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Revision: 1.45
Committed: Thu Sep 14 18:13:01 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +22 -30 lines
Log Message:
presuppose iso c++0x

File Contents

# User Rev Content
1 root 1.29
2 elmex 1.1 /*
3     CrossFire, A Multiplayer game for X-windows
4    
5     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22     The authors can be reached via e-mail at crossfire-devel@real-time.com
23     */
24    
25     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26     sub/add_weight will transcend the environment updating the carrying
27     variable. */
28     #include <global.h>
29 root 1.28 #include <stdio.h>
30     #include <sys/types.h>
31     #include <sys/uio.h>
32 elmex 1.1 #include <object.h>
33     #include <funcpoint.h>
34     #include <loader.h>
35 root 1.28
36 elmex 1.1 int nrofallocobjects = 0;
37 root 1.39 static UUID uuid;
38     const uint64 UUID_SKIP = 1<<19;
39 elmex 1.1
40 root 1.24 object *active_objects; /* List of active objects that need to be processed */
41 elmex 1.1
42 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,
43     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44     };
45     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,
46     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
47     };
48     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,
49     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
50     };
51     int freedir[SIZEOFFREE] = {
52     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,
53     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54     };
55 elmex 1.1
56 root 1.39 static void
57     write_uuid (void)
58     {
59     char filename1[MAX_BUF], filename2[MAX_BUF];
60    
61     sprintf (filename1, "%s/uuid", settings.localdir);
62     sprintf (filename2, "%s/uuid~", settings.localdir);
63    
64     FILE *fp;
65    
66     if (!(fp = fopen (filename2, "w")))
67     {
68     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
69     return;
70     }
71    
72     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
73     fclose (fp);
74     rename (filename2, filename1);
75     }
76    
77     static void
78     read_uuid (void)
79     {
80     char filename[MAX_BUF];
81    
82     sprintf (filename, "%s/uuid", settings.localdir);
83    
84     FILE *fp;
85    
86     if (!(fp = fopen (filename, "r")))
87     {
88     if (errno == ENOENT)
89     {
90     LOG (llevInfo, "RESET uid to 1\n");
91     uuid.seq = 0;
92     write_uuid ();
93     return;
94     }
95    
96     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
97     _exit (1);
98     }
99    
100     int version;
101     unsigned long long uid;
102     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
103     {
104     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
105     _exit (1);
106     }
107    
108     uuid.seq = uid;
109     write_uuid ();
110     LOG (llevDebug, "read UID: %lld\n", uid);
111     fclose (fp);
112     }
113    
114     UUID
115     gen_uuid ()
116     {
117     UUID uid;
118    
119     uid.seq = ++uuid.seq;
120    
121     if (!(uuid.seq & (UUID_SKIP - 1)))
122     write_uuid ();
123    
124     return uid;
125     }
126    
127     void
128     init_uuid ()
129     {
130     read_uuid ();
131     }
132    
133 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
134 root 1.24 static int
135     compare_ob_value_lists_one (const object *wants, const object *has)
136     {
137     key_value *wants_field;
138    
139     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
140     * objects with lists are rare, and lists stay short. If not, use a
141     * different structure or at least keep the lists sorted...
142     */
143    
144     /* For each field in wants, */
145     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
146     {
147     key_value *has_field;
148    
149     /* Look for a field in has with the same key. */
150     has_field = get_ob_key_link (has, wants_field->key);
151    
152     if (has_field == NULL)
153     {
154     /* No field with that name. */
155     return FALSE;
156     }
157    
158     /* Found the matching field. */
159     if (has_field->value != wants_field->value)
160     {
161     /* Values don't match, so this half of the comparison is false. */
162     return FALSE;
163     }
164    
165     /* If we get here, we found a match. Now for the next field in wants. */
166 elmex 1.1 }
167 root 1.24
168     /* If we get here, every field in wants has a matching field in has. */
169     return TRUE;
170 elmex 1.1 }
171    
172     /* Returns TRUE if ob1 has the same key_values as ob2. */
173 root 1.24 static int
174     compare_ob_value_lists (const object *ob1, const object *ob2)
175     {
176     /* However, there may be fields in has which aren't partnered in wants,
177     * so we need to run the comparison *twice*. :(
178     */
179     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
180 elmex 1.1 }
181    
182     /* Function examines the 2 objects given to it, and returns true if
183     * they can be merged together.
184     *
185     * Note that this function appears a lot longer than the macro it
186     * replaces - this is mostly for clarity - a decent compiler should hopefully
187     * reduce this to the same efficiency.
188     *
189     * Check nrof variable *before* calling CAN_MERGE()
190     *
191     * Improvements made with merge: Better checking on potion, and also
192     * check weight
193     */
194    
195 root 1.24 bool object::can_merge (object *ob1, object *ob2)
196 root 1.16 {
197     /* A couple quicksanity checks */
198     if ((ob1 == ob2) || (ob1->type != ob2->type))
199     return 0;
200    
201     if (ob1->speed != ob2->speed)
202     return 0;
203    
204     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
205     * value could not be stored in a sint32 (which unfortunately sometimes is
206     * used to store nrof).
207     */
208     if (ob1->nrof + ob2->nrof >= 1UL << 31)
209     return 0;
210    
211     /* If the objects have been identified, set the BEEN_APPLIED flag.
212     * This is to the comparison of the flags below will be OK. We
213     * just can't ignore the been applied or identified flags, as they
214     * are not equal - just if it has been identified, the been_applied
215     * flags lose any meaning.
216     */
217     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
218     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
219    
220     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
221     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
222 elmex 1.1
223    
224 root 1.16 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
225     * being locked in inventory should prevent merging.
226     * 0x4 in flags3 is CLIENT_SENT
227     */
228     if ((ob1->arch != ob2->arch) ||
229     (ob1->flags[0] != ob2->flags[0]) ||
230     (ob1->flags[1] != ob2->flags[1]) ||
231     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
232     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
233     (ob1->name != ob2->name) ||
234     (ob1->title != ob2->title) ||
235     (ob1->msg != ob2->msg) ||
236     (ob1->weight != ob2->weight) ||
237     (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
238     (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
239     (ob1->attacktype != ob2->attacktype) ||
240     (ob1->magic != ob2->magic) ||
241     (ob1->slaying != ob2->slaying) ||
242     (ob1->skill != ob2->skill) ||
243     (ob1->value != ob2->value) ||
244     (ob1->animation_id != ob2->animation_id) ||
245     (ob1->client_type != ob2->client_type) ||
246     (ob1->materialname != ob2->materialname) ||
247     (ob1->lore != ob2->lore) ||
248     (ob1->subtype != ob2->subtype) ||
249     (ob1->move_type != ob2->move_type) ||
250     (ob1->move_block != ob2->move_block) ||
251     (ob1->move_allow != ob2->move_allow) ||
252     (ob1->move_on != ob2->move_on) ||
253 root 1.24 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
254 root 1.16 return 0;
255    
256     /* This is really a spellbook check - really, we should
257     * check all objects in the inventory.
258     */
259     if (ob1->inv || ob2->inv)
260     {
261     /* if one object has inventory but the other doesn't, not equiv */
262     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
263 root 1.24 return 0;
264 root 1.16
265     /* Now check to see if the two inventory objects could merge */
266     if (!CAN_MERGE (ob1->inv, ob2->inv))
267 root 1.24 return 0;
268 root 1.16
269     /* inventory ok - still need to check rest of this object to see
270     * if it is valid.
271     */
272     }
273 elmex 1.1
274 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
275     * it is possible for most any character to have more than one of
276     * some items equipped, and we don't want those to merge.
277     */
278     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
279     return 0;
280 elmex 1.1
281 root 1.16 /* Note sure why the following is the case - either the object has to
282     * be animated or have a very low speed. Is this an attempted monster
283     * check?
284     */
285 root 1.24 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
286 root 1.16 return 0;
287 elmex 1.1
288 root 1.16 switch (ob1->type)
289     {
290 root 1.29 case SCROLL:
291     if (ob1->level != ob2->level)
292     return 0;
293     break;
294 root 1.16 }
295 elmex 1.1
296 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
297     {
298     /* At least one of these has key_values. */
299     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
300 root 1.24 /* One has fields, but the other one doesn't. */
301     return 0;
302 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
303 root 1.24 return 0;
304 elmex 1.1 }
305 root 1.16
306     //TODO: generate an event or call into perl for additional checks
307     if (ob1->self || ob2->self)
308     {
309     ob1->optimise ();
310     ob2->optimise ();
311    
312     if (ob1->self || ob2->self)
313 root 1.24 return 0;
314 elmex 1.1 }
315    
316 root 1.16 /* Everything passes, must be OK. */
317     return 1;
318 elmex 1.1 }
319 root 1.24
320 elmex 1.1 /*
321     * sum_weight() is a recursive function which calculates the weight
322     * an object is carrying. It goes through in figures out how much
323     * containers are carrying, and sums it up.
324     */
325 root 1.28 long
326 root 1.24 sum_weight (object *op)
327     {
328 root 1.28 long sum;
329 elmex 1.1 object *inv;
330 root 1.24
331     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
332     {
333     if (inv->inv)
334     sum_weight (inv);
335     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
336     }
337 root 1.37
338 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
339 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
340 root 1.37
341 root 1.24 if (op->carrying != sum)
342 elmex 1.1 op->carrying = sum;
343 root 1.37
344 elmex 1.1 return sum;
345     }
346    
347     /**
348     * Return the outermost environment object for a given object.
349     */
350    
351 root 1.24 object *
352     object_get_env_recursive (object *op)
353     {
354     while (op->env != NULL)
355     op = op->env;
356     return op;
357 elmex 1.1 }
358    
359     /*
360     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
361     * a better check. We basically keeping traversing up until we can't
362     * or find a player.
363     */
364    
365 root 1.24 object *
366     is_player_inv (object *op)
367     {
368     for (; op != NULL && op->type != PLAYER; op = op->env)
369     if (op->env == op)
370     op->env = NULL;
371     return op;
372 elmex 1.1 }
373    
374     /*
375     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
376 root 1.11 * Some error messages.
377 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
378     */
379    
380 root 1.24 void
381     dump_object2 (object *op)
382     {
383     errmsg[0] = 0;
384     return;
385 root 1.10 //TODO//D#d#
386     #if 0
387 elmex 1.1 char *cp;
388 root 1.24
389 elmex 1.1 /* object *tmp;*/
390    
391 root 1.24 if (op->arch != NULL)
392     {
393     strcat (errmsg, "arch ");
394     strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
395     strcat (errmsg, "\n");
396     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
397     strcat (errmsg, cp);
398     # if 0
399 elmex 1.1 /* Don't dump player diffs - they are too long, mostly meaningless, and
400     * will overflow the buffer.
