight)
1792     {
1793     while (op != NULL)
1794     {
1795     if (op->type == CONTAINER)
1796 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1797    
1798 root 1.24 op->carrying += weight;
1799     op = op->env;
1800     }
1801 elmex 1.1 }
1802    
1803     /*
1804     * insert_ob_in_ob(op,environment):
1805     * This function inserts the object op in the linked list
1806     * inside the object environment.
1807     *
1808     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1809     * the inventory at the last position or next to other objects of the same
1810     * type.
1811     * Frank: Now sorted by type, archetype and magic!
1812     *
1813     * The function returns now pointer to inserted item, and return value can
1814     * be != op, if items are merged. -Tero
1815     */
1816    
1817 root 1.24 object *
1818     insert_ob_in_ob (object *op, object *where)
1819     {
1820     object *
1821     tmp, *
1822     otmp;
1823    
1824     if (!QUERY_FLAG (op, FLAG_REMOVED))
1825     {
1826     dump_object (op);
1827     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1828     return op;
1829     }
1830 root 1.29
1831 root 1.24 if (where == NULL)
1832     {
1833     dump_object (op);
1834     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1835     return op;
1836     }
1837 root 1.29
1838 root 1.24 if (where->head)
1839     {
1840     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1841     where = where->head;
1842     }
1843 root 1.29
1844 root 1.24 if (op->more)
1845     {
1846     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1847     return op;
1848     }
1849 root 1.29
1850 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1851     CLEAR_FLAG (op, FLAG_REMOVED);
1852     if (op->nrof)
1853     {
1854     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1855     if (CAN_MERGE (tmp, op))
1856     {
1857     /* return the original object and remove inserted object
1858     (client needs the original object) */
1859     tmp->nrof += op->nrof;
1860     /* Weight handling gets pretty funky. Since we are adding to
1861     * tmp->nrof, we need to increase the weight.
1862     */
1863     add_weight (where, op->weight * op->nrof);
1864     SET_FLAG (op, FLAG_REMOVED);
1865     free_object (op); /* free the inserted object */
1866     op = tmp;
1867     remove_ob (op); /* and fix old object's links */
1868     CLEAR_FLAG (op, FLAG_REMOVED);
1869     break;
1870     }
1871    
1872     /* I assume combined objects have no inventory
1873     * We add the weight - this object could have just been removed
1874     * (if it was possible to merge). calling remove_ob will subtract
1875     * the weight, so we need to add it in again, since we actually do
1876     * the linking below
1877     */
1878     add_weight (where, op->weight * op->nrof);
1879     }
1880     else
1881     add_weight (where, (op->weight + op->carrying));
1882 elmex 1.1
1883 root 1.24 otmp = is_player_inv (where);
1884     if (otmp && otmp->contr != NULL)
1885     {
1886     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887     fix_player (otmp);
1888     }
1889 elmex 1.1
1890 root 1.24 op->map = NULL;
1891     op->env = where;
1892     op->above = NULL;
1893     op->below = NULL;
1894     op->x = 0, op->y = 0;
1895 elmex 1.1
1896     /* reset the light list and los of the players on the map */
1897 root 1.24 if ((op->glow_radius != 0) && where->map)
1898     {
1899 elmex 1.1 #ifdef DEBUG_LIGHTS
1900 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1901     #endif /* DEBUG_LIGHTS */
1902     if (MAP_DARKNESS (where->map))
1903     update_all_los (where->map, where->x, where->y);
1904     }
1905 elmex 1.1
1906     /* Client has no idea of ordering so lets not bother ordering it here.
1907     * It sure simplifies this function...
1908     */
1909 root 1.24 if (where->inv == NULL)
1910     where->inv = op;
1911     else
1912     {
1913 elmex 1.1 op->below = where->inv;
1914     op->below->above = op;
1915     where->inv = op;
1916 root 1.24 }
1917 elmex 1.1 return op;
1918     }
1919    
1920     /*
1921     * Checks if any objects has a move_type that matches objects
1922     * that effect this object on this space. Call apply() to process
1923     * these events.
1924     *
1925     * Any speed-modification due to SLOW_MOVE() of other present objects
1926     * will affect the speed_left of the object.
1927     *
1928     * originator: Player, monster or other object that caused 'op' to be inserted
1929     * into 'map'. May be NULL.
