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Revision: 1.44
Committed: Thu Sep 14 17:29:27 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +4 -1 lines
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# 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 1.44 // clear those pointers that likely might have circular references to us
1044     owner = 0;
1045     enemy = 0;
1046     attacked_by = 0;
1047 root 1.25
1048 root 1.14 /* Remove object from the active list */
1049 root 1.21 speed = 0;
1050     update_ob_speed (this);
1051 elmex 1.1
1052 root 1.22 unlink ();
1053    
1054 root 1.21 mortals.push_back (this);
1055 elmex 1.1 }
1056    
1057     /*
1058     * sub_weight() recursively (outwards) subtracts a number from the
1059     * weight of an object (and what is carried by it's environment(s)).
1060     */
1061    
1062 root 1.24 void
1063     sub_weight (object *op, signed long weight)
1064     {
1065     while (op != NULL)
1066     {
1067     if (op->type == CONTAINER)
1068     {
1069     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070     }
1071     op->carrying -= weight;
1072     op = op->env;
1073 elmex 1.1 }
1074     }
1075    
1076     /* remove_ob(op):
1077     * This function removes the object op from the linked list of objects
1078     * which it is currently tied to. When this function is done, the
1079     * object will have no environment. If the object previously had an
1080     * environment, the x and y coordinates will be updated to
1081     * the previous environment.
1082     * Beware: This function is called from the editor as well!
1083     */
1084    
1085 root 1.24 void
1086     remove_ob (object *op)
1087     {
1088 root 1.29 object *
1089     tmp, *
1090     last = NULL;
1091     object *
1092     otmp;
1093 root 1.26
1094 root 1.29 tag_t
1095     tag;
1096     int
1097     check_walk_off;
1098     mapstruct *
1099     m;
1100 root 1.24
1101 root 1.29 sint16
1102     x,
1103     y;
1104 root 1.24
1105     if (QUERY_FLAG (op, FLAG_REMOVED))
1106 root 1.29 return;
1107 root 1.24
1108 root 1.29 SET_FLAG (op, FLAG_REMOVED);
1109 root 1.26
1110 root 1.24 if (op->more != NULL)
1111     remove_ob (op->more);
1112    
1113     /*
1114     * In this case, the object to be removed is in someones
1115     * inventory.
1116     */
1117     if (op->env != NULL)
1118     {
1119     if (op->nrof)
1120     sub_weight (op->env, op->weight * op->nrof);
1121     else
1122     sub_weight (op->env, op->weight + op->carrying);
1123    
1124     /* NO_FIX_PLAYER is set when a great many changes are being
1125     * made to players inventory. If set, avoiding the call
1126     * to save cpu time.
1127     */
1128     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1129     fix_player (otmp);
1130    
1131     if (op->above != NULL)
1132     op->above->below = op->below;
1133     else
1134     op->env->inv = op->below;
1135    
1136     if (op->below != NULL)
1137     op->below->above = op->above;
1138    
1139     /* we set up values so that it could be inserted into
1140     * the map, but we don't actually do that - it is up
1141     * to the caller to decide what we want to do.
1142     */
1143     op->x = op->env->x, op->y = op->env->y;
1144     op->map = op->env->map;
1145     op->above = NULL, op->below = NULL;
1146     op->env = NULL;
1147     }
1148 root 1.29 else if (op->map)
1149     {
1150     x = op->x;
1151     y = op->y;
1152     m = get_map_from_coord (op->map, &x, &y);
1153    
1154     if (!m)
1155     {
1156     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1157     op->map->path, op->x, op->y);
1158     /* in old days, we used to set x and y to 0 and continue.
1159     * it seems if we get into this case, something is probablye
1160     * screwed up and should be fixed.
1161     */
1162     abort ();
1163     }
1164 root 1.24
1165 root 1.29 if (op->map != m)
1166     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1167     op->map->path, m->path, op->x, op->y, x, y);
1168 root 1.24
1169 root 1.29 /* Re did the following section of code - it looks like it had
1170     * lots of logic for things we no longer care about
1171 root 1.24 */
1172 elmex 1.1
1173 root 1.29 /* link the object above us */
1174     if (op->above)
1175     op->above->below = op->below;
1176     else
1177     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1178 root 1.24
1179 root 1.29 /* Relink the object below us, if there is one */
1180     if (op->below)
1181     op->below->above = op->above;
1182     else
1183     {
1184     /* Nothing below, which means we need to relink map object for this space
1185     * use translated coordinates in case some oddness with map tiling is
1186     * evident
1187     */
1188     if (GET_MAP_OB (m, x, y) != op)
1189     {
1190     dump_object (op);
1191     LOG (llevError,
1192     "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);
1193     dump_object (GET_MAP_OB (m, x, y));
1194     LOG (llevError, "%s\n", errmsg);
1195     }
1196 elmex 1.1
1197 root 1.29 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1198 root 1.8 }
1199 root 1.26
1200 root 1.29 op->above = 0;
1201     op->below = 0;
1202 root 1.26
1203 root 1.29 if (op->map->in_memory == MAP_SAVING)
1204     return;
1205 elmex 1.1
1206 root 1.29 tag = op->count;
1207     check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1208 elmex 1.1
1209 root 1.29 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1210 root 1.24 {
1211 root 1.29 /* No point updating the players look faces if he is the object
1212     * being removed.
1213 root 1.24 */
1214 root 1.29
1215     if (tmp->type == PLAYER && tmp != op)
1216 root 1.24 {
1217 root 1.29 /* If a container that the player is currently using somehow gets
1218     * removed (most likely destroyed), update the player view
1219     * appropriately.
1220     */
1221     if (tmp->container == op)
1222     {
1223     CLEAR_FLAG (op, FLAG_APPLIED);
1224     tmp->container = NULL;
1225     }
1226    
1227     tmp->contr->socket.update_look = 1;
1228 root 1.8 }
1229 root 1.26
1230 root 1.29 /* See if player moving off should effect something */
1231     if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1232     {
1233     move_apply (tmp, op, NULL);
1234 root 1.24
1235 root 1.29 if (was_destroyed (op, tag))
1236     {
1237     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1238     }
1239 root 1.8 }
1240    
1241 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1242    
1243     if (tmp->above == tmp)
1244     tmp->above = NULL;
1245 root 1.8
1246 root 1.29 last = tmp;
1247     }
1248 root 1.26
1249 root 1.29 /* last == NULL of there are no objects on this space */
1250     if (last == NULL)
1251     {
1252     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1253     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1254     * those out anyways, and if there are any flags set right now, they won't
1255     * be correct anyways.
1256     */
1257     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1258     update_position (op->map, op->x, op->y);
1259     }
1260     else
1261     update_object (last, UP_OBJ_REMOVE);
1262 root 1.26
1263 root 1.29 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1264     update_all_los (op->map, op->x, op->y);
1265 elmex 1.1 }
1266     }
1267    
1268     /*
1269     * merge_ob(op,top):
1270     *
1271     * This function goes through all objects below and including top, and
1272     * merges op to the first matching object.
1273     * If top is NULL, it is calculated.