401     * Changed so that we don't dump inventory either. This may
402     * also overflow the buffer.
403     */
404 root 1.24 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
405     strcat (errmsg, cp);
406     for (tmp = op->inv; tmp; tmp = tmp->below)
407     dump_object2 (tmp);
408     # endif
409     strcat (errmsg, "end\n");
410     }
411     else
412     {
413     strcat (errmsg, "Object ");
414     if (op->name == NULL)
415     strcat (errmsg, "(null)");
416     else
417     strcat (errmsg, op->name);
418     strcat (errmsg, "\n");
419     # if 0
420     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421     strcat (errmsg, cp);
422     for (tmp = op->inv; tmp; tmp = tmp->below)
423     dump_object2 (tmp);
424     # endif
425     strcat (errmsg, "end\n");
426     }
427 root 1.10 #endif
428 elmex 1.1 }
429    
430     /*
431     * Dumps an object. Returns output in the static global errmsg array.
432     */
433    
434 root 1.24 void
435     dump_object (object *op)
436     {
437     if (op == NULL)
438     {
439     strcpy (errmsg, "[NULL pointer]");
440     return;
441     }
442     errmsg[0] = '\0';
443     dump_object2 (op);
444 elmex 1.1 }
445    
446 root 1.24 void
447     dump_all_objects (void)
448     {
449 elmex 1.1 object *op;
450 root 1.24
451 root 1.45 for (op = object::first; op != NULL; op = op->next)
452 root 1.24 {
453     dump_object (op);
454     fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
455     }
456 elmex 1.1 }
457    
458     /*
459     * get_nearest_part(multi-object, object 2) returns the part of the
460     * multi-object 1 which is closest to the second object.
461     * If it's not a multi-object, it is returned.
462     */
463    
464 root 1.24 object *
465     get_nearest_part (object *op, const object *pl)
466     {
467     object *tmp, *closest;
468     int last_dist, i;
469    
470     if (op->more == NULL)
471 elmex 1.1 return op;
472 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
473     if ((i = distance (tmp, pl)) < last_dist)
474     closest = tmp, last_dist = i;
475 elmex 1.1 return closest;
476     }
477    
478     /*
479     * Returns the object which has the count-variable equal to the argument.
480     */
481    
482 root 1.24 object *
483     find_object (tag_t i)
484     {
485 elmex 1.1 object *op;
486 root 1.24
487 root 1.45 for (op = object::first; op != NULL; op = op->next)
488 root 1.24 if (op->count == i)
489 elmex 1.1 break;
490 root 1.24 return op;
491 elmex 1.1 }
492    
493     /*
494     * Returns the first object which has a name equal to the argument.
495     * Used only by the patch command, but not all that useful.
496     * Enables features like "patch <name-of-other-player> food 999"
497     */
498    
499 root 1.24 object *
500     find_object_name (const char *str)
501     {
502 root 1.35 shstr_cmp str_ (str);
503 elmex 1.1 object *op;
504 root 1.24
505 root 1.45 for (op = object::first; op != NULL; op = op->next)
506 root 1.35 if (op->name == str_)
507 elmex 1.1 break;
508 root 1.11
509 elmex 1.1 return op;
510     }
511    
512 root 1.24 void
513     free_all_object_data ()
514 root 1.14 {
515     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
516 elmex 1.1 }
517    
518     /*
519     * Sets the owner and sets the skill and exp pointers to owner's current
520     * skill and experience objects.
521     */
522 root 1.24 void
523 root 1.30 object::set_owner (object *owner)
524 elmex 1.1 {
525 root 1.30 if (!owner)
526 root 1.24 return;
527    
528     /* next line added to allow objects which own objects */
529     /* Add a check for ownercounts in here, as I got into an endless loop
530     * with the fireball owning a poison cloud which then owned the
531     * fireball. I believe that was caused by one of the objects getting
532     * freed and then another object replacing it. Since the ownercounts
533     * didn't match, this check is valid and I believe that cause is valid.
534     */
535 root 1.30 while (owner->owner)
536 root 1.24 owner = owner->owner;
537 elmex 1.1
538 root 1.30 this->owner = owner;
539 elmex 1.1 }
540    
541     /* Zero the key_values on op, decrementing the shared-string
542     * refcounts and freeing the links.
543     */
544 root 1.24 static void
545     free_key_values (object *op)
546 root 1.11 {
547 root 1.24 for (key_value *i = op->key_values; i != 0;)
548 root 1.11 {
549     key_value *next = i->next;
550     delete i;
551 root 1.24
552 root 1.11 i = next;
553 elmex 1.1 }
554 root 1.24
555 root 1.11 op->key_values = 0;
556 elmex 1.1 }
557    
558 root 1.14 void object::clear ()
559     {
560     attachable_base::clear ();
561    
562     free_key_values (this);
563    
564 root 1.30 owner = 0;
565 root 1.24 name = 0;
566     name_pl = 0;
567     title = 0;
568     race = 0;
569     slaying = 0;
570     skill = 0;
571     msg = 0;
572     lore = 0;
573     custom_name = 0;
574 root 1.14 materialname = 0;
575 root 1.30 contr = 0;
576     below = 0;
577     above = 0;
578     inv = 0;
579     container = 0;
580     env = 0;
581     more = 0;
582     head = 0;
583     map = 0;
584     active_next = 0;
585     active_prev = 0;
586 root 1.14
587 root 1.30 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588 root 1.14
589     SET_FLAG (this, FLAG_REMOVED);
590 root 1.30
591     /* What is not cleared is next, prev, and count */
592    
593     expmul = 1.0;
594     face = blank_face;
595    
596     if (settings.casting_time)
597     casting_time = -1;
598 root 1.14 }
599    
600     void object::clone (object *destination)
601     {
602 root 1.30 *(object_copy *)destination = *this;
603     *(object_pod *)destination = *this;
604 root 1.14
605     if (self || cb)
606     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607     }
608    
609 elmex 1.1 /*
610     * copy object first frees everything allocated by the second object,
611     * and then copies the contends of the first object into the second
612     * object, allocating what needs to be allocated. Basically, any
613     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614     * if the first object is freed, the pointers in the new object
615     * will point at garbage.
616     */
617 root 1.24 void
618     copy_object (object *op2, object *op)
619 root 1.11 {
620 root 1.24 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 root 1.14 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
622 root 1.11
623     op2->clone (op);
624    
625 root 1.24 if (is_freed)
626     SET_FLAG (op, FLAG_FREED);
627     if (is_removed)
628     SET_FLAG (op, FLAG_REMOVED);
629 elmex 1.1
630 root 1.11 if (op2->speed < 0)
631 root 1.24 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
632 elmex 1.1
633 root 1.11 /* Copy over key_values, if any. */
634 root 1.23 if (op2->key_values)
635 root 1.14 {
636 root 1.23 key_value *tail = 0;
637 root 1.11 key_value *i;
638 elmex 1.1
639 root 1.23 op->key_values = 0;
640 elmex 1.1
641 root 1.23 for (i = op2->key_values; i; i = i->next)
642 root 1.11 {
643     key_value *new_link = new key_value;
644 root 1.8
645 root 1.24 new_link->next = 0;
646     new_link->key = i->key;
647 root 1.11 new_link->value = i->value;
648    
649     /* Try and be clever here, too. */
650 root 1.23 if (!op->key_values)
651 root 1.11 {
652     op->key_values = new_link;
653     tail = new_link;
654 root 1.8 }
655 root 1.11 else
656     {
657     tail->next = new_link;
658     tail = new_link;
659     }
660 root 1.14 }
661     }
662 root 1.2
663 root 1.11 update_ob_speed (op);
664 elmex 1.1 }
665    
666     /*
667     * If an object with the IS_TURNABLE() flag needs to be turned due
668     * to the closest player being on the other side, this function can
669     * be called to update the face variable, _and_ how it looks on the map.
670     */
671    
672 root 1.24 void
673     update_turn_face (object *op)
674     {
675     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
676     return;
677     SET_ANIMATION (op, op->direction);
678     update_object (op, UP_OBJ_FACE);
679 elmex 1.1 }
680    
681     /*
682     * Updates the speed of an object. If the speed changes from 0 to another
683     * value, or vice versa, then add/remove the object from the active list.
684     * This function needs to be called whenever the speed of an object changes.
685     */
686 root 1.24 void
687     update_ob_speed (object *op)
688     {
689     extern int arch_init;
690 elmex 1.1
691 root 1.24 /* No reason putting the archetypes objects on the speed list,
692     * since they never really need to be updated.
693     */
694 elmex 1.1
695 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696     {
697     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
698 elmex 1.1 #ifdef MANY_CORES
699 root 1.24 abort ();
700 elmex 1.1 #else
701 root 1.24 op->speed = 0;
702 elmex 1.1 #endif
703     }
704 root 1.31
705 root 1.24 if (arch_init)
706 root 1.31 return;
707    
708 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709     {
710     /* If already on active list, don't do anything */
711     if (op->active_next || op->active_prev || op == active_objects)
712 root 1.8 return;
713 root 1.24
714     /* process_events() expects us to insert the object at the beginning
715     * of the list. */
716     op->active_next = active_objects;
717 root 1.31
718 root 1.24 if (op->active_next != NULL)
719     op->active_next->active_prev = op;
720 root 1.31
721 root 1.24 active_objects = op;
722 elmex 1.1 }
723 root 1.24 else
724     {
725     /* If not on the active list, nothing needs to be done */
726     if (!op->active_next && !op->active_prev && op != active_objects)
727     return;
728    
729     if (op->active_prev == NULL)
730     {
731     active_objects = op->active_next;
732 root 1.31
733 root 1.24 if (op->active_next != NULL)
734     op->active_next->active_prev = NULL;
735 root 1.8 }
736 root 1.24 else
737     {
738     op->active_prev->active_next = op->active_next;
739 root 1.31
740 root 1.24 if (op->active_next)
741     op->active_next->active_prev = op->active_prev;
742     }
743 root 1.31
744 root 1.24 op->active_next = NULL;
745     op->active_prev = NULL;
746 elmex 1.1 }
747     }
748    
749     /* This function removes object 'op' from the list of active
750     * objects.
751     * This should only be used for style maps or other such
752     * reference maps where you don't want an object that isn't
753     * in play chewing up cpu time getting processed.
754     * The reverse of this is to call update_ob_speed, which
755     * will do the right thing based on the speed of the object.