1930     *
1931     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1932     *
1933     * 4-21-95 added code to check if appropriate skill was readied - this will
1934     * permit faster movement by the player through this terrain. -b.t.
1935     *
1936     * MSW 2001-07-08: Check all objects on space, not just those below
1937     * object being inserted. insert_ob_in_map may not put new objects
1938     * on top.
1939     */
1940    
1941 root 1.24 int
1942     check_move_on (object *op, object *originator)
1943 elmex 1.1 {
1944 root 1.29 object *
1945     tmp;
1946     tag_t
1947     tag;
1948     mapstruct *
1949     m = op->map;
1950     int
1951     x = op->x, y = op->y;
1952 root 1.26
1953 root 1.29 MoveType
1954     move_on,
1955     move_slow,
1956     move_block;
1957 root 1.24
1958     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959     return 0;
1960    
1961     tag = op->count;
1962    
1963     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1964     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1965     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1966    
1967     /* if nothing on this space will slow op down or be applied,
1968     * no need to do checking below. have to make sure move_type
1969     * is set, as lots of objects don't have it set - we treat that
1970     * as walking.
1971     */
1972     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1973     return 0;
1974 elmex 1.1
1975 root 1.24 /* This is basically inverse logic of that below - basically,
1976     * if the object can avoid the move on or slow move, they do so,
1977     * but can't do it if the alternate movement they are using is
1978     * blocked. Logic on this seems confusing, but does seem correct.
1979     */
1980     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1981     return 0;
1982    
1983     /* The objects have to be checked from top to bottom.
1984     * Hence, we first go to the top:
1985     */
1986    
1987     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1988     {
1989     /* Trim the search when we find the first other spell effect
1990     * this helps performance so that if a space has 50 spell objects,
1991     * we don't need to check all of them.
1992     */
1993     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1994     break;
1995     }
1996 root 1.26
1997     for (; tmp; tmp = tmp->below)
1998 root 1.24 {
1999     if (tmp == op)
2000     continue; /* Can't apply yourself */
2001 elmex 1.1
2002 root 1.24 /* Check to see if one of the movement types should be slowed down.
2003     * Second check makes sure that the movement types not being slowed
2004     * (~slow_move) is not blocked on this space - just because the
2005     * space doesn't slow down swimming (for example), if you can't actually
2006     * swim on that space, can't use it to avoid the penalty.
2007     */
2008     if (!QUERY_FLAG (op, FLAG_WIZPASS))
2009     {
2010     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2011     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2012     {
2013 elmex 1.1
2014 root 1.29 float
2015     diff = tmp->move_slow_penalty * FABS (op->speed);
2016 elmex 1.1
2017 root 1.24 if (op->type == PLAYER)
2018 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2019     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2020     diff /= 4.0;
2021    
2022 root 1.24 op->speed_left -= diff;
2023 root 1.8 }
2024     }
2025 elmex 1.1
2026 root 1.24 /* Basically same logic as above, except now for actual apply. */
2027     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2028     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2029     {
2030 root 1.26 move_apply (tmp, op, originator);
2031 root 1.24
2032     if (was_destroyed (op, tag))
2033     return 1;
2034    
2035     /* what the person/creature stepped onto has moved the object
2036     * someplace new. Don't process any further - if we did,
2037     * have a feeling strange problems would result.
2038     */
2039     if (op->map != m || op->x != x || op->y != y)
2040     return 0;
2041 root 1.8 }
2042 elmex 1.1 }
2043 root 1.26
2044 root 1.24 return 0;
2045 elmex 1.1 }
2046    
2047     /*
2048     * present_arch(arch, map, x, y) searches for any objects with
2049     * a matching archetype at the given map and coordinates.
2050     * The first matching object is returned, or NULL if none.
2051     */
2052    
2053 root 1.24 object *
2054     present_arch (const archetype *at, mapstruct *m, int x, int y)
2055     {
2056     object *
2057     tmp;
2058    
2059     if (m == NULL || out_of_map (m, x, y))
2060     {
2061     LOG (llevError, "Present_arch called outside map.\n");
2062     return NULL;
2063     }
2064     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2065     if (tmp->arch == at)
2066 elmex 1.1 return tmp;
2067     return NULL;
2068     }
2069    
2070     /*
2071     * present(type, map, x, y) searches for any objects with
2072     * a matching type variable 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 (unsigned char type, mapstruct *m, int x, int y)
2078     {
2079     object *
2080     tmp;
2081    
2082     if (out_of_map (m, x, y))
2083     {
2084     LOG (llevError, "Present 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->type == type)
2089 elmex 1.1 return tmp;
2090     return NULL;
2091     }
2092    
2093     /*
2094     * present_in_ob(type, object) searches for any objects with
2095     * a matching type variable in the inventory of the given object.