1274     * Returns pointer to object if it succeded in the merge, otherwise NULL
1275     */
1276 root 1.24 object *
1277     merge_ob (object *op, object *top)
1278     {
1279     if (!op->nrof)
1280 elmex 1.1 return 0;
1281 root 1.29
1282 root 1.24 if (top == NULL)
1283     for (top = op; top != NULL && top->above != NULL; top = top->above);
1284 root 1.29
1285 root 1.24 for (; top != NULL; top = top->below)
1286 elmex 1.1 {
1287 root 1.24 if (top == op)
1288     continue;
1289     if (CAN_MERGE (op, top))
1290     {
1291     top->nrof += op->nrof;
1292    
1293 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1294 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1295     remove_ob (op);
1296     free_object (op);
1297     return top;
1298     }
1299 elmex 1.1 }
1300 root 1.29
1301 elmex 1.1 return NULL;
1302     }
1303    
1304     /*
1305     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1306     * job preparing multi-part monsters
1307     */
1308 root 1.24 object *
1309     insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1310     {
1311 root 1.29 object *tmp;
1312 root 1.24
1313     if (op->head)
1314     op = op->head;
1315 root 1.29
1316 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1317     {
1318     tmp->x = x + tmp->arch->clone.x;
1319     tmp->y = y + tmp->arch->clone.y;
1320 elmex 1.1 }
1321 root 1.29
1322 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1323 elmex 1.1 }
1324    
1325     /*
1326     * insert_ob_in_map (op, map, originator, flag):
1327     * This function inserts the object in the two-way linked list
1328     * which represents what is on a map.
1329     * The second argument specifies the map, and the x and y variables
1330     * in the object about to be inserted specifies the position.
1331     *
1332     * originator: Player, monster or other object that caused 'op' to be inserted
1333     * into 'map'. May be NULL.
1334     *
1335     * flag is a bitmask about special things to do (or not do) when this
1336     * function is called. see the object.h file for the INS_ values.
1337     * Passing 0 for flag gives proper default values, so flag really only needs
1338     * to be set if special handling is needed.
1339     *
1340     * Return value:
1341     * new object if 'op' was merged with other object
1342     * NULL if 'op' was destroyed
1343     * just 'op' otherwise
1344     */
1345    
1346 root 1.24 object *
1347     insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1348 elmex 1.1 {
1349 root 1.25 object *tmp, *top, *floor = NULL;
1350     sint16 x, y;
1351 elmex 1.1
1352 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1353     {
1354     LOG (llevError, "Trying to insert freed object!\n");
1355     return NULL;
1356     }
1357 root 1.25
1358 root 1.24 if (m == NULL)
1359     {
1360     dump_object (op);
1361     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1362     return op;
1363 elmex 1.1 }
1364 root 1.25
1365 root 1.24 if (out_of_map (m, op->x, op->y))
1366     {
1367     dump_object (op);
1368     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1369 elmex 1.1 #ifdef MANY_CORES
1370 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1371     * is likely to cause a crash. Better to find out where it is getting
1372     * improperly inserted.
1373     */
1374     abort ();
1375 elmex 1.1 #endif
1376 root 1.24 return op;
1377 elmex 1.1 }
1378 root 1.25
1379 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1380     {
1381     dump_object (op);
1382     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1383     return op;
1384     }
1385 root 1.25
1386 root 1.24 if (op->more != NULL)
1387     {
1388     /* The part may be on a different map. */
1389    
1390 root 1.26 object *more = op->more;
1391 root 1.24
1392     /* We really need the caller to normalize coordinates - if
1393     * we set the map, that doesn't work if the location is within
1394     * a map and this is straddling an edge. So only if coordinate
1395     * is clear wrong do we normalize it.
1396     */
1397     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1398 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1399 root 1.24 else if (!more->map)
1400     {
1401     /* For backwards compatibility - when not dealing with tiled maps,
1402     * more->map should always point to the parent.
1403     */
1404     more->map = m;
1405     }
1406    
1407     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1408     {
1409     if (!op->head)
1410     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1411 root 1.26
1412 root 1.24 return NULL;
1413 root 1.8 }
1414 root 1.24 }
1415 root 1.25
1416 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1417 root 1.8
1418 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1419     * of areas of callers (eg, anything that uses find_free_spot would now
1420     * need extra work
1421     */
1422     op->map = get_map_from_coord (m, &op->x, &op->y);
1423     x = op->x;
1424     y = op->y;
1425    
1426     /* this has to be done after we translate the coordinates.
1427     */
1428     if (op->nrof && !(flag & INS_NO_MERGE))
1429 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1430     if (CAN_MERGE (op, tmp))
1431     {
1432     op->nrof += tmp->nrof;
1433     remove_ob (tmp);
1434     free_object (tmp);
1435     }
1436 root 1.24
1437     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1438     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1439 root 1.25
1440 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1441     CLEAR_FLAG (op, FLAG_NO_STEAL);
1442    
1443     if (flag & INS_BELOW_ORIGINATOR)
1444     {
1445     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1446     {
1447     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1448     abort ();
1449     }
1450 root 1.25
1451 root 1.24 op->above = originator;
1452     op->below = originator->below;
1453 root 1.25
1454 root 1.24 if (op->below)
1455     op->below->above = op;
1456     else
1457     SET_MAP_OB (op->map, op->x, op->y, op);
1458 root 1.25
1459 root 1.24 /* since *below* originator, no need to update top */
1460     originator->below = op;
1461 elmex 1.1 }
1462 root 1.24 else
1463     {
1464     /* If there are other objects, then */
1465     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1466     {
1467 root 1.25 object *last = NULL;
1468 root 1.24
1469     /*
1470     * If there are multiple objects on this space, we do some trickier handling.
1471     * We've already dealt with merging if appropriate.
1472     * Generally, we want to put the new object on top. But if
1473     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1474     * floor, we want to insert above that and no further.
1475     * Also, if there are spell objects on this space, we stop processing
1476     * once we get to them. This reduces the need to traverse over all of
1477     * them when adding another one - this saves quite a bit of cpu time
1478     * when lots of spells are cast in one area. Currently, it is presumed
1479     * that flying non pickable objects are spell objects.
1480     */
1481 elmex 1.1
1482 root 1.24 while (top != NULL)
1483     {
1484     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1485     floor = top;
1486 root 1.26
1487 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))
1488     {
1489     /* We insert above top, so we want this object below this */
1490     top = top->below;
1491     break;
1492     }
1493 root 1.26
1494 root 1.24 last = top;
1495     top = top->above;
1496     }
1497 root 1.26
1498 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1499     top = last;
1500 root 1.8
1501 root 1.24 /* We let update_position deal with figuring out what the space
1502     * looks like instead of lots of conditions here.
1503     * makes things faster, and effectively the same result.
1504     */
1505    
1506     /* Have object 'fall below' other objects that block view.
1507     * Unless those objects are exits, type 66
1508     * If INS_ON_TOP is used, don't do this processing
1509     * Need to find the object that in fact blocks view, otherwise
1510     * stacking is a bit odd.
1511     */
1512     if (!(flag & INS_ON_TOP) &&
1513     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1514     {
1515     for (last = top; last != floor; last = last->below)
1516     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1517     break;
1518     /* Check to see if we found the object that blocks view,
1519     * and make sure we have a below pointer for it so that
1520     * we can get inserted below this one, which requires we
1521     * set top to the object below us.