756     */
757 root 1.24 void
758     remove_from_active_list (object *op)
759 elmex 1.1 {
760 root 1.24 /* If not on the active list, nothing needs to be done */
761     if (!op->active_next && !op->active_prev && op != active_objects)
762     return;
763 elmex 1.1
764 root 1.24 if (op->active_prev == NULL)
765     {
766     active_objects = op->active_next;
767     if (op->active_next != NULL)
768     op->active_next->active_prev = NULL;
769 elmex 1.1 }
770 root 1.24 else
771     {
772     op->active_prev->active_next = op->active_next;
773     if (op->active_next)
774     op->active_next->active_prev = op->active_prev;
775 elmex 1.1 }
776 root 1.24 op->active_next = NULL;
777     op->active_prev = NULL;
778 elmex 1.1 }
779    
780     /*
781     * update_object() updates the array which represents the map.
782     * It takes into account invisible objects (and represent squares covered
783     * by invisible objects by whatever is below them (unless it's another
784     * invisible object, etc...)
785     * If the object being updated is beneath a player, the look-window
786     * of that player is updated (this might be a suboptimal way of
787     * updating that window, though, since update_object() is called _often_)
788     *
789     * action is a hint of what the caller believes need to be done.
790     * For example, if the only thing that has changed is the face (due to
791     * an animation), we don't need to call update_position until that actually
792     * comes into view of a player. OTOH, many other things, like addition/removal
793     * of walls or living creatures may need us to update the flags now.
794     * current action are:
795     * UP_OBJ_INSERT: op was inserted
796     * UP_OBJ_REMOVE: op was removed
797     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798     * as that is easier than trying to look at what may have changed.
799     * UP_OBJ_FACE: only the objects face has changed.
800     */
801    
802 root 1.24 void
803     update_object (object *op, int action)
804     {
805     int update_now = 0, flags;
806     MoveType move_on, move_off, move_block, move_slow;
807    
808     if (op == NULL)
809     {
810     /* this should never happen */
811     LOG (llevDebug, "update_object() called for NULL object.\n");
812     return;
813 elmex 1.1 }
814 root 1.24
815     if (op->env != NULL)
816     {
817     /* Animation is currently handled by client, so nothing
818     * to do in this case.
819     */
820     return;
821 elmex 1.1 }
822    
823 root 1.24 /* If the map is saving, don't do anything as everything is
824     * going to get freed anyways.
825     */
826     if (!op->map || op->map->in_memory == MAP_SAVING)
827     return;
828    
829     /* make sure the object is within map boundaries */
830     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
831     {
832     LOG (llevError, "update_object() called for object out of map!\n");
833 elmex 1.1 #ifdef MANY_CORES
834 root 1.24 abort ();
835 elmex 1.1 #endif
836 root 1.24 return;
837 elmex 1.1 }
838    
839 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
840     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 elmex 1.1
846 root 1.24 if (action == UP_OBJ_INSERT)
847     {
848     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
849     update_now = 1;
850    
851     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
852     update_now = 1;
853 elmex 1.1
854 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
855     update_now = 1;
856 elmex 1.1
857 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858     update_now = 1;
859 elmex 1.1
860 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861     update_now = 1;
862 root 1.20
863 root 1.24 if ((move_on | op->move_on) != move_on)
864     update_now = 1;
865 root 1.20
866 root 1.24 if ((move_off | op->move_off) != move_off)
867     update_now = 1;
868 root 1.20
869 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
870     * to have move_allow right now.
871     */
872     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
873     update_now = 1;
874 root 1.20
875 root 1.24 if ((move_slow | op->move_slow) != move_slow)
876     update_now = 1;
877     }
878     /* if the object is being removed, we can't make intelligent
879     * decisions, because remove_ob can't really pass the object
880     * that is being removed.
881     */
882     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 root 1.27 update_now = 1;
884 root 1.24 else if (action == UP_OBJ_FACE)
885 root 1.29 /* Nothing to do for that case */ ;
886 root 1.24 else
887 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 elmex 1.1
889 root 1.24 if (update_now)
890     {
891     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892     update_position (op->map, op->x, op->y);
893 elmex 1.1 }
894    
895 root 1.24 if (op->more != NULL)
896     update_object (op->more, action);
897 elmex 1.1 }
898    
899 root 1.45 object::vector object::mortals;
900     object::vector object::objects; // not yet used
901     object *object::first;
902 root 1.21
903     void object::free_mortals ()
904     {
905 root 1.45 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 root 1.30 if ((*i)->refcnt)
907     ++i; // further delay freeing
908     else
909 root 1.25 {
910 root 1.40 delete *i;
911 root 1.25 mortals.erase (i);
912     }
913 root 1.30
914 root 1.42 static int lastmortals = 0;//D
915    
916     if (mortals.size() != lastmortals)//D
917     {
918     lastmortals = mortals.size ();//D
919     LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920     }
921 root 1.21 }
922    
923     object::object ()
924     {
925 root 1.22 SET_FLAG (this, FLAG_REMOVED);
926    
927     expmul = 1.0;
928     face = blank_face;
929     }
930    
931     object::~object ()
932     {
933     free_key_values (this);
934     }
935    
936 root 1.24 void object::link ()
937 root 1.22 {
938 root 1.21 count = ++ob_count;
939 root 1.41 uuid = gen_uuid ();
940 root 1.21
941     prev = 0;
942 root 1.45 next = object::first;
943 root 1.21
944 root 1.45 if (object::first)
945     object::first->prev = this;
946 root 1.21
947 root 1.45 object::first = this;
948 root 1.21 }
949    
950 root 1.24 void object::unlink ()
951 root 1.21 {
952 root 1.41 //count = 0;//D
953     if (!prev && !next) return;//D
954 root 1.22
955 root 1.45 if (this == object::first)
956     object::first = next;
957 root 1.38
958 root 1.22 /* Remove this object from the list of used objects */
959 root 1.41 if (prev) prev->next = next;
960     if (next) next->prev = prev;
961 root 1.25
962 root 1.41 prev = 0;
963     next = 0;
964 root 1.24 }
965 root 1.21
966     object *object::create ()
967     {
968 root 1.42 object *op = new object;
969 root 1.22 op->link ();
970     return op;
971 root 1.21 }
972 elmex 1.1
973     /*
974     * free_object() frees everything allocated by an object, removes
975     * it from the list of used objects, and puts it on the list of
976     * free objects. The IS_FREED() flag is set in the object.
977     * The object must have been removed by remove_ob() first for
978     * this function to succeed.
979     *
980     * If free_inventory is set, free inventory as well. Else drop items in
981     * inventory to the ground.
982     */
983 root 1.24 void object::free (bool free_inventory)
984 root 1.14 {
985 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
986     return;
987    
988 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
989     remove_friendly_object (this);
990    
991 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
992 root 1.29 remove_ob (this);
993 root 1.14
994 root 1.29 SET_FLAG (this, FLAG_FREED);
995 root 1.14
996 root 1.21 if (more)
997 root 1.14 {
998 root 1.21 more->free (free_inventory);
999     more = 0;
1000 elmex 1.1 }
1001    
1002 root 1.21 if (inv)
1003 root 1.14 {
1004     /* Only if the space blocks everything do we not process -
1005 root 1.17 * if some form of movement is allowed, let objects
1006 root 1.14 * drop on that space.
1007     */
1008 root 1.32 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1009 root 1.24 {
1010 root 1.29 object *op = inv;
1011 root 1.24
1012     while (op)
1013     {
1014 root 1.29 object *tmp = op->below;
1015 root 1.21 op->free (free_inventory);
1016 root 1.24 op = tmp;
1017     }
1018     }
1019 root 1.14 else
1020 root 1.24 { /* Put objects in inventory onto this space */
1021 root 1.29 object *op = inv;
1022 root 1.24
1023     while (op)
1024     {
1025 root 1.29 object *tmp = op->below;
1026 root 1.14
1027 root 1.24 remove_ob (op);
1028    
1029     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1030     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1031     free_object (op);
1032     else
1033     {
1034     op->x = x;
1035     op->y = y;
1036     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1037     }
1038    
1039     op = tmp;
1040     }
1041     }
1042 root 1.14 }
1043    
1044 root 1.44 // clear those pointers that likely might have circular references to us
1045     owner = 0;
1046     enemy = 0;
1047     attacked_by = 0;
1048 root 1.25
1049 root 1.14 /* Remove object from the active list */
1050 root 1.21 speed = 0;
1051     update_ob_speed (this);
1052 elmex 1.1
1053 root 1.22 unlink ();
1054    
1055 root 1.21 mortals.push_back (this);
1056 elmex 1.1 }
1057    
1058     /*
1059     * sub_weight() recursively (outwards) subtracts a number from the
1060     * weight of an object (and what is carried by it's environment(s)).
1061     */
1062    
1063 root 1.24 void
1064     sub_weight (object *op, signed long weight)
1065     {
1066     while (op != NULL)
1067     {
1068     if (op->type == CONTAINER)
1069 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070    
1071 root 1.24 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 1.45 object *tmp, *last = 0;
1089     object *otmp;
1090 root 1.26
1091 root 1.45 tag_t tag;
1092     int check_walk_off;
1093     mapstruct *m;
1094 root 1.24
1095 root 1.45 sint16 x, y;
1096 root 1.24
1097     if (QUERY_FLAG (op, FLAG_REMOVED))
1098 root 1.29 return;
1099 root 1.24
1100 root 1.29 SET_FLAG (op, FLAG_REMOVED);
1101 root 1.26
1102 root 1.24 if (op->more != NULL)
1103     remove_ob (op->more);
1104    
1105     /*
1106     * In this case, the object to be removed is in someones
1107     * inventory.
1108     */
1109     if (op->env != NULL)
1110     {
1111     if (op->nrof)
1112     sub_weight (op->env, op->weight * op->nrof);
1113     else
1114     sub_weight (op->env, op->weight + op->carrying);
1115    
1116     /* NO_FIX_PLAYER is set when a great many changes are being
1117     * made to players inventory. If set, avoiding the call
1118     * to save cpu time.
1119     */
1120     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1121     fix_player (otmp);
1122    
1123     if (op->above != NULL)
1124     op->above->below = op->below;
1125     else
1126     op->env->inv = op->below;
1127    
1128     if (op->below != NULL)
1129     op->below->above = op->above;
1130    
1131     /* we set up values so that it could be inserted into
1132     * the map, but we don't actually do that - it is up
1133     * to the caller to decide what we want to do.