2096     * The first matching object is returned, or NULL if none.
2097     */
2098    
2099 root 1.24 object *
2100     present_in_ob (unsigned char type, const object *op)
2101     {
2102     object *
2103     tmp;
2104    
2105     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106     if (tmp->type == type)
2107 elmex 1.1 return tmp;
2108     return NULL;
2109     }
2110    
2111     /*
2112     * present_in_ob (type, str, object) searches for any objects with
2113     * a matching type & name variable in the inventory of the given object.
2114     * The first matching object is returned, or NULL if none.
2115     * This is mostly used by spell effect code, so that we only
2116     * have one spell effect at a time.
2117     * type can be used to narrow the search - if type is set,
2118     * the type must also match. -1 can be passed for the type,
2119     * in which case the type does not need to pass.
2120     * str is the string to match against. Note that we match against
2121     * the object name, not the archetype name. this is so that the
2122     * spell code can use one object type (force), but change it's name
2123     * to be unique.
2124     */
2125    
2126 root 1.24 object *
2127     present_in_ob_by_name (int type, const char *str, const object *op)
2128     {
2129     object *
2130     tmp;
2131 elmex 1.1
2132 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2133     {
2134     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135     return tmp;
2136 elmex 1.1 }
2137 root 1.24 return NULL;
2138 elmex 1.1 }
2139    
2140     /*
2141     * present_arch_in_ob(archetype, object) searches for any objects with
2142     * a matching archetype in the inventory of the given object.
2143     * The first matching object is returned, or NULL if none.
2144     */
2145    
2146 root 1.24 object *
2147     present_arch_in_ob (const archetype *at, const object *op)
2148     {
2149     object *
2150     tmp;
2151    
2152     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2153     if (tmp->arch == at)
2154 elmex 1.1 return tmp;
2155     return NULL;
2156     }
2157    
2158     /*
2159     * activate recursively a flag on an object inventory
2160     */
2161 root 1.24 void
2162     flag_inv (object *op, int flag)
2163     {
2164     object *
2165     tmp;
2166    
2167     if (op->inv)
2168     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2169     {
2170     SET_FLAG (tmp, flag);
2171     flag_inv (tmp, flag);
2172 elmex 1.1 }
2173 root 1.24 } /*
2174     * desactivate recursively a flag on an object inventory
2175     */
2176     void
2177     unflag_inv (object *op, int flag)
2178     {
2179     object *
2180     tmp;
2181    
2182     if (op->inv)
2183     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2184     {
2185     CLEAR_FLAG (tmp, flag);
2186     unflag_inv (tmp, flag);
2187 elmex 1.1 }
2188     }
2189    
2190     /*
2191     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2192     * all it's inventory (recursively).
2193     * If checksums are used, a player will get set_cheat called for
2194     * him/her-self and all object carried by a call to this function.
2195     */
2196    
2197 root 1.24 void
2198     set_cheat (object *op)
2199     {
2200     SET_FLAG (op, FLAG_WAS_WIZ);
2201     flag_inv (op, FLAG_WAS_WIZ);
2202 elmex 1.1 }
2203    
2204     /*
2205     * find_free_spot(object, map, x, y, start, stop) will search for
2206     * a spot at the given map and coordinates which will be able to contain
2207     * the given object. start and stop specifies how many squares
2208     * to search (see the freearr_x/y[] definition).
2209     * It returns a random choice among the alternatives found.
2210     * start and stop are where to start relative to the free_arr array (1,9
2211     * does all 4 immediate directions). This returns the index into the
2212     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2213     * Note - this only checks to see if there is space for the head of the
2214     * object - if it is a multispace object, this should be called for all
2215     * pieces.
2216     * Note2: This function does correctly handle tiled maps, but does not
2217     * inform the caller. However, insert_ob_in_map will update as
2218     * necessary, so the caller shouldn't need to do any special work.