1522     */
1523     if (last && last->below && last != floor)
1524     top = last->below;
1525 root 1.8 }
1526 root 1.24 } /* If objects on this space */
1527 root 1.25
1528 root 1.24 if (flag & INS_MAP_LOAD)
1529     top = GET_MAP_TOP (op->map, op->x, op->y);
1530 root 1.25
1531 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1532     top = floor;
1533    
1534     /* Top is the object that our object (op) is going to get inserted above.
1535     */
1536    
1537     /* First object on this space */
1538     if (!top)
1539     {
1540     op->above = GET_MAP_OB (op->map, op->x, op->y);
1541 root 1.25
1542 root 1.24 if (op->above)
1543     op->above->below = op;
1544 root 1.25
1545 root 1.24 op->below = NULL;
1546     SET_MAP_OB (op->map, op->x, op->y, op);
1547     }
1548     else
1549     { /* get inserted into the stack above top */
1550     op->above = top->above;
1551 root 1.25
1552 root 1.24 if (op->above)
1553     op->above->below = op;
1554 root 1.25
1555 root 1.24 op->below = top;
1556     top->above = op;
1557     }
1558 root 1.25
1559 root 1.24 if (op->above == NULL)
1560     SET_MAP_TOP (op->map, op->x, op->y, op);
1561     } /* else not INS_BELOW_ORIGINATOR */
1562 root 1.8
1563 root 1.24 if (op->type == PLAYER)
1564     op->contr->do_los = 1;
1565    
1566     /* If we have a floor, we know the player, if any, will be above
1567     * it, so save a few ticks and start from there.
1568     */
1569     if (!(flag & INS_MAP_LOAD))
1570     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1571 root 1.25 if (tmp->type == PLAYER)
1572     tmp->contr->socket.update_look = 1;
1573 root 1.24
1574     /* If this object glows, it may affect lighting conditions that are
1575     * visible to others on this map. But update_all_los is really
1576     * an inefficient way to do this, as it means los for all players
1577     * on the map will get recalculated. The players could very well
1578     * be far away from this change and not affected in any way -
1579     * this should get redone to only look for players within range,
1580     * or just updating the P_NEED_UPDATE for spaces within this area
1581     * of effect may be sufficient.
1582     */
1583     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1584     update_all_los (op->map, op->x, op->y);
1585    
1586     /* updates flags (blocked, alive, no magic, etc) for this map space */
1587     update_object (op, UP_OBJ_INSERT);
1588    
1589     /* Don't know if moving this to the end will break anything. However,
1590     * we want to have update_look set above before calling this.
1591     *
1592     * check_move_on() must be after this because code called from
1593     * check_move_on() depends on correct map flags (so functions like
1594     * blocked() and wall() work properly), and these flags are updated by
1595     * update_object().
1596     */
1597    
1598     /* if this is not the head or flag has been passed, don't check walk on status */
1599     if (!(flag & INS_NO_WALK_ON) && !op->head)
1600     {
1601     if (check_move_on (op, originator))
1602     return NULL;
1603 elmex 1.1
1604 root 1.24 /* If we are a multi part object, lets work our way through the check
1605     * walk on's.
1606     */
1607     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1608     if (check_move_on (tmp, originator))
1609     return NULL;
1610 elmex 1.1 }
1611 root 1.25
1612 root 1.24 return op;
1613 elmex 1.1 }
1614    
1615     /* this function inserts an object in the map, but if it
1616     * finds an object of its own type, it'll remove that one first.
1617     * op is the object to insert it under: supplies x and the map.
1618     */
1619 root 1.24 void
1620     replace_insert_ob_in_map (const char *arch_string, object *op)
1621     {
1622 root 1.29 object *
1623     tmp;
1624     object *
1625     tmp1;
1626 elmex 1.1
1627 root 1.24 /* first search for itself and remove any old instances */
1628 elmex 1.1
1629 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1630     {
1631     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1632     {
1633     remove_ob (tmp);
1634     free_object (tmp);
1635 root 1.8 }
1636 elmex 1.1 }
1637    
1638 root 1.24 tmp1 = arch_to_object (find_archetype (arch_string));
1639 elmex 1.1
1640 root 1.24 tmp1->x = op->x;
1641     tmp1->y = op->y;
1642     insert_ob_in_map (tmp1, op->map, op, 0);
1643     }
1644 elmex 1.1
1645     /*
1646     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1647     * is returned contains nr objects, and the remaining parts contains
1648     * the rest (or is removed and freed if that number is 0).
1649     * On failure, NULL is returned, and the reason put into the
1650     * global static errmsg array.
1651     */
1652    
1653 root 1.24 object *
1654     get_split_ob (object *orig_ob, uint32 nr)
1655     {
1656     object *
1657     newob;
1658     int
1659     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1660    
1661     if (orig_ob->nrof < nr)
1662     {
1663     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1664     return NULL;
1665     }
1666 root 1.29
1667 root 1.24 newob = object_create_clone (orig_ob);
1668 root 1.29
1669 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1670     {
1671     if (!is_removed)
1672     remove_ob (orig_ob);
1673     free_object2 (orig_ob, 1);
1674 elmex 1.1 }
1675 root 1.24 else if (!is_removed)
1676     {
1677     if (orig_ob->env != NULL)
1678     sub_weight (orig_ob->env, orig_ob->weight * nr);
1679     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1680     {
1681     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1682     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1683     return NULL;
1684 root 1.8 }
1685 elmex 1.1 }
1686 root 1.29
1687 root 1.24 newob->nrof = nr;
1688 elmex 1.1
1689 root 1.24 return newob;
1690 elmex 1.1 }
1691    
1692     /*
1693     * decrease_ob_nr(object, number) decreases a specified number from
1694     * the amount of an object. If the amount reaches 0, the object
1695     * is subsequently removed and freed.
1696     *
1697     * Return value: 'op' if something is left, NULL if the amount reached 0
1698     */
1699    
1700 root 1.24 object *
1701     decrease_ob_nr (object *op, uint32 i)
1702 elmex 1.1 {
1703 root 1.29 object *tmp;
1704     player *pl;
1705 elmex 1.1
1706 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1707     return op;
1708    
1709     if (i > op->nrof)
1710     i = op->nrof;
1711    
1712     if (QUERY_FLAG (op, FLAG_REMOVED))
1713 root 1.29 op->nrof -= i;
1714 root 1.24 else if (op->env != NULL)
1715     {
1716     /* is this object in the players inventory, or sub container
1717     * therein?
1718     */
1719     tmp = is_player_inv (op->env);
1720     /* nope. Is this a container the player has opened?
1721     * If so, set tmp to that player.
1722     * IMO, searching through all the players will mostly
1723     * likely be quicker than following op->env to the map,
1724     * and then searching the map for a player.