1134     */
1135     op->x = op->env->x, op->y = op->env->y;
1136     op->map = op->env->map;
1137     op->above = NULL, op->below = NULL;
1138     op->env = NULL;
1139     }
1140 root 1.29 else if (op->map)
1141     {
1142     x = op->x;
1143     y = op->y;
1144     m = get_map_from_coord (op->map, &x, &y);
1145    
1146     if (!m)
1147     {
1148     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1149     op->map->path, op->x, op->y);
1150     /* in old days, we used to set x and y to 0 and continue.
1151     * it seems if we get into this case, something is probablye
1152     * screwed up and should be fixed.
1153     */
1154     abort ();
1155     }
1156 root 1.24
1157 root 1.29 if (op->map != m)
1158     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1159     op->map->path, m->path, op->x, op->y, x, y);
1160 root 1.24
1161 root 1.29 /* Re did the following section of code - it looks like it had
1162     * lots of logic for things we no longer care about
1163 root 1.24 */
1164 elmex 1.1
1165 root 1.29 /* link the object above us */
1166     if (op->above)
1167     op->above->below = op->below;
1168     else
1169     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1170 root 1.24
1171 root 1.29 /* Relink the object below us, if there is one */
1172     if (op->below)
1173     op->below->above = op->above;
1174     else
1175     {
1176     /* Nothing below, which means we need to relink map object for this space
1177     * use translated coordinates in case some oddness with map tiling is
1178     * evident
1179     */
1180     if (GET_MAP_OB (m, x, y) != op)
1181     {
1182     dump_object (op);
1183     LOG (llevError,
1184     "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);
1185     dump_object (GET_MAP_OB (m, x, y));
1186     LOG (llevError, "%s\n", errmsg);
1187     }
1188 elmex 1.1
1189 root 1.29 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1190 root 1.8 }
1191 root 1.26
1192 root 1.29 op->above = 0;
1193     op->below = 0;
1194 root 1.26
1195 root 1.29 if (op->map->in_memory == MAP_SAVING)
1196     return;
1197 elmex 1.1
1198 root 1.29 tag = op->count;
1199     check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200 elmex 1.1
1201 root 1.29 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1202 root 1.24 {
1203 root 1.29 /* No point updating the players look faces if he is the object
1204     * being removed.
1205 root 1.24 */
1206 root 1.29
1207     if (tmp->type == PLAYER && tmp != op)
1208 root 1.24 {
1209 root 1.29 /* If a container that the player is currently using somehow gets
1210     * removed (most likely destroyed), update the player view
1211     * appropriately.
1212     */
1213     if (tmp->container == op)
1214     {
1215     CLEAR_FLAG (op, FLAG_APPLIED);
1216     tmp->container = NULL;
1217     }
1218    
1219     tmp->contr->socket.update_look = 1;
1220 root 1.8 }
1221 root 1.26
1222 root 1.29 /* See if player moving off should effect something */
1223     if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224     {
1225     move_apply (tmp, op, NULL);
1226 root 1.24
1227 root 1.29 if (was_destroyed (op, tag))
1228     {
1229     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1230     }
1231 root 1.8 }
1232    
1233 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234    
1235     if (tmp->above == tmp)
1236     tmp->above = NULL;
1237 root 1.8
1238 root 1.29 last = tmp;
1239     }
1240 root 1.26
1241 root 1.29 /* last == NULL of there are no objects on this space */
1242     if (last == NULL)
1243     {
1244     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1245     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1246     * those out anyways, and if there are any flags set right now, they won't
1247     * be correct anyways.
1248     */
1249     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1250     update_position (op->map, op->x, op->y);
1251     }
1252     else
1253     update_object (last, UP_OBJ_REMOVE);
1254 root 1.26
1255 root 1.29 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1256     update_all_los (op->map, op->x, op->y);
1257 elmex 1.1 }
1258     }
1259    
1260     /*
1261     * merge_ob(op,top):
1262     *
1263     * This function goes through all objects below and including top, and
1264     * merges op to the first matching object.
1265     * If top is NULL, it is calculated.
1266     * Returns pointer to object if it succeded in the merge, otherwise NULL
1267     */
1268 root 1.24 object *
1269     merge_ob (object *op, object *top)
1270     {
1271     if (!op->nrof)
1272 elmex 1.1 return 0;
1273 root 1.29
1274 root 1.24 if (top == NULL)
1275     for (top = op; top != NULL && top->above != NULL; top = top->above);
1276 root 1.29
1277 root 1.24 for (; top != NULL; top = top->below)
1278 elmex 1.1 {
1279 root 1.24 if (top == op)
1280     continue;
1281     if (CAN_MERGE (op, top))
1282     {
1283     top->nrof += op->nrof;
1284    
1285 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1286 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1287     remove_ob (op);
1288     free_object (op);
1289     return top;
1290     }
1291 elmex 1.1 }
1292 root 1.29
1293 root 1.45 return 0;
1294 elmex 1.1 }
1295    
1296     /*
1297     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1298     * job preparing multi-part monsters
1299     */
1300 root 1.24 object *
1301     insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1302     {
1303 root 1.29 object *tmp;
1304 root 1.24
1305     if (op->head)
1306     op = op->head;
1307 root 1.29
1308 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1309     {
1310     tmp->x = x + tmp->arch->clone.x;
1311     tmp->y = y + tmp->arch->clone.y;
1312 elmex 1.1 }
1313 root 1.29
1314 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1315 elmex 1.1 }
1316    
1317     /*
1318     * insert_ob_in_map (op, map, originator, flag):
1319     * This function inserts the object in the two-way linked list
1320     * which represents what is on a map.
1321     * The second argument specifies the map, and the x and y variables
1322     * in the object about to be inserted specifies the position.
1323     *
1324     * originator: Player, monster or other object that caused 'op' to be inserted
1325     * into 'map'. May be NULL.
1326     *
1327     * flag is a bitmask about special things to do (or not do) when this
1328     * function is called. see the object.h file for the INS_ values.
1329     * Passing 0 for flag gives proper default values, so flag really only needs
1330     * to be set if special handling is needed.
1331     *
1332     * Return value:
1333     * new object if 'op' was merged with other object
1334     * NULL if 'op' was destroyed
1335     * just 'op' otherwise
1336     */
1337    
1338 root 1.24 object *
1339     insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1340 elmex 1.1 {
1341 root 1.25 object *tmp, *top, *floor = NULL;
1342     sint16 x, y;
1343 elmex 1.1
1344 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1345     {
1346     LOG (llevError, "Trying to insert freed object!\n");
1347     return NULL;
1348     }
1349 root 1.25
1350 root 1.24 if (m == NULL)
1351     {
1352     dump_object (op);
1353     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1354     return op;
1355 elmex 1.1 }
1356 root 1.25
1357 root 1.24 if (out_of_map (m, op->x, op->y))
1358     {
1359     dump_object (op);
1360     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1361 elmex 1.1 #ifdef MANY_CORES
1362 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1363     * is likely to cause a crash. Better to find out where it is getting
1364     * improperly inserted.
1365     */
1366     abort ();
1367 elmex 1.1 #endif
1368 root 1.24 return op;
1369 elmex 1.1 }
1370 root 1.25
1371 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372     {
1373     dump_object (op);
1374     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1375     return op;
1376     }
1377 root 1.25
1378 root 1.24 if (op->more != NULL)
1379     {
1380     /* The part may be on a different map. */
1381    
1382 root 1.26 object *more = op->more;
1383 root 1.24
1384     /* We really need the caller to normalize coordinates - if
1385     * we set the map, that doesn't work if the location is within
1386     * a map and this is straddling an edge. So only if coordinate
1387     * is clear wrong do we normalize it.
1388     */
1389     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1390 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1391 root 1.24 else if (!more->map)
1392     {
1393     /* For backwards compatibility - when not dealing with tiled maps,
1394     * more->map should always point to the parent.
1395     */
1396     more->map = m;
1397     }
1398    
1399     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400     {
1401     if (!op->head)
1402     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403 root 1.26
1404 root 1.24 return NULL;
1405 root 1.8 }
1406 root 1.24 }
1407 root 1.25
1408 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1409 root 1.8
1410 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1411     * of areas of callers (eg, anything that uses find_free_spot would now
1412     * need extra work
1413     */
1414     op->map = get_map_from_coord (m, &op->x, &op->y);
1415     x = op->x;
1416     y = op->y;
1417    
1418     /* this has to be done after we translate the coordinates.
1419     */
1420     if (op->nrof && !(flag & INS_NO_MERGE))
1421 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1422     if (CAN_MERGE (op, tmp))
1423     {
1424     op->nrof += tmp->nrof;
1425     remove_ob (tmp);
1426     free_object (tmp);
1427     }
1428 root 1.24
1429     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 root 1.25
1432 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1433     CLEAR_FLAG (op, FLAG_NO_STEAL);
1434    
1435     if (flag & INS_BELOW_ORIGINATOR)
1436     {
1437     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1438     {
1439     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1440     abort ();
1441     }
1442 root 1.25
1443 root 1.24 op->above = originator;
1444     op->below = originator->below;
1445 root 1.25
1446 root 1.24 if (op->below)
1447     op->below->above = op;
1448     else
1449     SET_MAP_OB (op->map, op->x, op->y, op);
1450 root 1.25
1451 root 1.24 /* since *below* originator, no need to update top */
1452     originator->below = op;
1453 elmex 1.1 }
1454 root 1.24 else
1455     {
1456     /* If there are other objects, then */
1457     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1458     {
1459 root 1.25 object *last = NULL;
1460 root 1.24
1461     /*
1462     * If there are multiple objects on this space, we do some trickier handling.
1463     * We've already dealt with merging if appropriate.
1464     * Generally, we want to put the new object on top. But if
1465     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1466     * floor, we want to insert above that and no further.
1467     * Also, if there are spell objects on this space, we stop processing
1468     * once we get to them. This reduces the need to traverse over all of
1469     * them when adding another one - this saves quite a bit of cpu time
1470     * when lots of spells are cast in one area. Currently, it is presumed
1471     * that flying non pickable objects are spell objects.
1472     */
1473 elmex 1.1
1474 root 1.24 while (top != NULL)
1475     {
1476     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1477     floor = top;
1478 root 1.26
1479 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))
1480     {
1481     /* We insert above top, so we want this object below this */
1482     top = top->below;
1483     break;
1484     }
1485 root 1.26
1486 root 1.24 last = top;
1487     top = top->above;
1488     }
1489 root 1.26
1490 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1491     top = last;
1492 root 1.8
1493 root 1.24 /* We let update_position deal with figuring out what the space
1494     * looks like instead of lots of conditions here.
1495     * makes things faster, and effectively the same result.