2219     * Note - updated to take an object instead of archetype - this is necessary
2220     * because arch_blocked (now ob_blocked) needs to know the movement type
2221     * to know if the space in question will block the object. We can't use
2222     * the archetype because that isn't correct if the monster has been
2223     * customized, changed states, etc.
2224     */
2225    
2226 root 1.24 int
2227     find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2228     {
2229     int
2230     i,
2231     index = 0, flag;
2232     static int
2233     altern[SIZEOFFREE];
2234    
2235     for (i = start; i < stop; i++)
2236     {
2237     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2238     if (!flag)
2239     altern[index++] = i;
2240    
2241     /* Basically, if we find a wall on a space, we cut down the search size.
2242     * In this way, we won't return spaces that are on another side of a wall.
2243     * This mostly work, but it cuts down the search size in all directions -
2244     * if the space being examined only has a wall to the north and empty
2245     * spaces in all the other directions, this will reduce the search space
2246     * to only the spaces immediately surrounding the target area, and
2247     * won't look 2 spaces south of the target space.
2248     */
2249     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2250     stop = maxfree[i];
2251 elmex 1.1 }
2252 root 1.24 if (!index)
2253     return -1;
2254     return altern[RANDOM () % index];
2255 elmex 1.1 }
2256    
2257     /*
2258     * find_first_free_spot(archetype, mapstruct, x, y) works like
2259     * find_free_spot(), but it will search max number of squares.
2260     * But it will return the first available spot, not a random choice.
2261     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2262     */
2263    
2264 root 1.24 int
2265     find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2266     {
2267     int
2268     i;
2269    
2270     for (i = 0; i < SIZEOFFREE; i++)
2271     {
2272     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273     return i;
2274 elmex 1.1 }
2275 root 1.24 return -1;
2276 elmex 1.1 }
2277    
2278     /*
2279     * The function permute(arr, begin, end) randomly reorders the array
2280     * arr[begin..end-1].
2281     */
2282 root 1.24 static void
2283     permute (int *arr, int begin, int end)
2284 elmex 1.1 {
2285 root 1.24 int
2286     i,
2287     j,
2288     tmp,
2289     len;
2290 elmex 1.1
2291 root 1.24 len = end - begin;
2292     for (i = begin; i < end; i++)
2293 elmex 1.1 {
2294 root 1.24 j = begin + RANDOM () % len;
2295 elmex 1.1
2296 root 1.24 tmp = arr[i];
2297     arr[i] = arr[j];
2298     arr[j] = tmp;
2299 elmex 1.1 }
2300     }
2301    
2302     /* new function to make monster searching more efficient, and effective!
2303     * This basically returns a randomized array (in the passed pointer) of
2304     * the spaces to find monsters. In this way, it won't always look for
2305     * monsters to the north first. However, the size of the array passed
2306     * covers all the spaces, so within that size, all the spaces within
2307     * the 3x3 area will be searched, just not in a predictable order.
2308     */
2309 root 1.24 void
2310     get_search_arr (int *search_arr)
2311 elmex 1.1 {
2312 root 1.24 int
2313     i;
2314 elmex 1.1
2315 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2316 elmex 1.1 {
2317 root 1.24 search_arr[i] = i;
2318 elmex 1.1 }
2319    
2320 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323 elmex 1.1 }
2324    
2325     /*
2326     * find_dir(map, x, y, exclude) will search some close squares in the
2327     * given map at the given coordinates for live objects.
2328     * It will not considered the object given as exclude among possible
2329     * live objects.
2330     * It returns the direction toward the first/closest live object if finds
2331     * any, otherwise 0.
2332     * Perhaps incorrectly, but I'm making the assumption that exclude
2333     * is actually want is going to try and move there. We need this info
2334     * because we have to know what movement the thing looking to move
2335     * there is capable of.