1725     */
1726     if (!tmp)
1727     {
1728     for (pl = first_player; pl; pl = pl->next)
1729     if (pl->ob->container == op->env)
1730     break;
1731     if (pl)
1732     tmp = pl->ob;
1733     else
1734     tmp = NULL;
1735     }
1736 elmex 1.1
1737 root 1.24 if (i < op->nrof)
1738     {
1739     sub_weight (op->env, op->weight * i);
1740     op->nrof -= i;
1741     if (tmp)
1742     {
1743     esrv_send_item (tmp, op);
1744 elmex 1.1 }
1745 root 1.24 }
1746     else
1747     {
1748     remove_ob (op);
1749     op->nrof = 0;
1750     if (tmp)
1751     {
1752     esrv_del_item (tmp->contr, op->count);
1753 elmex 1.1 }
1754     }
1755     }
1756 root 1.24 else
1757 elmex 1.1 {
1758 root 1.29 object *above = op->above;
1759 elmex 1.1
1760 root 1.24 if (i < op->nrof)
1761 root 1.29 op->nrof -= i;
1762 root 1.24 else
1763     {
1764     remove_ob (op);
1765     op->nrof = 0;
1766     }
1767 root 1.29
1768 root 1.24 /* Since we just removed op, op->above is null */
1769     for (tmp = above; tmp != NULL; tmp = tmp->above)
1770     if (tmp->type == PLAYER)
1771     {
1772     if (op->nrof)
1773     esrv_send_item (tmp, op);
1774     else
1775     esrv_del_item (tmp->contr, op->count);
1776     }
1777 elmex 1.1 }
1778    
1779 root 1.24 if (op->nrof)
1780 root 1.29 return op;
1781 root 1.24 else
1782     {
1783     free_object (op);
1784     return NULL;
1785 elmex 1.1 }
1786     }
1787    
1788     /*
1789     * add_weight(object, weight) adds the specified weight to an object,
1790     * and also updates how much the environment(s) is/are carrying.
1791     */
1792    
1793 root 1.24 void
1794     add_weight (object *op, signed long weight)
1795     {
1796     while (op != NULL)
1797     {
1798     if (op->type == CONTAINER)
1799 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1800    
1801 root 1.24 op->carrying += weight;
1802     op = op->env;
1803     }
1804 elmex 1.1 }
1805    
1806     /*
1807     * insert_ob_in_ob(op,environment):
1808     * This function inserts the object op in the linked list
1809     * inside the object environment.
1810     *
1811     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1812     * the inventory at the last position or next to other objects of the same
1813     * type.
1814     * Frank: Now sorted by type, archetype and magic!
1815     *
1816     * The function returns now pointer to inserted item, and return value can
1817     * be != op, if items are merged. -Tero
1818     */
1819    
1820 root 1.24 object *
1821     insert_ob_in_ob (object *op, object *where)
1822     {
1823     object *
1824     tmp, *
1825     otmp;
1826    
1827     if (!QUERY_FLAG (op, FLAG_REMOVED))
1828     {
1829     dump_object (op);
1830     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1831     return op;
1832     }
1833 root 1.29
1834 root 1.24 if (where == NULL)
1835     {
1836     dump_object (op);
1837     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1838     return op;
1839     }
1840 root 1.29
1841 root 1.24 if (where->head)
1842     {
1843     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1844     where = where->head;
1845     }
1846 root 1.29
1847 root 1.24 if (op->more)
1848     {
1849     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1850     return op;
1851     }
1852 root 1.29
1853 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1854     CLEAR_FLAG (op, FLAG_REMOVED);
1855     if (op->nrof)
1856     {
1857     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1858     if (CAN_MERGE (tmp, op))
1859     {
1860     /* return the original object and remove inserted object
1861     (client needs the original object) */
1862     tmp->nrof += op->nrof;
1863     /* Weight handling gets pretty funky. Since we are adding to
1864     * tmp->nrof, we need to increase the weight.
1865     */
1866     add_weight (where, op->weight * op->nrof);
1867     SET_FLAG (op, FLAG_REMOVED);
1868     free_object (op); /* free the inserted object */
1869     op = tmp;
1870     remove_ob (op); /* and fix old object's links */
1871     CLEAR_FLAG (op, FLAG_REMOVED);
1872     break;
1873     }
1874    
1875     /* I assume combined objects have no inventory
1876     * We add the weight - this object could have just been removed
1877     * (if it was possible to merge). calling remove_ob will subtract
1878     * the weight, so we need to add it in again, since we actually do
1879     * the linking below
1880     */
1881     add_weight (where, op->weight * op->nrof);
1882     }
1883     else
1884     add_weight (where, (op->weight + op->carrying));
1885 elmex 1.1
1886 root 1.24 otmp = is_player_inv (where);
1887     if (otmp && otmp->contr != NULL)
1888     {
1889     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1890     fix_player (otmp);
1891     }
1892 elmex 1.1
1893 root 1.24 op->map = NULL;
1894     op->env = where;
1895     op->above = NULL;
1896     op->below = NULL;
1897     op->x = 0, op->y = 0;
1898 elmex 1.1
1899     /* reset the light list and los of the players on the map */
1900 root 1.24 if ((op->glow_radius != 0) && where->map)
1901     {
1902 elmex 1.1 #ifdef DEBUG_LIGHTS
1903 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1904     #endif /* DEBUG_LIGHTS */
1905     if (MAP_DARKNESS (where->map))
1906     update_all_los (where->map, where->x, where->y);
1907     }
1908 elmex 1.1
1909     /* Client has no idea of ordering so lets not bother ordering it here.
1910     * It sure simplifies this function...
1911     */
1912 root 1.24 if (where->inv == NULL)
1913     where->inv = op;
1914     else
1915     {
1916 elmex 1.1 op->below = where->inv;
1917     op->below->above = op;
1918     where->inv = op;
1919 root 1.24 }
1920 elmex 1.1 return op;
1921     }
1922    
1923     /*
1924     * Checks if any objects has a move_type that matches objects
1925     * that effect this object on this space. Call apply() to process
1926     * these events.
1927     *
1928     * Any speed-modification due to SLOW_MOVE() of other present objects
1929     * will affect the speed_left of the object.
1930     *
1931     * originator: Player, monster or other object that caused 'op' to be inserted
1932     * into 'map'. May be NULL.
1933     *
1934     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1935     *
1936     * 4-21-95 added code to check if appropriate skill was readied - this will
1937     * permit faster movement by the player through this terrain. -b.t.
1938     *
1939     * MSW 2001-07-08: Check all objects on space, not just those below
1940     * object being inserted. insert_ob_in_map may not put new objects
1941     * on top.
1942     */
1943    
1944 root 1.24 int
1945     check_move_on (object *op, object *originator)
1946 elmex 1.1 {
1947 root 1.29 object *
1948     tmp;
1949     tag_t
1950     tag;
1951     mapstruct *
1952     m = op->map;
1953     int
1954     x = op->x, y = op->y;
1955 root 1.26
1956 root 1.29 MoveType
1957     move_on,
1958     move_slow,
1959     move_block;
1960 root 1.24
1961     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1962     return 0;
1963    
1964     tag = op->count;
1965    
1966     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1967     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1968     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1969    
1970     /* if nothing on this space will slow op down or be applied,
1971     * no need to do checking below. have to make sure move_type
1972     * is set, as lots of objects don't have it set - we treat that
1973     * as walking.
1974     */
1975     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1976     return 0;
1977 elmex 1.1
1978 root 1.24 /* This is basically inverse logic of that below - basically,
1979     * if the object can avoid the move on or slow move, they do so,
1980     * but can't do it if the alternate movement they are using is
1981     * blocked. Logic on this seems confusing, but does seem correct.