1496     */
1497    
1498     /* Have object 'fall below' other objects that block view.
1499     * Unless those objects are exits, type 66
1500     * If INS_ON_TOP is used, don't do this processing
1501     * Need to find the object that in fact blocks view, otherwise
1502     * stacking is a bit odd.
1503     */
1504     if (!(flag & INS_ON_TOP) &&
1505     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1506     {
1507     for (last = top; last != floor; last = last->below)
1508     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509     break;
1510     /* Check to see if we found the object that blocks view,
1511     * and make sure we have a below pointer for it so that
1512     * we can get inserted below this one, which requires we
1513     * set top to the object below us.
1514     */
1515     if (last && last->below && last != floor)
1516     top = last->below;
1517 root 1.8 }
1518 root 1.24 } /* If objects on this space */
1519 root 1.25
1520 root 1.24 if (flag & INS_MAP_LOAD)
1521     top = GET_MAP_TOP (op->map, op->x, op->y);
1522 root 1.25
1523 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1524     top = floor;
1525    
1526     /* Top is the object that our object (op) is going to get inserted above.
1527     */
1528    
1529     /* First object on this space */
1530     if (!top)
1531     {
1532     op->above = GET_MAP_OB (op->map, op->x, op->y);
1533 root 1.25
1534 root 1.24 if (op->above)
1535     op->above->below = op;
1536 root 1.25
1537 root 1.24 op->below = NULL;
1538     SET_MAP_OB (op->map, op->x, op->y, op);
1539     }
1540     else
1541     { /* get inserted into the stack above top */
1542     op->above = top->above;
1543 root 1.25
1544 root 1.24 if (op->above)
1545     op->above->below = op;
1546 root 1.25
1547 root 1.24 op->below = top;
1548     top->above = op;
1549     }
1550 root 1.25
1551 root 1.24 if (op->above == NULL)
1552     SET_MAP_TOP (op->map, op->x, op->y, op);
1553     } /* else not INS_BELOW_ORIGINATOR */
1554 root 1.8
1555 root 1.24 if (op->type == PLAYER)
1556     op->contr->do_los = 1;
1557    
1558     /* If we have a floor, we know the player, if any, will be above
1559     * it, so save a few ticks and start from there.
1560     */
1561     if (!(flag & INS_MAP_LOAD))
1562     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1563 root 1.25 if (tmp->type == PLAYER)
1564     tmp->contr->socket.update_look = 1;
1565 root 1.24
1566     /* If this object glows, it may affect lighting conditions that are
1567     * visible to others on this map. But update_all_los is really
1568     * an inefficient way to do this, as it means los for all players
1569     * on the map will get recalculated. The players could very well
1570     * be far away from this change and not affected in any way -
1571     * this should get redone to only look for players within range,
1572     * or just updating the P_NEED_UPDATE for spaces within this area
1573     * of effect may be sufficient.
1574     */
1575     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1576     update_all_los (op->map, op->x, op->y);
1577    
1578     /* updates flags (blocked, alive, no magic, etc) for this map space */
1579     update_object (op, UP_OBJ_INSERT);
1580    
1581     /* Don't know if moving this to the end will break anything. However,
1582     * we want to have update_look set above before calling this.
1583     *
1584     * check_move_on() must be after this because code called from
1585     * check_move_on() depends on correct map flags (so functions like
1586     * blocked() and wall() work properly), and these flags are updated by
1587     * update_object().
1588     */
1589    
1590     /* if this is not the head or flag has been passed, don't check walk on status */
1591     if (!(flag & INS_NO_WALK_ON) && !op->head)
1592     {
1593     if (check_move_on (op, originator))
1594     return NULL;
1595 elmex 1.1
1596 root 1.24 /* If we are a multi part object, lets work our way through the check
1597     * walk on's.
1598     */
1599     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1600     if (check_move_on (tmp, originator))
1601     return NULL;
1602 elmex 1.1 }
1603 root 1.25
1604 root 1.24 return op;
1605 elmex 1.1 }
1606    
1607     /* this function inserts an object in the map, but if it
1608     * finds an object of its own type, it'll remove that one first.
1609     * op is the object to insert it under: supplies x and the map.
1610     */
1611 root 1.24 void
1612     replace_insert_ob_in_map (const char *arch_string, object *op)
1613     {
1614 root 1.29 object *
1615     tmp;
1616     object *
1617     tmp1;
1618 elmex 1.1
1619 root 1.24 /* first search for itself and remove any old instances */
1620 elmex 1.1
1621 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1622     {
1623     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624     {
1625     remove_ob (tmp);
1626     free_object (tmp);
1627 root 1.8 }
1628 elmex 1.1 }
1629    
1630 root 1.24 tmp1 = arch_to_object (find_archetype (arch_string));
1631 elmex 1.1
1632 root 1.24 tmp1->x = op->x;
1633     tmp1->y = op->y;
1634     insert_ob_in_map (tmp1, op->map, op, 0);
1635     }
1636 elmex 1.1
1637     /*
1638     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1639     * is returned contains nr objects, and the remaining parts contains
1640     * the rest (or is removed and freed if that number is 0).
1641     * On failure, NULL is returned, and the reason put into the
1642     * global static errmsg array.
1643     */
1644    
1645 root 1.24 object *
1646     get_split_ob (object *orig_ob, uint32 nr)
1647     {
1648     object *
1649     newob;
1650     int
1651     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1652    
1653     if (orig_ob->nrof < nr)
1654     {
1655     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656     return NULL;
1657     }
1658 root 1.29
1659 root 1.24 newob = object_create_clone (orig_ob);
1660 root 1.29
1661 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1662     {
1663     if (!is_removed)
1664     remove_ob (orig_ob);
1665     free_object2 (orig_ob, 1);
1666 elmex 1.1 }
1667 root 1.24 else if (!is_removed)
1668     {
1669     if (orig_ob->env != NULL)
1670     sub_weight (orig_ob->env, orig_ob->weight * nr);
1671     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1672     {
1673     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1674     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1675     return NULL;
1676 root 1.8 }
1677 elmex 1.1 }
1678 root 1.29
1679 root 1.24 newob->nrof = nr;
1680 elmex 1.1
1681 root 1.24 return newob;
1682 elmex 1.1 }
1683    
1684     /*
1685     * decrease_ob_nr(object, number) decreases a specified number from
1686     * the amount of an object. If the amount reaches 0, the object
1687     * is subsequently removed and freed.
1688     *
1689     * Return value: 'op' if something is left, NULL if the amount reached 0
1690     */
1691    
1692 root 1.24 object *
1693     decrease_ob_nr (object *op, uint32 i)
1694 elmex 1.1 {
1695 root 1.29 object *tmp;
1696     player *pl;
1697 elmex 1.1
1698 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1699     return op;
1700    
1701     if (i > op->nrof)
1702     i = op->nrof;
1703    
1704     if (QUERY_FLAG (op, FLAG_REMOVED))
1705 root 1.29 op->nrof -= i;
1706 root 1.24 else if (op->env != NULL)
1707     {
1708     /* is this object in the players inventory, or sub container
1709     * therein?
1710     */
1711     tmp = is_player_inv (op->env);
1712     /* nope. Is this a container the player has opened?
1713     * If so, set tmp to that player.
1714     * IMO, searching through all the players will mostly
1715     * likely be quicker than following op->env to the map,
1716     * and then searching the map for a player.
1717     */
1718     if (!tmp)
1719     {
1720     for (pl = first_player; pl; pl = pl->next)
1721     if (pl->ob->container == op->env)
1722     break;
1723     if (pl)
1724     tmp = pl->ob;
1725     else
1726     tmp = NULL;
1727     }
1728 elmex 1.1
1729 root 1.24 if (i < op->nrof)
1730     {
1731     sub_weight (op->env, op->weight * i);
1732     op->nrof -= i;
1733     if (tmp)
1734     {
1735     esrv_send_item (tmp, op);
1736 elmex 1.1 }
1737 root 1.24 }
1738     else
1739     {
1740     remove_ob (op);
1741     op->nrof = 0;
1742     if (tmp)
1743     {
1744     esrv_del_item (tmp->contr, op->count);
1745 elmex 1.1 }
1746     }
1747     }
1748 root 1.24 else
1749 elmex 1.1 {
1750 root 1.29 object *above = op->above;
1751 elmex 1.1
1752 root 1.24 if (i < op->nrof)
1753 root 1.29 op->nrof -= i;
1754 root 1.24 else
1755     {
1756     remove_ob (op);
1757     op->nrof = 0;
1758     }
1759 root 1.29
1760 root 1.24 /* Since we just removed op, op->above is null */
1761     for (tmp = above; tmp != NULL; tmp = tmp->above)
1762     if (tmp->type == PLAYER)
1763     {
1764     if (op->nrof)
1765     esrv_send_item (tmp, op);
1766     else
1767     esrv_del_item (tmp->contr, op->count);
1768     }
1769 elmex 1.1 }
1770    
1771 root 1.24 if (op->nrof)
1772 root 1.29 return op;
1773 root 1.24 else
1774     {
1775     free_object (op);
1776     return NULL;
1777 elmex 1.1 }
1778     }
1779    
1780     /*
1781     * add_weight(object, weight) adds the specified weight to an object,
1782     * and also updates how much the environment(s) is/are carrying.
1783     */
1784    
1785 root 1.24 void
1786     add_weight (object *op, signed long weight)
1787     {
1788     while (op != NULL)
1789     {
1790     if (op->type == CONTAINER)
1791 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1792    
1793 root 1.24 op->carrying += weight;
1794     op = op->env;
1795     }
1796 elmex 1.1 }
1797    
1798     /*
1799     * insert_ob_in_ob(op,environment):
1800     * This function inserts the object op in the linked list
1801     * inside the object environment.
1802     *
1803     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1804     * the inventory at the last position or next to other objects of the same
1805     * type.
1806     * Frank: Now sorted by type, archetype and magic!
1807     *
1808     * The function returns now pointer to inserted item, and return value can
1809     * be != op, if items are merged. -Tero
1810     */
1811    
1812 root 1.24 object *
1813     insert_ob_in_ob (object *op, object *where)
1814     {
1815     object *
1816     tmp, *
1817     otmp;
1818    
1819     if (!QUERY_FLAG (op, FLAG_REMOVED))
1820     {
1821     dump_object (op);
1822     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1823     return op;
1824     }
1825 root 1.29
1826 root 1.24 if (where == NULL)
1827     {
1828     dump_object (op);
1829     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1830     return op;
1831     }
1832 root 1.29
1833 root 1.24 if (where->head)
1834     {
1835     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1836     where = where->head;
1837     }
1838 root 1.29
1839 root 1.24 if (op->more)
1840     {
1841     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842     return op;
1843     }
1844 root 1.29
1845 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1846     CLEAR_FLAG (op, FLAG_REMOVED);
1847     if (op->nrof)
1848     {
1849     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1850     if (CAN_MERGE (tmp, op))
1851     {
1852     /* return the original object and remove inserted object
1853     (client needs the original object) */
1854     tmp->nrof += op->nrof;
1855     /* Weight handling gets pretty funky. Since we are adding to
1856     * tmp->nrof, we need to increase the weight.