2336     */
2337    
2338 root 1.24 int
2339     find_dir (mapstruct *m, int x, int y, object *exclude)
2340     {
2341     int
2342     i,
2343     max = SIZEOFFREE, mflags;
2344 root 1.29
2345     sint16 nx, ny;
2346 root 1.24 object *
2347     tmp;
2348     mapstruct *
2349     mp;
2350 root 1.29
2351     MoveType blocked, move_type;
2352 root 1.24
2353     if (exclude && exclude->head)
2354     {
2355     exclude = exclude->head;
2356     move_type = exclude->move_type;
2357     }
2358     else
2359     {
2360     /* If we don't have anything, presume it can use all movement types. */
2361     move_type = MOVE_ALL;
2362     }
2363    
2364     for (i = 1; i < max; i++)
2365     {
2366     mp = m;
2367     nx = x + freearr_x[i];
2368     ny = y + freearr_y[i];
2369    
2370     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2371     if (mflags & P_OUT_OF_MAP)
2372     {
2373     max = maxfree[i];
2374     }
2375     else
2376     {
2377     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2378    
2379     if ((move_type & blocked) == move_type)
2380     {
2381     max = maxfree[i];
2382     }
2383     else if (mflags & P_IS_ALIVE)
2384     {
2385     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2386     {
2387     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2388     {
2389     break;
2390 root 1.8 }
2391     }
2392 root 1.24 if (tmp)
2393     {
2394     return freedir[i];
2395 root 1.8 }
2396     }
2397     }
2398 elmex 1.1 }
2399 root 1.24 return 0;
2400 elmex 1.1 }
2401    
2402     /*
2403     * distance(object 1, object 2) will return the square of the
2404     * distance between the two given objects.
2405     */
2406    
2407 root 1.24 int
2408     distance (const object *ob1, const object *ob2)
2409     {
2410     int
2411     i;
2412    
2413     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2414 elmex 1.1 return i;
2415     }
2416    
2417     /*
2418     * find_dir_2(delta-x,delta-y) will return a direction in which
2419     * an object which has subtracted the x and y coordinates of another
2420     * object, needs to travel toward it.
2421     */
2422    
2423 root 1.24 int
2424     find_dir_2 (int x, int y)
2425     {
2426     int
2427     q;
2428 elmex 1.1
2429 root 1.24 if (y)
2430     q = x * 100 / y;
2431 elmex 1.1 else if (x)
2432 root 1.24 q = -300 * x;
2433 elmex 1.1 else
2434     return 0;
2435    
2436 root 1.24 if (y > 0)
2437     {
2438     if (q < -242)
2439     return 3;
2440     if (q < -41)
2441     return 2;
2442     if (q < 41)
2443     return 1;
2444     if (q < 242)
2445     return 8;
2446     return 7;
2447     }
2448 elmex 1.1
2449     if (q < -242)
2450 root 1.24 return 7;
2451 elmex 1.1 if (q < -41)
2452 root 1.24 return 6;
2453 elmex 1.1 if (q < 41)
2454 root 1.24 return 5;
2455 elmex 1.1 if (q < 242)
2456 root 1.24 return 4;
2457 elmex 1.1
2458 root 1.24 return 3;
2459 elmex 1.1 }
2460    
2461     /*
2462     * absdir(int): Returns a number between 1 and 8, which represent
2463     * the "absolute" direction of a number (it actually takes care of
2464     * "overflow" in previous calculations of a direction).
2465     */
2466    
2467 root 1.24 int
2468     absdir (int d)
2469     {
2470     while (d < 1)
2471     d += 8;
2472     while (d > 8)
2473     d -= 8;
2474 elmex 1.1 return d;
2475     }
2476    
2477     /*
2478     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2479     * between two directions (which are expected to be absolute (see absdir())
2480     */
2481    
2482 root 1.24 int
2483     dirdiff (int dir1, int dir2)
2484     {
2485     int
2486     d;
2487    
2488     d = abs (dir1 - dir2);
2489     if (d > 4)
2490 elmex 1.1 d = 8 - d;
2491     return d;
2492     }
2493    
2494     /* peterm:
2495     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2496     * Basically, this is a table of directions, and what directions
2497     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2498     * This basically means that if direction is 15, then it could either go
2499     * direction 4, 14, or 16 to get back to where we are.
2500     * Moved from spell_util.c to object.c with the other related direction
2501     * functions.