1982     */
1983     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1984     return 0;
1985    
1986     /* The objects have to be checked from top to bottom.
1987     * Hence, we first go to the top:
1988     */
1989    
1990     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1991     {
1992     /* Trim the search when we find the first other spell effect
1993     * this helps performance so that if a space has 50 spell objects,
1994     * we don't need to check all of them.
1995     */
1996     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1997     break;
1998     }
1999 root 1.26
2000     for (; tmp; tmp = tmp->below)
2001 root 1.24 {
2002     if (tmp == op)
2003     continue; /* Can't apply yourself */
2004 elmex 1.1
2005 root 1.24 /* Check to see if one of the movement types should be slowed down.
2006     * Second check makes sure that the movement types not being slowed
2007     * (~slow_move) is not blocked on this space - just because the
2008     * space doesn't slow down swimming (for example), if you can't actually
2009     * swim on that space, can't use it to avoid the penalty.
2010     */
2011     if (!QUERY_FLAG (op, FLAG_WIZPASS))
2012     {
2013     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2014     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2015     {
2016 elmex 1.1
2017 root 1.29 float
2018     diff = tmp->move_slow_penalty * FABS (op->speed);
2019 elmex 1.1
2020 root 1.24 if (op->type == PLAYER)
2021 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2022     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2023     diff /= 4.0;
2024    
2025 root 1.24 op->speed_left -= diff;
2026 root 1.8 }
2027     }
2028 elmex 1.1
2029 root 1.24 /* Basically same logic as above, except now for actual apply. */
2030     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2031     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2032     {
2033 root 1.26 move_apply (tmp, op, originator);
2034 root 1.24
2035     if (was_destroyed (op, tag))
2036     return 1;
2037    
2038     /* what the person/creature stepped onto has moved the object
2039     * someplace new. Don't process any further - if we did,
2040     * have a feeling strange problems would result.
2041     */
2042     if (op->map != m || op->x != x || op->y != y)
2043     return 0;
2044 root 1.8 }
2045 elmex 1.1 }
2046 root 1.26
2047 root 1.24 return 0;
2048 elmex 1.1 }
2049    
2050     /*
2051     * present_arch(arch, map, x, y) searches for any objects with
2052     * a matching archetype at the given map and coordinates.
2053     * The first matching object is returned, or NULL if none.
2054     */
2055    
2056 root 1.24 object *
2057     present_arch (const archetype *at, mapstruct *m, int x, int y)
2058     {
2059     object *
2060     tmp;
2061    
2062     if (m == NULL || out_of_map (m, x, y))
2063     {
2064     LOG (llevError, "Present_arch called outside map.\n");
2065     return NULL;
2066     }
2067     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2068     if (tmp->arch == at)
2069 elmex 1.1 return tmp;
2070     return NULL;
2071     }
2072    
2073     /*
2074     * present(type, map, x, y) searches for any objects with
2075     * a matching type variable at the given map and coordinates.
2076     * The first matching object is returned, or NULL if none.
2077     */
2078    
2079 root 1.24 object *
2080     present (unsigned char type, mapstruct *m, int x, int y)
2081     {
2082     object *
2083     tmp;
2084    
2085     if (out_of_map (m, x, y))
2086     {
2087     LOG (llevError, "Present called outside map.\n");
2088     return NULL;
2089     }
2090     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2091     if (tmp->type == type)
2092 elmex 1.1 return tmp;
2093     return NULL;
2094     }
2095    
2096     /*
2097     * present_in_ob(type, object) searches for any objects with
2098     * a matching type variable in the inventory of the given object.
2099     * The first matching object is returned, or NULL if none.
2100     */
2101    
2102 root 1.24 object *
2103     present_in_ob (unsigned char type, const object *op)
2104     {
2105     object *
2106     tmp;
2107    
2108     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109     if (tmp->type == type)
2110 elmex 1.1 return tmp;
2111     return NULL;
2112     }
2113    
2114     /*
2115     * present_in_ob (type, str, object) searches for any objects with
2116     * a matching type & name variable in the inventory of the given object.
2117     * The first matching object is returned, or NULL if none.
2118     * This is mostly used by spell effect code, so that we only
2119     * have one spell effect at a time.
2120     * type can be used to narrow the search - if type is set,
2121     * the type must also match. -1 can be passed for the type,
2122     * in which case the type does not need to pass.
2123     * str is the string to match against. Note that we match against
2124     * the object name, not the archetype name. this is so that the
2125     * spell code can use one object type (force), but change it's name
2126     * to be unique.
2127     */
2128    
2129 root 1.24 object *
2130     present_in_ob_by_name (int type, const char *str, const object *op)
2131     {
2132     object *
2133     tmp;
2134 elmex 1.1
2135 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2136     {
2137     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2138     return tmp;
2139 elmex 1.1 }
2140 root 1.24 return NULL;
2141 elmex 1.1 }
2142    
2143     /*
2144     * present_arch_in_ob(archetype, object) searches for any objects with
2145     * a matching archetype in the inventory of the given object.
2146     * The first matching object is returned, or NULL if none.
2147     */
2148    
2149 root 1.24 object *
2150     present_arch_in_ob (const archetype *at, const object *op)
2151     {
2152     object *
2153     tmp;
2154    
2155     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2156     if (tmp->arch == at)
2157 elmex 1.1 return tmp;
2158     return NULL;
2159     }
2160    
2161     /*
2162     * activate recursively a flag on an object inventory
2163     */
2164 root 1.24 void
2165     flag_inv (object *op, int flag)
2166     {
2167     object *
2168     tmp;
2169    
2170     if (op->inv)
2171     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2172     {
2173     SET_FLAG (tmp, flag);
2174     flag_inv (tmp, flag);
2175 elmex 1.1 }
2176 root 1.24 } /*
2177     * desactivate recursively a flag on an object inventory
2178     */
2179     void
2180     unflag_inv (object *op, int flag)
2181     {
2182     object *
2183     tmp;
2184    
2185     if (op->inv)
2186     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2187     {
2188     CLEAR_FLAG (tmp, flag);
2189     unflag_inv (tmp, flag);
2190 elmex 1.1 }
2191     }
2192    
2193     /*
2194     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2195     * all it's inventory (recursively).
2196     * If checksums are used, a player will get set_cheat called for
2197     * him/her-self and all object carried by a call to this function.
2198     */
2199    
2200 root 1.24 void
2201     set_cheat (object *op)
2202     {
2203     SET_FLAG (op, FLAG_WAS_WIZ);
2204     flag_inv (op, FLAG_WAS_WIZ);
2205 elmex 1.1 }
2206    
2207     /*
2208     * find_free_spot(object, map, x, y, start, stop) will search for
2209     * a spot at the given map and coordinates which will be able to contain
2210     * the given object. start and stop specifies how many squares
2211     * to search (see the freearr_x/y[] definition).
2212     * It returns a random choice among the alternatives found.
2213     * start and stop are where to start relative to the free_arr array (1,9
2214     * does all 4 immediate directions). This returns the index into the
2215     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2216     * Note - this only checks to see if there is space for the head of the
2217     * object - if it is a multispace object, this should be called for all
2218     * pieces.