1857     */
1858     add_weight (where, op->weight * op->nrof);
1859     SET_FLAG (op, FLAG_REMOVED);
1860     free_object (op); /* free the inserted object */
1861     op = tmp;
1862     remove_ob (op); /* and fix old object's links */
1863     CLEAR_FLAG (op, FLAG_REMOVED);
1864     break;
1865     }
1866    
1867     /* I assume combined objects have no inventory
1868     * We add the weight - this object could have just been removed
1869     * (if it was possible to merge). calling remove_ob will subtract
1870     * the weight, so we need to add it in again, since we actually do
1871     * the linking below
1872     */
1873     add_weight (where, op->weight * op->nrof);
1874     }
1875     else
1876     add_weight (where, (op->weight + op->carrying));
1877 elmex 1.1
1878 root 1.24 otmp = is_player_inv (where);
1879     if (otmp && otmp->contr != NULL)
1880     {
1881     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882     fix_player (otmp);
1883     }
1884 elmex 1.1
1885 root 1.24 op->map = NULL;
1886     op->env = where;
1887     op->above = NULL;
1888     op->below = NULL;
1889     op->x = 0, op->y = 0;
1890 elmex 1.1
1891     /* reset the light list and los of the players on the map */
1892 root 1.24 if ((op->glow_radius != 0) && where->map)
1893     {
1894 elmex 1.1 #ifdef DEBUG_LIGHTS
1895 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896     #endif /* DEBUG_LIGHTS */
1897     if (MAP_DARKNESS (where->map))
1898     update_all_los (where->map, where->x, where->y);
1899     }
1900 elmex 1.1
1901     /* Client has no idea of ordering so lets not bother ordering it here.
1902     * It sure simplifies this function...
1903     */
1904 root 1.24 if (where->inv == NULL)
1905     where->inv = op;
1906     else
1907     {
1908 elmex 1.1 op->below = where->inv;
1909     op->below->above = op;
1910     where->inv = op;
1911 root 1.24 }
1912 elmex 1.1 return op;
1913     }
1914    
1915     /*
1916     * Checks if any objects has a move_type that matches objects
1917     * that effect this object on this space. Call apply() to process
1918     * these events.
1919     *
1920     * Any speed-modification due to SLOW_MOVE() of other present objects
1921     * will affect the speed_left of the object.
1922     *
1923     * originator: Player, monster or other object that caused 'op' to be inserted
1924     * into 'map'. May be NULL.
1925     *
1926     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1927     *
1928     * 4-21-95 added code to check if appropriate skill was readied - this will
1929     * permit faster movement by the player through this terrain. -b.t.
1930     *
1931     * MSW 2001-07-08: Check all objects on space, not just those below
1932     * object being inserted. insert_ob_in_map may not put new objects
1933     * on top.
1934     */
1935    
1936 root 1.24 int
1937     check_move_on (object *op, object *originator)
1938 elmex 1.1 {
1939 root 1.29 object *
1940     tmp;
1941     tag_t
1942     tag;
1943     mapstruct *
1944     m = op->map;
1945     int
1946     x = op->x, y = op->y;
1947 root 1.26
1948 root 1.29 MoveType
1949     move_on,
1950     move_slow,
1951     move_block;
1952 root 1.24
1953     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954     return 0;
1955    
1956     tag = op->count;
1957    
1958     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1959     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1960     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961    
1962     /* if nothing on this space will slow op down or be applied,
1963     * no need to do checking below. have to make sure move_type
1964     * is set, as lots of objects don't have it set - we treat that
1965     * as walking.
1966     */
1967     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1968     return 0;
1969 elmex 1.1
1970 root 1.24 /* This is basically inverse logic of that below - basically,
1971     * if the object can avoid the move on or slow move, they do so,
1972     * but can't do it if the alternate movement they are using is
1973     * blocked. Logic on this seems confusing, but does seem correct.
1974     */
1975     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1976     return 0;
1977    
1978     /* The objects have to be checked from top to bottom.
1979     * Hence, we first go to the top:
1980     */
1981    
1982     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1983     {
1984     /* Trim the search when we find the first other spell effect
1985     * this helps performance so that if a space has 50 spell objects,
1986     * we don't need to check all of them.
1987     */
1988     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1989     break;
1990     }
1991 root 1.26
1992     for (; tmp; tmp = tmp->below)
1993 root 1.24 {
1994     if (tmp == op)
1995     continue; /* Can't apply yourself */
1996 elmex 1.1
1997 root 1.24 /* Check to see if one of the movement types should be slowed down.
1998     * Second check makes sure that the movement types not being slowed
1999     * (~slow_move) is not blocked on this space - just because the
2000     * space doesn't slow down swimming (for example), if you can't actually
2001     * swim on that space, can't use it to avoid the penalty.
2002     */
2003     if (!QUERY_FLAG (op, FLAG_WIZPASS))
2004     {
2005     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2006     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2007     {
2008 elmex 1.1
2009 root 1.29 float
2010     diff = tmp->move_slow_penalty * FABS (op->speed);
2011 elmex 1.1
2012 root 1.24 if (op->type == PLAYER)
2013 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2014     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2015     diff /= 4.0;
2016    
2017 root 1.24 op->speed_left -= diff;
2018 root 1.8 }
2019     }
2020 elmex 1.1
2021 root 1.24 /* Basically same logic as above, except now for actual apply. */
2022     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2023     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024     {
2025 root 1.26 move_apply (tmp, op, originator);
2026 root 1.24
2027     if (was_destroyed (op, tag))
2028     return 1;
2029    
2030     /* what the person/creature stepped onto has moved the object
2031     * someplace new. Don't process any further - if we did,
2032     * have a feeling strange problems would result.
2033     */
2034     if (op->map != m || op->x != x || op->y != y)
2035     return 0;
2036 root 1.8 }
2037 elmex 1.1 }
2038 root 1.26
2039 root 1.24 return 0;
2040 elmex 1.1 }
2041    
2042     /*
2043     * present_arch(arch, map, x, y) searches for any objects with
2044     * a matching archetype at the given map and coordinates.
2045     * The first matching object is returned, or NULL if none.
2046     */
2047    
2048 root 1.24 object *
2049     present_arch (const archetype *at, mapstruct *m, int x, int y)
2050     {
2051     object *
2052     tmp;
2053    
2054     if (m == NULL || out_of_map (m, x, y))
2055     {
2056     LOG (llevError, "Present_arch called outside map.\n");
2057     return NULL;
2058     }
2059     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2060     if (tmp->arch == at)
2061 elmex 1.1 return tmp;
2062     return NULL;
2063     }
2064    
2065     /*
2066     * present(type, map, x, y) searches for any objects with
2067     * a matching type variable at the given map and coordinates.
2068     * The first matching object is returned, or NULL if none.
2069     */
2070    
2071 root 1.24 object *
2072     present (unsigned char type, mapstruct *m, int x, int y)
2073     {
2074     object *
2075     tmp;
2076    
2077     if (out_of_map (m, x, y))
2078     {
2079     LOG (llevError, "Present called outside map.\n");
2080     return NULL;
2081     }
2082     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2083     if (tmp->type == type)
2084 elmex 1.1 return tmp;
2085     return NULL;
2086     }
2087    
2088     /*
2089     * present_in_ob(type, object) searches for any objects with
2090     * a matching type variable in the inventory of the given object.
2091     * The first matching object is returned, or NULL if none.
2092     */
2093    
2094 root 1.24 object *
2095     present_in_ob (unsigned char type, const object *op)
2096     {
2097     object *
2098     tmp;
2099    
2100     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101     if (tmp->type == type)
2102 elmex 1.1 return tmp;
2103     return NULL;
2104     }
2105    
2106     /*
2107     * present_in_ob (type, str, object) searches for any objects with
2108     * a matching type & name variable in the inventory of the given object.
2109     * The first matching object is returned, or NULL if none.
2110     * This is mostly used by spell effect code, so that we only
2111     * have one spell effect at a time.
2112     * type can be used to narrow the search - if type is set,
2113     * the type must also match. -1 can be passed for the type,
2114     * in which case the type does not need to pass.
2115     * str is the string to match against. Note that we match against
2116     * the object name, not the archetype name. this is so that the
2117     * spell code can use one object type (force), but change it's name
2118     * to be unique.
2119     */
2120    
2121 root 1.24 object *
2122     present_in_ob_by_name (int type, const char *str, const object *op)
2123     {
2124     object *
2125     tmp;
2126 elmex 1.1
2127 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2128     {
2129     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130     return tmp;
2131 elmex 1.1 }
2132 root 1.24 return NULL;
2133 elmex 1.1 }
2134    
2135     /*
2136     * present_arch_in_ob(archetype, object) searches for any objects with
2137     * a matching archetype in the inventory of the given object.
2138     * The first matching object is returned, or NULL if none.
2139     */
2140    
2141 root 1.24 object *
2142     present_arch_in_ob (const archetype *at, const object *op)
2143     {
2144     object *
2145     tmp;
2146    
2147     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2148     if (tmp->arch == at)
2149 elmex 1.1 return tmp;
2150     return NULL;
2151     }
2152    
2153     /*
2154     * activate recursively a flag on an object inventory
2155     */
2156 root 1.24 void
2157     flag_inv (object *op, int flag)
2158     {
2159     object *
2160     tmp;
2161    
2162     if (op->inv)
2163     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164     {
2165     SET_FLAG (tmp, flag);
2166     flag_inv (tmp, flag);
2167 elmex 1.1 }
2168 root 1.24 } /*
2169     * desactivate recursively a flag on an object inventory
2170     */
2171     void
2172     unflag_inv (object *op, int flag)
2173     {
2174     object *
2175     tmp;
2176    
2177     if (op->inv)
2178     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179     {
2180     CLEAR_FLAG (tmp, flag);
2181     unflag_inv (tmp, flag);
2182 elmex 1.1 }
2183     }
2184    
2185     /*
2186     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187     * all it's inventory (recursively).
2188     * If checksums are used, a player will get set_cheat called for
2189     * him/her-self and all object carried by a call to this function.