2502     */
2503    
2504 root 1.24 int
2505     reduction_dir[SIZEOFFREE][3] = {
2506     {0, 0, 0}, /* 0 */
2507     {0, 0, 0}, /* 1 */
2508     {0, 0, 0}, /* 2 */
2509     {0, 0, 0}, /* 3 */
2510     {0, 0, 0}, /* 4 */
2511     {0, 0, 0}, /* 5 */
2512     {0, 0, 0}, /* 6 */
2513     {0, 0, 0}, /* 7 */
2514     {0, 0, 0}, /* 8 */
2515     {8, 1, 2}, /* 9 */
2516     {1, 2, -1}, /* 10 */
2517     {2, 10, 12}, /* 11 */
2518     {2, 3, -1}, /* 12 */
2519     {2, 3, 4}, /* 13 */
2520     {3, 4, -1}, /* 14 */
2521     {4, 14, 16}, /* 15 */
2522     {5, 4, -1}, /* 16 */
2523     {4, 5, 6}, /* 17 */
2524     {6, 5, -1}, /* 18 */
2525     {6, 20, 18}, /* 19 */
2526     {7, 6, -1}, /* 20 */
2527     {6, 7, 8}, /* 21 */
2528     {7, 8, -1}, /* 22 */
2529     {8, 22, 24}, /* 23 */
2530     {8, 1, -1}, /* 24 */
2531     {24, 9, 10}, /* 25 */
2532     {9, 10, -1}, /* 26 */
2533     {10, 11, -1}, /* 27 */
2534     {27, 11, 29}, /* 28 */
2535     {11, 12, -1}, /* 29 */
2536     {12, 13, -1}, /* 30 */
2537     {12, 13, 14}, /* 31 */
2538     {13, 14, -1}, /* 32 */
2539     {14, 15, -1}, /* 33 */
2540     {33, 15, 35}, /* 34 */
2541     {16, 15, -1}, /* 35 */
2542     {17, 16, -1}, /* 36 */
2543     {18, 17, 16}, /* 37 */
2544     {18, 17, -1}, /* 38 */
2545     {18, 19, -1}, /* 39 */
2546     {41, 19, 39}, /* 40 */
2547     {19, 20, -1}, /* 41 */
2548     {20, 21, -1}, /* 42 */
2549     {20, 21, 22}, /* 43 */
2550     {21, 22, -1}, /* 44 */
2551     {23, 22, -1}, /* 45 */
2552     {45, 47, 23}, /* 46 */
2553     {23, 24, -1}, /* 47 */
2554     {24, 9, -1}
2555     }; /* 48 */
2556 elmex 1.1
2557     /* Recursive routine to step back and see if we can
2558     * find a path to that monster that we found. If not,
2559     * we don't bother going toward it. Returns 1 if we
2560     * can see a direct way to get it
2561     * Modified to be map tile aware -.MSW
2562     */
2563    
2564 root 1.24
2565     int
2566     can_see_monsterP (mapstruct *m, int x, int y, int dir)
2567     {
2568 root 1.29 sint16 dx, dy;
2569 root 1.24 int
2570     mflags;
2571    
2572     if (dir < 0)
2573     return 0; /* exit condition: invalid direction */
2574    
2575     dx = x + freearr_x[dir];
2576     dy = y + freearr_y[dir];
2577    
2578     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2579    
2580     /* This functional arguably was incorrect before - it was
2581     * checking for P_WALL - that was basically seeing if
2582     * we could move to the monster - this is being more
2583     * literal on if we can see it. To know if we can actually
2584     * move to the monster, we'd need the monster passed in or
2585     * at least its move type.
2586     */
2587     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2588     return 0;
2589    
2590     /* yes, can see. */
2591     if (dir < 9)
2592     return 1;
2593     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2594     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2595     }
2596    
2597    
2598    
2599 elmex 1.1 /*
2600     * can_pick(picker, item): finds out if an object is possible to be
2601     * picked up by the picker. Returnes 1 if it can be
2602     * picked up, otherwise 0.
2603     *
2604     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2605     * core dumps if they do.