2219     * Note2: This function does correctly handle tiled maps, but does not
2220     * inform the caller. However, insert_ob_in_map will update as
2221     * necessary, so the caller shouldn't need to do any special work.
2222     * Note - updated to take an object instead of archetype - this is necessary
2223     * because arch_blocked (now ob_blocked) needs to know the movement type
2224     * to know if the space in question will block the object. We can't use
2225     * the archetype because that isn't correct if the monster has been
2226     * customized, changed states, etc.
2227     */
2228    
2229 root 1.24 int
2230     find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2231     {
2232     int
2233     i,
2234     index = 0, flag;
2235     static int
2236     altern[SIZEOFFREE];
2237    
2238     for (i = start; i < stop; i++)
2239     {
2240     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2241     if (!flag)
2242     altern[index++] = i;
2243    
2244     /* Basically, if we find a wall on a space, we cut down the search size.
2245     * In this way, we won't return spaces that are on another side of a wall.
2246     * This mostly work, but it cuts down the search size in all directions -
2247     * if the space being examined only has a wall to the north and empty
2248     * spaces in all the other directions, this will reduce the search space
2249     * to only the spaces immediately surrounding the target area, and
2250     * won't look 2 spaces south of the target space.
2251     */
2252     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2253     stop = maxfree[i];
2254 elmex 1.1 }
2255 root 1.24 if (!index)
2256     return -1;
2257     return altern[RANDOM () % index];
2258 elmex 1.1 }
2259    
2260     /*
2261     * find_first_free_spot(archetype, mapstruct, x, y) works like
2262     * find_free_spot(), but it will search max number of squares.
2263     * But it will return the first available spot, not a random choice.
2264     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2265     */
2266    
2267 root 1.24 int
2268     find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2269     {
2270     int
2271     i;
2272    
2273     for (i = 0; i < SIZEOFFREE; i++)
2274     {
2275     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2276     return i;
2277 elmex 1.1 }
2278 root 1.24 return -1;
2279 elmex 1.1 }
2280    
2281     /*
2282     * The function permute(arr, begin, end) randomly reorders the array
2283     * arr[begin..end-1].
2284     */
2285 root 1.24 static void
2286     permute (int *arr, int begin, int end)
2287 elmex 1.1 {
2288 root 1.24 int
2289     i,
2290     j,
2291     tmp,
2292     len;
2293 elmex 1.1
2294 root 1.24 len = end - begin;
2295     for (i = begin; i < end; i++)
2296 elmex 1.1 {
2297 root 1.24 j = begin + RANDOM () % len;
2298 elmex 1.1
2299 root 1.24 tmp = arr[i];
2300     arr[i] = arr[j];
2301     arr[j] = tmp;
2302 elmex 1.1 }
2303     }
2304    
2305     /* new function to make monster searching more efficient, and effective!
2306     * This basically returns a randomized array (in the passed pointer) of
2307     * the spaces to find monsters. In this way, it won't always look for
2308     * monsters to the north first. However, the size of the array passed
2309     * covers all the spaces, so within that size, all the spaces within
2310     * the 3x3 area will be searched, just not in a predictable order.
2311     */
2312 root 1.24 void
2313     get_search_arr (int *search_arr)
2314 elmex 1.1 {
2315 root 1.24 int
2316     i;
2317 elmex 1.1
2318 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2319 elmex 1.1 {
2320 root 1.24 search_arr[i] = i;
2321 elmex 1.1 }
2322    
2323 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2324     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2325     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2326 elmex 1.1 }
2327    
2328     /*
2329     * find_dir(map, x, y, exclude) will search some close squares in the
2330     * given map at the given coordinates for live objects.
2331     * It will not considered the object given as exclude among possible
2332     * live objects.
2333     * It returns the direction toward the first/closest live object if finds
2334     * any, otherwise 0.
2335     * Perhaps incorrectly, but I'm making the assumption that exclude
2336     * is actually want is going to try and move there. We need this info
2337     * because we have to know what movement the thing looking to move
2338     * there is capable of.
2339     */
2340    
2341 root 1.24 int
2342     find_dir (mapstruct *m, int x, int y, object *exclude)
2343     {
2344     int
2345     i,
2346     max = SIZEOFFREE, mflags;
2347 root 1.29
2348     sint16 nx, ny;
2349 root 1.24 object *
2350     tmp;
2351     mapstruct *
2352     mp;
2353 root 1.29
2354     MoveType blocked, move_type;
2355 root 1.24
2356     if (exclude && exclude->head)
2357     {
2358     exclude = exclude->head;
2359     move_type = exclude->move_type;
2360     }
2361     else
2362     {
2363     /* If we don't have anything, presume it can use all movement types. */
2364     move_type = MOVE_ALL;
2365     }
2366    
2367     for (i = 1; i < max; i++)
2368     {
2369     mp = m;
2370     nx = x + freearr_x[i];
2371     ny = y + freearr_y[i];
2372    
2373     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2374     if (mflags & P_OUT_OF_MAP)
2375     {
2376     max = maxfree[i];
2377     }
2378     else
2379     {
2380     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2381    
2382     if ((move_type & blocked) == move_type)
2383     {
2384     max = maxfree[i];
2385     }
2386     else if (mflags & P_IS_ALIVE)
2387     {
2388     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2389     {
2390     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2391     {
2392     break;
2393 root 1.8 }
2394     }
2395 root 1.24 if (tmp)
2396     {
2397     return freedir[i];
2398 root 1.8 }
2399     }
2400     }
2401 elmex 1.1 }
2402 root 1.24 return 0;
2403 elmex 1.1 }
2404    
2405     /*
2406     * distance(object 1, object 2) will return the square of the
2407     * distance between the two given objects.
2408     */
2409    
2410 root 1.24 int
2411     distance (const object *ob1, const object *ob2)
2412     {
2413     int
2414     i;
2415    
2416     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2417 elmex 1.1 return i;
2418     }
2419    
2420     /*
2421     * find_dir_2(delta-x,delta-y) will return a direction in which
2422     * an object which has subtracted the x and y coordinates of another
2423     * object, needs to travel toward it.
2424     */
2425    
2426 root 1.24 int
2427     find_dir_2 (int x, int y)
2428     {
2429     int
2430     q;
2431 elmex 1.1
2432 root 1.24 if (y)
2433     q = x * 100 / y;
2434 elmex 1.1 else if (x)
2435 root 1.24 q = -300 * x;
2436 elmex 1.1 else
2437     return 0;
2438    
2439 root 1.24 if (y > 0)
2440     {
2441     if (q < -242)
2442     return 3;
2443     if (q < -41)
2444     return 2;
2445     if (q < 41)
2446     return 1;
2447     if (q < 242)
2448     return 8;
2449     return 7;
2450     }
2451 elmex 1.1
2452     if (q < -242)
2453 root 1.24 return 7;
2454 elmex 1.1 if (q < -41)
2455 root 1.24 return 6;
2456 elmex 1.1 if (q < 41)
2457 root 1.24 return 5;
2458 elmex 1.1 if (q < 242)
2459 root 1.24 return 4;
2460 elmex 1.1
2461 root 1.24 return 3;
2462 elmex 1.1 }
2463    
2464     /*
2465     * absdir(int): Returns a number between 1 and 8, which represent
2466     * the "absolute" direction of a number (it actually takes care of
2467     * "overflow" in previous calculations of a direction).