2190     */
2191    
2192 root 1.24 void
2193     set_cheat (object *op)
2194     {
2195     SET_FLAG (op, FLAG_WAS_WIZ);
2196     flag_inv (op, FLAG_WAS_WIZ);
2197 elmex 1.1 }
2198    
2199     /*
2200     * find_free_spot(object, map, x, y, start, stop) will search for
2201     * a spot at the given map and coordinates which will be able to contain
2202     * the given object. start and stop specifies how many squares
2203     * to search (see the freearr_x/y[] definition).
2204     * It returns a random choice among the alternatives found.
2205     * start and stop are where to start relative to the free_arr array (1,9
2206     * does all 4 immediate directions). This returns the index into the
2207     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2208     * Note - this only checks to see if there is space for the head of the
2209     * object - if it is a multispace object, this should be called for all
2210     * pieces.
2211     * Note2: This function does correctly handle tiled maps, but does not
2212     * inform the caller. However, insert_ob_in_map will update as
2213     * necessary, so the caller shouldn't need to do any special work.
2214     * Note - updated to take an object instead of archetype - this is necessary
2215     * because arch_blocked (now ob_blocked) needs to know the movement type
2216     * to know if the space in question will block the object. We can't use
2217     * the archetype because that isn't correct if the monster has been
2218     * customized, changed states, etc.
2219     */
2220    
2221 root 1.24 int
2222     find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2223     {
2224     int
2225     i,
2226     index = 0, flag;
2227     static int
2228     altern[SIZEOFFREE];
2229    
2230     for (i = start; i < stop; i++)
2231     {
2232     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2233     if (!flag)
2234     altern[index++] = i;
2235    
2236     /* Basically, if we find a wall on a space, we cut down the search size.
2237     * In this way, we won't return spaces that are on another side of a wall.
2238     * This mostly work, but it cuts down the search size in all directions -
2239     * if the space being examined only has a wall to the north and empty
2240     * spaces in all the other directions, this will reduce the search space
2241     * to only the spaces immediately surrounding the target area, and
2242     * won't look 2 spaces south of the target space.
2243     */
2244     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2245     stop = maxfree[i];
2246 elmex 1.1 }
2247 root 1.24 if (!index)
2248     return -1;
2249     return altern[RANDOM () % index];
2250 elmex 1.1 }
2251    
2252     /*
2253     * find_first_free_spot(archetype, mapstruct, x, y) works like
2254     * find_free_spot(), but it will search max number of squares.
2255     * But it will return the first available spot, not a random choice.
2256     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257     */
2258    
2259 root 1.24 int
2260     find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2261     {
2262     int
2263     i;
2264    
2265     for (i = 0; i < SIZEOFFREE; i++)
2266     {
2267     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2268     return i;
2269 elmex 1.1 }
2270 root 1.24 return -1;
2271 elmex 1.1 }
2272    
2273     /*
2274     * The function permute(arr, begin, end) randomly reorders the array
2275     * arr[begin..end-1].
2276     */
2277 root 1.24 static void
2278     permute (int *arr, int begin, int end)
2279 elmex 1.1 {
2280 root 1.24 int
2281     i,
2282     j,
2283     tmp,
2284     len;
2285 elmex 1.1
2286 root 1.24 len = end - begin;
2287     for (i = begin; i < end; i++)
2288 elmex 1.1 {
2289 root 1.24 j = begin + RANDOM () % len;
2290 elmex 1.1
2291 root 1.24 tmp = arr[i];
2292     arr[i] = arr[j];
2293     arr[j] = tmp;
2294 elmex 1.1 }
2295     }
2296    
2297     /* new function to make monster searching more efficient, and effective!
2298     * This basically returns a randomized array (in the passed pointer) of
2299     * the spaces to find monsters. In this way, it won't always look for
2300     * monsters to the north first. However, the size of the array passed
2301     * covers all the spaces, so within that size, all the spaces within
2302     * the 3x3 area will be searched, just not in a predictable order.
2303     */
2304 root 1.24 void
2305     get_search_arr (int *search_arr)
2306 elmex 1.1 {
2307 root 1.24 int
2308     i;
2309 elmex 1.1
2310 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2311 elmex 1.1 {
2312 root 1.24 search_arr[i] = i;
2313 elmex 1.1 }
2314    
2315 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318 elmex 1.1 }
2319    
2320     /*
2321     * find_dir(map, x, y, exclude) will search some close squares in the
2322     * given map at the given coordinates for live objects.
2323     * It will not considered the object given as exclude among possible
2324     * live objects.
2325     * It returns the direction toward the first/closest live object if finds
2326     * any, otherwise 0.
2327     * Perhaps incorrectly, but I'm making the assumption that exclude
2328     * is actually want is going to try and move there. We need this info
2329     * because we have to know what movement the thing looking to move
2330     * there is capable of.
2331     */
2332    
2333 root 1.24 int
2334     find_dir (mapstruct *m, int x, int y, object *exclude)
2335     {
2336     int
2337     i,
2338     max = SIZEOFFREE, mflags;
2339 root 1.29
2340     sint16 nx, ny;
2341 root 1.24 object *
2342     tmp;
2343     mapstruct *
2344     mp;
2345 root 1.29
2346     MoveType blocked, move_type;
2347 root 1.24
2348     if (exclude && exclude->head)
2349     {
2350     exclude = exclude->head;
2351     move_type = exclude->move_type;
2352     }
2353     else
2354     {
2355     /* If we don't have anything, presume it can use all movement types. */
2356     move_type = MOVE_ALL;
2357     }
2358    
2359     for (i = 1; i < max; i++)
2360     {
2361     mp = m;
2362     nx = x + freearr_x[i];
2363     ny = y + freearr_y[i];
2364    
2365     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2366     if (mflags & P_OUT_OF_MAP)
2367     {
2368     max = maxfree[i];
2369     }
2370     else
2371     {
2372     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2373    
2374     if ((move_type & blocked) == move_type)
2375     {
2376     max = maxfree[i];
2377     }
2378     else if (mflags & P_IS_ALIVE)
2379     {
2380     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2381     {
2382     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383     {
2384     break;
2385 root 1.8 }
2386     }
2387 root 1.24 if (tmp)
2388     {
2389     return freedir[i];
2390 root 1.8 }
2391     }
2392     }
2393 elmex 1.1 }
2394 root 1.24 return 0;
2395 elmex 1.1 }
2396    
2397     /*
2398     * distance(object 1, object 2) will return the square of the
2399     * distance between the two given objects.
2400     */
2401    
2402 root 1.24 int
2403     distance (const object *ob1, const object *ob2)
2404     {
2405     int
2406     i;
2407    
2408     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 elmex 1.1 return i;
2410     }
2411    
2412     /*
2413     * find_dir_2(delta-x,delta-y) will return a direction in which
2414     * an object which has subtracted the x and y coordinates of another
2415     * object, needs to travel toward it.
2416     */
2417    
2418 root 1.24 int
2419     find_dir_2 (int x, int y)
2420     {
2421     int
2422     q;
2423 elmex 1.1
2424 root 1.24 if (y)
2425     q = x * 100 / y;
2426 elmex 1.1 else if (x)
2427 root 1.24 q = -300 * x;
2428 elmex 1.1 else
2429     return 0;
2430    
2431 root 1.24 if (y > 0)
2432     {
2433     if (q < -242)
2434     return 3;
2435     if (q < -41)
2436     return 2;
2437     if (q < 41)
2438     return 1;
2439     if (q < 242)
2440     return 8;
2441     return 7;
2442     }
2443 elmex 1.1
2444     if (q < -242)
2445 root 1.24 return 7;
2446 elmex 1.1 if (q < -41)
2447 root 1.24 return 6;
2448 elmex 1.1 if (q < 41)
2449 root 1.24 return 5;
2450 elmex 1.1 if (q < 242)
2451 root 1.24 return 4;
2452 elmex 1.1
2453 root 1.24 return 3;
2454 elmex 1.1 }
2455    
2456     /*
2457     * absdir(int): Returns a number between 1 and 8, which represent
2458     * the "absolute" direction of a number (it actually takes care of
2459     * "overflow" in previous calculations of a direction).
2460     */
2461    
2462 root 1.24 int
2463     absdir (int d)
2464     {
2465     while (d < 1)
2466     d += 8;
2467     while (d > 8)
2468     d -= 8;
2469 elmex 1.1 return d;
2470     }
2471    
2472     /*
2473     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2474     * between two directions (which are expected to be absolute (see absdir())
2475     */
2476    
2477 root 1.24 int
2478     dirdiff (int dir1, int dir2)
2479     {
2480     int
2481     d;
2482    
2483     d = abs (dir1 - dir2);
2484     if (d > 4)
2485 elmex 1.1 d = 8 - d;
2486     return d;
2487     }
2488    
2489     /* peterm:
2490     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2491     * Basically, this is a table of directions, and what directions
2492     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2493     * This basically means that if direction is 15, then it could either go
2494     * direction 4, 14, or 16 to get back to where we are.
2495     * Moved from spell_util.c to object.c with the other related direction
2496     * functions.