2606     *
2607     * Add a check so we can't pick up invisible objects (0.93.8)
2608     */
2609    
2610 root 1.24 int
2611     can_pick (const object *who, const object *item)
2612     {
2613     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2614     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2615     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2616 elmex 1.1 }
2617    
2618    
2619     /*
2620     * create clone from object to another
2621     */
2622 root 1.24 object *
2623     object_create_clone (object *asrc)
2624     {
2625     object *
2626     dst = NULL, *tmp, *src, *part, *prev, *item;
2627 elmex 1.1
2628 root 1.24 if (!asrc)
2629     return NULL;
2630     src = asrc;
2631     if (src->head)
2632     src = src->head;
2633    
2634     prev = NULL;
2635     for (part = src; part; part = part->more)
2636     {
2637     tmp = get_object ();
2638     copy_object (part, tmp);
2639     tmp->x -= src->x;
2640     tmp->y -= src->y;
2641     if (!part->head)
2642     {
2643     dst = tmp;
2644     tmp->head = NULL;
2645     }
2646     else
2647     {
2648     tmp->head = dst;
2649     }
2650     tmp->more = NULL;
2651     if (prev)
2652     prev->more = tmp;
2653     prev = tmp;
2654 elmex 1.1 }
2655 root 1.24
2656 elmex 1.1 /*** copy inventory ***/
2657 root 1.24 for (item = src->inv; item; item = item->below)
2658     {
2659     (void) insert_ob_in_ob (object_create_clone (item), dst);
2660 elmex 1.1 }
2661    
2662 root 1.24 return dst;
2663 elmex 1.1 }
2664    
2665     /* return true if the object was destroyed, 0 otherwise */
2666 root 1.24 int
2667     was_destroyed (const object *op, tag_t old_tag)
2668 elmex 1.1 {
2669 root 1.24 /* checking for FLAG_FREED isn't necessary, but makes this function more
2670     * robust */
2671     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2672 elmex 1.1 }
2673    
2674     /* GROS - Creates an object using a string representing its content. */
2675 root 1.24
2676 elmex 1.1 /* Basically, we save the content of the string to a temp file, then call */
2677 root 1.24
2678 elmex 1.1 /* load_object on it. I admit it is a highly inefficient way to make things, */
2679 root 1.24
2680 elmex 1.1 /* but it was simple to make and allows reusing the load_object function. */
2681 root 1.24
2682 elmex 1.1 /* Remember not to use load_object_str in a time-critical situation. */
2683 root 1.24
2684 elmex 1.1 /* Also remember that multiparts objects are not supported for now. */
2685    
2686 root 1.24 object *
2687     load_object_str (const char *obstr)
2688 elmex 1.1 {
2689 root 1.24 object *
2690     op;
2691     char
2692     filename[MAX_BUF];
2693 root 1.9
2694 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2695    
2696     FILE *
2697     tempfile = fopen (filename, "w");
2698    
2699     if (tempfile == NULL)
2700 elmex 1.1 {
2701 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2702     return NULL;
2703 root 1.41 }
2704    
2705 root 1.24 fprintf (tempfile, obstr);
2706     fclose (tempfile);
2707 elmex 1.1
2708 root 1.24 op = get_object ();
2709 elmex 1.1
2710 root 1.29 object_thawer thawer (filename);
2711 root 1.13
2712 root 1.24 if (thawer)
2713     load_object (thawer, op, 0);
2714 root 1.13
2715 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2716     CLEAR_FLAG (op, FLAG_REMOVED);
2717 root 1.9
2718 root 1.24 return op;
2719 elmex 1.1 }
2720    
2721     /* This returns the first object in who's inventory that
2722     * has the same type and subtype match.
2723     * returns NULL if no match.
2724     */
2725 root 1.24 object *
2726     find_obj_by_type_subtype (const object *who, int type, int subtype)
2727 elmex 1.1 {
2728 root 1.24 object *
2729     tmp;
2730 elmex 1.1
2731 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2732     if (tmp->type == type && tmp->subtype == subtype)
2733     return tmp;
2734 elmex 1.1
2735 root 1.24 return NULL;
2736 elmex 1.1 }
2737    
2738     /* If ob has a field named key, return the link from the list,
2739     * otherwise return NULL.
2740     *
2741     * key must be a passed in shared string - otherwise, this won't
2742     * do the desired thing.
2743     */
2744 root 1.24 key_value *
2745     get_ob_key_link (const object *ob, const char *key)
2746     {
2747     key_value *
2748     link;
2749    
2750     for (link = ob->key_values; link != NULL; link = link->next)
2751     {
2752     if (link->key == key)
2753     {
2754     return link;
2755 elmex 1.1 }
2756     }
2757 root 1.24
2758     return NULL;
2759     }
2760 elmex 1.1
2761     /*
2762     * Returns the value of op has an extra_field for key, or NULL.
2763     *
2764     * The argument doesn't need to be a shared string.
2765     *
2766     * The returned string is shared.
2767     */
2768 root 1.24 const char *
2769     get_ob_key_value (const object *op, const char *const key)
2770     {
2771 root 1.35 key_value *link;
2772     shstr_cmp canonical_key (key);
2773 root 1.24
2774 root 1.35 if (!canonical_key)
2775 root 1.24 {
2776     /* 1. There being a field named key on any object
2777     * implies there'd be a shared string to find.