2468     */
2469    
2470 root 1.24 int
2471     absdir (int d)
2472     {
2473     while (d < 1)
2474     d += 8;
2475     while (d > 8)
2476     d -= 8;
2477 elmex 1.1 return d;
2478     }
2479    
2480     /*
2481     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2482     * between two directions (which are expected to be absolute (see absdir())
2483     */
2484    
2485 root 1.24 int
2486     dirdiff (int dir1, int dir2)
2487     {
2488     int
2489     d;
2490    
2491     d = abs (dir1 - dir2);
2492     if (d > 4)
2493 elmex 1.1 d = 8 - d;
2494     return d;
2495     }
2496    
2497     /* peterm:
2498     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2499     * Basically, this is a table of directions, and what directions
2500     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2501     * This basically means that if direction is 15, then it could either go
2502     * direction 4, 14, or 16 to get back to where we are.
2503     * Moved from spell_util.c to object.c with the other related direction
2504     * functions.
2505     */
2506    
2507 root 1.24 int
2508     reduction_dir[SIZEOFFREE][3] = {
2509     {0, 0, 0}, /* 0 */
2510     {0, 0, 0}, /* 1 */
2511     {0, 0, 0}, /* 2 */
2512     {0, 0, 0}, /* 3 */
2513     {0, 0, 0}, /* 4 */
2514     {0, 0, 0}, /* 5 */
2515     {0, 0, 0}, /* 6 */
2516     {0, 0, 0}, /* 7 */
2517     {0, 0, 0}, /* 8 */
2518     {8, 1, 2}, /* 9 */
2519     {1, 2, -1}, /* 10 */
2520     {2, 10, 12}, /* 11 */
2521     {2, 3, -1}, /* 12 */
2522     {2, 3, 4}, /* 13 */
2523     {3, 4, -1}, /* 14 */
2524     {4, 14, 16}, /* 15 */
2525     {5, 4, -1}, /* 16 */
2526     {4, 5, 6}, /* 17 */
2527     {6, 5, -1}, /* 18 */
2528     {6, 20, 18}, /* 19 */
2529     {7, 6, -1}, /* 20 */
2530     {6, 7, 8}, /* 21 */
2531     {7, 8, -1}, /* 22 */
2532     {8, 22, 24}, /* 23 */
2533     {8, 1, -1}, /* 24 */
2534     {24, 9, 10}, /* 25 */
2535     {9, 10, -1}, /* 26 */
2536     {10, 11, -1}, /* 27 */
2537     {27, 11, 29}, /* 28 */
2538     {11, 12, -1}, /* 29 */
2539     {12, 13, -1}, /* 30 */
2540     {12, 13, 14}, /* 31 */
2541     {13, 14, -1}, /* 32 */
2542     {14, 15, -1}, /* 33 */
2543     {33, 15, 35}, /* 34 */
2544     {16, 15, -1}, /* 35 */
2545     {17, 16, -1}, /* 36 */
2546     {18, 17, 16}, /* 37 */
2547     {18, 17, -1}, /* 38 */
2548     {18, 19, -1}, /* 39 */
2549     {41, 19, 39}, /* 40 */
2550     {19, 20, -1}, /* 41 */
2551     {20, 21, -1}, /* 42 */
2552     {20, 21, 22}, /* 43 */
2553     {21, 22, -1}, /* 44 */
2554     {23, 22, -1}, /* 45 */
2555     {45, 47, 23}, /* 46 */
2556     {23, 24, -1}, /* 47 */
2557     {24, 9, -1}
2558     }; /* 48 */
2559 elmex 1.1
2560     /* Recursive routine to step back and see if we can
2561     * find a path to that monster that we found. If not,
2562     * we don't bother going toward it. Returns 1 if we
2563     * can see a direct way to get it
2564     * Modified to be map tile aware -.MSW
2565     */
2566    
2567 root 1.24
2568     int
2569     can_see_monsterP (mapstruct *m, int x, int y, int dir)
2570     {
2571 root 1.29 sint16 dx, dy;
2572 root 1.24 int
2573     mflags;
2574    
2575     if (dir < 0)
2576     return 0; /* exit condition: invalid direction */
2577    
2578     dx = x + freearr_x[dir];
2579     dy = y + freearr_y[dir];
2580    
2581     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2582    
2583     /* This functional arguably was incorrect before - it was
2584     * checking for P_WALL - that was basically seeing if
2585     * we could move to the monster - this is being more
2586     * literal on if we can see it. To know if we can actually
2587     * move to the monster, we'd need the monster passed in or
2588     * at least its move type.
2589     */
2590     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2591     return 0;
2592    
2593     /* yes, can see. */
2594     if (dir < 9)
2595     return 1;
2596     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2597     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2598     }
2599    
2600    
2601    
2602 elmex 1.1 /*
2603     * can_pick(picker, item): finds out if an object is possible to be
2604     * picked up by the picker. Returnes 1 if it can be
2605     * picked up, otherwise 0.
2606     *
2607     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2608     * core dumps if they do.
2609     *
2610     * Add a check so we can't pick up invisible objects (0.93.8)
2611     */
2612    
2613 root 1.24 int
2614     can_pick (const object *who, const object *item)
2615     {
2616     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2617     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2618     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2619 elmex 1.1 }
2620    
2621    
2622     /*
2623     * create clone from object to another
2624     */
2625 root 1.24 object *
2626     object_create_clone (object *asrc)
2627     {
2628     object *
2629     dst = NULL, *tmp, *src, *part, *prev, *item;
2630 elmex 1.1
2631 root 1.24 if (!asrc)
2632     return NULL;
2633     src = asrc;
2634     if (src->head)
2635     src = src->head;
2636    
2637     prev = NULL;
2638     for (part = src; part; part = part->more)
2639     {
2640     tmp = get_object ();
2641     copy_object (part, tmp);
2642     tmp->x -= src->x;
2643     tmp->y -= src->y;
2644     if (!part->head)
2645     {
2646     dst = tmp;
2647     tmp->head = NULL;
2648     }
2649     else
2650     {
2651     tmp->head = dst;
2652     }
2653     tmp->more = NULL;
2654     if (prev)
2655     prev->more = tmp;
2656     prev = tmp;
2657 elmex 1.1 }
2658 root 1.24
2659 elmex 1.1 /*** copy inventory ***/
2660 root 1.24 for (item = src->inv; item; item = item->below)
2661     {
2662     (void) insert_ob_in_ob (object_create_clone (item), dst);
2663 elmex 1.1 }
2664    
2665 root 1.24 return dst;
2666 elmex 1.1 }
2667    
2668     /* return true if the object was destroyed, 0 otherwise */
2669 root 1.24 int
2670     was_destroyed (const object *op, tag_t old_tag)
2671 elmex 1.1 {
2672 root 1.24 /* checking for FLAG_FREED isn't necessary, but makes this function more
2673     * robust */
2674     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2675 elmex 1.1 }
2676    
2677     /* GROS - Creates an object using a string representing its content. */
2678 root 1.24
2679 elmex 1.1 /* Basically, we save the content of the string to a temp file, then call */
2680 root 1.24
2681 elmex 1.1 /* load_object on it. I admit it is a highly inefficient way to make things, */
2682 root 1.24
2683 elmex 1.1 /* but it was simple to make and allows reusing the load_object function. */
2684 root 1.24
2685 elmex 1.1 /* Remember not to use load_object_str in a time-critical situation. */
2686 root 1.24
2687 elmex 1.1 /* Also remember that multiparts objects are not supported for now. */
2688    
2689 root 1.24 object *
2690     load_object_str (const char *obstr)
2691 elmex 1.1 {
2692 root 1.24 object *
2693     op;
2694     char
2695     filename[MAX_BUF];
2696 root 1.9
2697 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2698    
2699     FILE *
2700     tempfile = fopen (filename, "w");
2701    
2702     if (tempfile == NULL)
2703 elmex 1.1 {
2704 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2705     return NULL;
2706 root 1.41 }
2707    
2708 root 1.24 fprintf (tempfile, obstr);
2709     fclose (tempfile);
2710 elmex 1.1
2711 root 1.24 op = get_object ();
2712 elmex 1.1
2713 root 1.29 object_thawer thawer (filename);
2714 root 1.13
2715 root 1.24 if (thawer)
2716     load_object (thawer, op, 0);
2717 root 1.13
2718 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2719     CLEAR_FLAG (op, FLAG_REMOVED);
2720 root 1.9
2721 root 1.24 return op;
2722 elmex 1.1 }
2723    
2724     /* This returns the first object in who's inventory that
2725     * has the same type and subtype match.
2726     * returns NULL if no match.
2727     */
2728 root 1.24 object *
2729     find_obj_by_type_subtype (const object *who, int type, int subtype)
2730 elmex 1.1 {
2731 root 1.24 object *
2732     tmp;
2733 elmex 1.1
2734 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2735     if (tmp->type == type && tmp->subtype == subtype)
2736     return tmp;
2737 elmex 1.1
2738 root 1.24 return NULL;
2739 elmex 1.1 }
2740    
2741     /* If ob has a field named key, return the link from the list,
2742     * otherwise return NULL.
2743     *
2744     * key must be a passed in shared string - otherwise, this won't
2745     * do the desired thing.
2746     */
2747 root 1.24 key_value *
2748     get_ob_key_link (const object *ob, const char *key)
2749     {
2750     key_value *
2751     link;
2752    
2753     for (link = ob->key_values; link != NULL; link = link->next)
2754     {
2755     if (link->key == key)
2756     {
2757     return link;
2758 elmex 1.1 }
2759     }
2760 root 1.24
2761     return NULL;
2762     }
2763 elmex 1.1
2764     /*
2765     * Returns the value of op has an extra_field for key, or NULL.
2766     *
2767     * The argument doesn't need to be a shared string.
2768     *
2769     * The returned string is shared.
2770     */
2771 root 1.24 const char *
2772     get_ob_key_value (const object *op, const char *const key)
2773     {
2774 root 1.35 key_value *link;
2775     shstr_cmp canonical_key (key);
2776 root 1.24
2777 root 1.35 if (!canonical_key)
2778 root 1.24 {
2779     /* 1. There being a field named key on any object
2780     * implies there'd be a shared string to find.
2781     * 2. Since there isn't, no object has this field.
2782     * 3. Therefore, *this* object doesn't have this field.
2783     */
2784 root 1.35 return 0;
2785 elmex 1.1 }
2786    
2787 root 1.24 /* This is copied from get_ob_key_link() above -
2788     * only 4 lines, and saves the function call overhead.
2789     */
2790 root 1.35 for (link = op->key_values; link; link = link->next)
2791     if (link->key == canonical_key)
2792     return link->value;
2793    
2794     return 0;
2795 elmex 1.1 }
2796    
2797    
2798     /*
2799     * Updates the canonical_key in op to value.
2800     *
2801     * canonical_key is a shared string (value doesn't have to be).
2802     *
2803     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2804     * keys.
2805     *
2806     * Returns TRUE on success.
2807     */
2808 root 1.24 int
2809     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2810     {
2811     key_value *
2812     field = NULL, *last = NULL;
2813    
2814     for (field = op->key_values; field != NULL; field = field->next)
2815     {
2816     if (field->key != canonical_key)
2817     {
2818     last = field;
2819     continue;
2820     }
2821    
2822     if (value)
2823     field->value = value;
2824     else
2825     {
2826     /* Basically, if the archetype has this key set,
2827     * we need to store the null value so when we save
2828     * it, we save the empty value so that when we load,
2829     * we get this value back again.
2830     */
2831     if (get_ob_key_link (&op->arch->clone, canonical_key))
2832     field->value = 0;
2833     else
2834     {
2835     if (last)
2836     last->next = field->next;
2837     else
2838     op->key_values = field->next;
2839    
2840 root 1.29 delete field;
2841 root 1.24 }
2842     }
2843     return TRUE;
2844     }
2845     /* IF we get here, key doesn't exist */
2846    
2847     /* No field, we'll have to add it. */
2848    
2849     if (!add_key)
2850     {
2851     return FALSE;
2852     }
2853     /* There isn't any good reason to store a null
2854     * value in the key/value list. If the archetype has
2855     * this key, then we should also have it, so shouldn't
2856     * be here. If user wants to store empty strings,
2857     * should pass in ""
2858     */
2859     if (value == NULL)
2860 elmex 1.1 return TRUE;
2861 root 1.24
2862     field = new key_value;
2863    
2864     field->key = canonical_key;
2865     field->value = value;
2866     /* Usual prepend-addition. */
2867     field->next = op->key_values;
2868     op->key_values = field;
2869    
2870     return TRUE;
2871 elmex 1.1 }
2872    
2873     /*
2874     * Updates the key in op to value.
2875     *
2876     * If add_key is FALSE, this will only update existing keys,
2877     * and not add new ones.
2878     * In general, should be little reason FALSE is ever passed in for add_key
2879     *
2880     * Returns TRUE on success.
2881     */
2882 root 1.24 int
2883     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2884 root 1.11 {
2885 root 1.29 shstr key_ (key);
2886 root 1.24
2887 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2888 elmex 1.1 }
2889 root 1.31
2890 root 1.34 object::depth_iterator::depth_iterator (object *container)
2891     : iterator_base (container)
2892     {
2893     while (item->inv)
2894     item = item->inv;
2895     }
2896    
2897 root 1.31 void
2898 root 1.34 object::depth_iterator::next ()
2899 root 1.31 {
2900 root 1.34 if (item->below)
2901     {
2902     item = item->below;
2903    
2904     while (item->inv)
2905     item = item->inv;
2906     }
2907 root 1.31 else
2908 root 1.34 item = item->env;
2909 root 1.31 }
2910 root 1.34
2911 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2912     const char *
2913     object::debug_desc (char *info) const
2914     {
2915     char info2[256 * 3];
2916     char *p = info;
2917    
2918     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2919     count,
2920     &name,
2921     title ? " " : "",
2922     title ? (const char *)title : "");
2923    
2924     if (env)
2925     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2926    
2927     if (map)
2928     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2929    
2930     return info;
2931     }
2932    
2933     const char *
2934     object::debug_desc () const
2935     {
2936     static char info[256 * 3];
2937     return debug_desc (info);
2938     }
2939