2778     * 2. Since there isn't, no object has this field.
2779     * 3. Therefore, *this* object doesn't have this field.
2780     */
2781 root 1.35 return 0;
2782 elmex 1.1 }
2783    
2784 root 1.24 /* This is copied from get_ob_key_link() above -
2785     * only 4 lines, and saves the function call overhead.
2786     */
2787 root 1.35 for (link = op->key_values; link; link = link->next)
2788     if (link->key == canonical_key)
2789     return link->value;
2790    
2791     return 0;
2792 elmex 1.1 }
2793    
2794    
2795     /*
2796     * Updates the canonical_key in op to value.
2797     *
2798     * canonical_key is a shared string (value doesn't have to be).
2799     *
2800     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2801     * keys.
2802     *
2803     * Returns TRUE on success.
2804     */
2805 root 1.24 int
2806     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2807     {
2808     key_value *
2809     field = NULL, *last = NULL;
2810    
2811     for (field = op->key_values; field != NULL; field = field->next)
2812     {
2813     if (field->key != canonical_key)
2814     {
2815     last = field;
2816     continue;
2817     }
2818    
2819     if (value)
2820     field->value = value;
2821     else
2822     {
2823     /* Basically, if the archetype has this key set,
2824     * we need to store the null value so when we save
2825     * it, we save the empty value so that when we load,
2826     * we get this value back again.
2827     */
2828     if (get_ob_key_link (&op->arch->clone, canonical_key))
2829     field->value = 0;
2830     else
2831     {
2832     if (last)
2833     last->next = field->next;
2834     else
2835     op->key_values = field->next;
2836    
2837 root 1.29 delete field;
2838 root 1.24 }
2839     }
2840     return TRUE;
2841     }
2842     /* IF we get here, key doesn't exist */
2843    
2844     /* No field, we'll have to add it. */
2845    
2846     if (!add_key)
2847     {
2848     return FALSE;
2849     }
2850     /* There isn't any good reason to store a null
2851     * value in the key/value list. If the archetype has
2852     * this key, then we should also have it, so shouldn't
2853     * be here. If user wants to store empty strings,
2854     * should pass in ""
2855     */
2856     if (value == NULL)
2857 elmex 1.1 return TRUE;
2858 root 1.24
2859     field = new key_value;
2860    
2861     field->key = canonical_key;
2862     field->value = value;
2863     /* Usual prepend-addition. */
2864     field->next = op->key_values;
2865     op->key_values = field;
2866    
2867     return TRUE;
2868 elmex 1.1 }
2869    
2870     /*
2871     * Updates the key in op to value.
2872     *
2873     * If add_key is FALSE, this will only update existing keys,
2874     * and not add new ones.
2875     * In general, should be little reason FALSE is ever passed in for add_key
2876     *
2877     * Returns TRUE on success.
2878     */
2879 root 1.24 int
2880     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2881 root 1.11 {
2882 root 1.29 shstr key_ (key);
2883 root 1.24
2884 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2885 elmex 1.1 }
2886 root 1.31
2887 root 1.34 object::depth_iterator::depth_iterator (object *container)
2888     : iterator_base (container)
2889     {
2890     while (item->inv)
2891     item = item->inv;
2892     }
2893    
2894 root 1.31 void
2895 root 1.34 object::depth_iterator::next ()
2896 root 1.31 {
2897 root 1.34 if (item->below)
2898     {
2899     item = item->below;
2900    
2901     while (item->inv)
2902     item = item->inv;
2903     }
2904 root 1.31 else
2905 root 1.34 item = item->env;
2906 root 1.31 }
2907 root 1.34
2908 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2909     const char *
2910     object::debug_desc (char *info) const
2911     {
2912     char info2[256 * 3];
2913     char *p = info;
2914    
2915     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2916     count,
2917     &name,
2918     title ? " " : "",
2919     title ? (const char *)title : "");
2920    
2921     if (env)
2922     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2923    
2924     if (map)
2925     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2926    
2927     return info;
2928     }
2929    
2930     const char *
2931     object::debug_desc () const
2932     {
2933     static char info[256 * 3];
2934     return debug_desc (info);
2935     }
2936