2497     */
2498    
2499 root 1.24 int
2500     reduction_dir[SIZEOFFREE][3] = {
2501     {0, 0, 0}, /* 0 */
2502     {0, 0, 0}, /* 1 */
2503     {0, 0, 0}, /* 2 */
2504     {0, 0, 0}, /* 3 */
2505     {0, 0, 0}, /* 4 */
2506     {0, 0, 0}, /* 5 */
2507     {0, 0, 0}, /* 6 */
2508     {0, 0, 0}, /* 7 */
2509     {0, 0, 0}, /* 8 */
2510     {8, 1, 2}, /* 9 */
2511     {1, 2, -1}, /* 10 */
2512     {2, 10, 12}, /* 11 */
2513     {2, 3, -1}, /* 12 */
2514     {2, 3, 4}, /* 13 */
2515     {3, 4, -1}, /* 14 */
2516     {4, 14, 16}, /* 15 */
2517     {5, 4, -1}, /* 16 */
2518     {4, 5, 6}, /* 17 */
2519     {6, 5, -1}, /* 18 */
2520     {6, 20, 18}, /* 19 */
2521     {7, 6, -1}, /* 20 */
2522     {6, 7, 8}, /* 21 */
2523     {7, 8, -1}, /* 22 */
2524     {8, 22, 24}, /* 23 */
2525     {8, 1, -1}, /* 24 */
2526     {24, 9, 10}, /* 25 */
2527     {9, 10, -1}, /* 26 */
2528     {10, 11, -1}, /* 27 */
2529     {27, 11, 29}, /* 28 */
2530     {11, 12, -1}, /* 29 */
2531     {12, 13, -1}, /* 30 */
2532     {12, 13, 14}, /* 31 */
2533     {13, 14, -1}, /* 32 */
2534     {14, 15, -1}, /* 33 */
2535     {33, 15, 35}, /* 34 */
2536     {16, 15, -1}, /* 35 */
2537     {17, 16, -1}, /* 36 */
2538     {18, 17, 16}, /* 37 */
2539     {18, 17, -1}, /* 38 */
2540     {18, 19, -1}, /* 39 */
2541     {41, 19, 39}, /* 40 */
2542     {19, 20, -1}, /* 41 */
2543     {20, 21, -1}, /* 42 */
2544     {20, 21, 22}, /* 43 */
2545     {21, 22, -1}, /* 44 */
2546     {23, 22, -1}, /* 45 */
2547     {45, 47, 23}, /* 46 */
2548     {23, 24, -1}, /* 47 */
2549     {24, 9, -1}
2550     }; /* 48 */
2551 elmex 1.1
2552     /* Recursive routine to step back and see if we can
2553     * find a path to that monster that we found. If not,
2554     * we don't bother going toward it. Returns 1 if we
2555     * can see a direct way to get it
2556     * Modified to be map tile aware -.MSW
2557     */
2558    
2559 root 1.24
2560     int
2561     can_see_monsterP (mapstruct *m, int x, int y, int dir)
2562     {
2563 root 1.29 sint16 dx, dy;
2564 root 1.24 int
2565     mflags;
2566    
2567     if (dir < 0)
2568     return 0; /* exit condition: invalid direction */
2569    
2570     dx = x + freearr_x[dir];
2571     dy = y + freearr_y[dir];
2572    
2573     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2574    
2575     /* This functional arguably was incorrect before - it was
2576     * checking for P_WALL - that was basically seeing if
2577     * we could move to the monster - this is being more
2578     * literal on if we can see it. To know if we can actually
2579     * move to the monster, we'd need the monster passed in or
2580     * at least its move type.
2581     */
2582     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2583     return 0;
2584    
2585     /* yes, can see. */
2586     if (dir < 9)
2587     return 1;
2588     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2589     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590     }
2591    
2592    
2593    
2594 elmex 1.1 /*
2595     * can_pick(picker, item): finds out if an object is possible to be
2596     * picked up by the picker. Returnes 1 if it can be
2597     * picked up, otherwise 0.
2598     *
2599     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2600     * core dumps if they do.
2601     *
2602     * Add a check so we can't pick up invisible objects (0.93.8)
2603     */
2604    
2605 root 1.24 int
2606     can_pick (const object *who, const object *item)
2607     {
2608     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2610     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2611 elmex 1.1 }
2612    
2613    
2614     /*
2615     * create clone from object to another
2616     */
2617 root 1.24 object *
2618     object_create_clone (object *asrc)
2619     {
2620     object *
2621     dst = NULL, *tmp, *src, *part, *prev, *item;
2622 elmex 1.1
2623 root 1.24 if (!asrc)
2624     return NULL;
2625     src = asrc;
2626     if (src->head)
2627     src = src->head;
2628    
2629     prev = NULL;
2630     for (part = src; part; part = part->more)
2631     {
2632     tmp = get_object ();
2633     copy_object (part, tmp);
2634     tmp->x -= src->x;
2635     tmp->y -= src->y;
2636     if (!part->head)
2637     {
2638     dst = tmp;
2639     tmp->head = NULL;
2640     }
2641     else
2642     {
2643     tmp->head = dst;
2644     }
2645     tmp->more = NULL;
2646     if (prev)
2647     prev->more = tmp;
2648     prev = tmp;
2649 elmex 1.1 }
2650 root 1.24
2651 elmex 1.1 /*** copy inventory ***/
2652 root 1.24 for (item = src->inv; item; item = item->below)
2653     {
2654     (void) insert_ob_in_ob (object_create_clone (item), dst);
2655 elmex 1.1 }
2656    
2657 root 1.24 return dst;
2658 elmex 1.1 }
2659    
2660     /* return true if the object was destroyed, 0 otherwise */
2661 root 1.24 int
2662     was_destroyed (const object *op, tag_t old_tag)
2663 elmex 1.1 {
2664 root 1.24 /* checking for FLAG_FREED isn't necessary, but makes this function more
2665     * robust */
2666     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2667 elmex 1.1 }
2668    
2669     /* GROS - Creates an object using a string representing its content. */
2670 root 1.24
2671 elmex 1.1 /* Basically, we save the content of the string to a temp file, then call */
2672 root 1.24
2673 elmex 1.1 /* load_object on it. I admit it is a highly inefficient way to make things, */
2674 root 1.24
2675 elmex 1.1 /* but it was simple to make and allows reusing the load_object function. */
2676 root 1.24
2677 elmex 1.1 /* Remember not to use load_object_str in a time-critical situation. */
2678 root 1.24
2679 elmex 1.1 /* Also remember that multiparts objects are not supported for now. */
2680    
2681 root 1.24 object *
2682     load_object_str (const char *obstr)
2683 elmex 1.1 {
2684 root 1.24 object *
2685     op;
2686     char
2687     filename[MAX_BUF];
2688 root 1.9
2689 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690    
2691     FILE *
2692     tempfile = fopen (filename, "w");
2693    
2694     if (tempfile == NULL)
2695 elmex 1.1 {
2696 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2697     return NULL;
2698 root 1.41 }
2699    
2700 root 1.24 fprintf (tempfile, obstr);
2701     fclose (tempfile);
2702 elmex 1.1
2703 root 1.24 op = get_object ();
2704 elmex 1.1
2705 root 1.29 object_thawer thawer (filename);
2706 root 1.13
2707 root 1.24 if (thawer)
2708     load_object (thawer, op, 0);
2709 root 1.13
2710 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2711     CLEAR_FLAG (op, FLAG_REMOVED);
2712 root 1.9
2713 root 1.24 return op;
2714 elmex 1.1 }
2715    
2716     /* This returns the first object in who's inventory that
2717     * has the same type and subtype match.
2718     * returns NULL if no match.
2719     */
2720 root 1.24 object *
2721     find_obj_by_type_subtype (const object *who, int type, int subtype)
2722 elmex 1.1 {
2723 root 1.24 object *
2724     tmp;
2725 elmex 1.1
2726 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2727     if (tmp->type == type && tmp->subtype == subtype)
2728     return tmp;
2729 elmex 1.1
2730 root 1.24 return NULL;
2731 elmex 1.1 }
2732    
2733     /* If ob has a field named key, return the link from the list,
2734     * otherwise return NULL.
2735     *
2736     * key must be a passed in shared string - otherwise, this won't
2737     * do the desired thing.
2738     */
2739 root 1.24 key_value *
2740     get_ob_key_link (const object *ob, const char *key)
2741     {
2742     key_value *
2743     link;
2744    
2745     for (link = ob->key_values; link != NULL; link = link->next)
2746     {
2747     if (link->key == key)
2748     {
2749     return link;
2750 elmex 1.1 }
2751     }
2752 root 1.24
2753     return NULL;
2754     }
2755 elmex 1.1
2756     /*
2757     * Returns the value of op has an extra_field for key, or NULL.
2758     *
2759     * The argument doesn't need to be a shared string.
2760     *
2761     * The returned string is shared.
2762     */
2763 root 1.24 const char *
2764     get_ob_key_value (const object *op, const char *const key)
2765     {
2766 root 1.35 key_value *link;
2767     shstr_cmp canonical_key (key);
2768 root 1.24
2769 root 1.35 if (!canonical_key)
2770 root 1.24 {
2771     /* 1. There being a field named key on any object
2772     * implies there'd be a shared string to find.
2773     * 2. Since there isn't, no object has this field.
2774     * 3. Therefore, *this* object doesn't have this field.
2775     */
2776 root 1.35 return 0;
2777 elmex 1.1 }
2778    
2779 root 1.24 /* This is copied from get_ob_key_link() above -
2780     * only 4 lines, and saves the function call overhead.
2781     */
2782 root 1.35 for (link = op->key_values; link; link = link->next)
2783     if (link->key == canonical_key)
2784     return link->value;
2785    
2786     return 0;
2787 elmex 1.1 }
2788    
2789    
2790     /*
2791     * Updates the canonical_key in op to value.
2792     *
2793     * canonical_key is a shared string (value doesn't have to be).
2794     *
2795     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2796     * keys.
2797     *
2798     * Returns TRUE on success.
2799     */
2800 root 1.24 int
2801     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802     {
2803     key_value *
2804     field = NULL, *last = NULL;
2805    
2806     for (field = op->key_values; field != NULL; field = field->next)
2807     {
2808     if (field->key != canonical_key)
2809     {
2810     last = field;
2811     continue;
2812     }
2813    
2814     if (value)
2815     field->value = value;
2816     else
2817     {
2818     /* Basically, if the archetype has this key set,
2819     * we need to store the null value so when we save
2820     * it, we save the empty value so that when we load,
2821     * we get this value back again.
2822     */
2823     if (get_ob_key_link (&op->arch->clone, canonical_key))
2824     field->value = 0;
2825     else
2826     {
2827     if (last)
2828     last->next = field->next;
2829     else
2830     op->key_values = field->next;
2831    
2832 root 1.29 delete field;
2833 root 1.24 }
2834     }
2835     return TRUE;
2836     }
2837     /* IF we get here, key doesn't exist */
2838    
2839     /* No field, we'll have to add it. */
2840    
2841     if (!add_key)
2842     {
2843     return FALSE;
2844     }
2845     /* There isn't any good reason to store a null
2846     * value in the key/value list. If the archetype has
2847     * this key, then we should also have it, so shouldn't
2848     * be here. If user wants to store empty strings,
2849     * should pass in ""
2850     */
2851     if (value == NULL)
2852 elmex 1.1 return TRUE;
2853 root 1.24
2854     field = new key_value;
2855    
2856     field->key = canonical_key;
2857     field->value = value;
2858     /* Usual prepend-addition. */
2859     field->next = op->key_values;
2860     op->key_values = field;
2861    
2862     return TRUE;
2863 elmex 1.1 }
2864    
2865     /*
2866     * Updates the key in op to value.
2867     *
2868     * If add_key is FALSE, this will only update existing keys,
2869     * and not add new ones.
2870     * In general, should be little reason FALSE is ever passed in for add_key
2871     *
2872     * Returns TRUE on success.
2873     */
2874 root 1.24 int
2875     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2876 root 1.11 {
2877 root 1.29 shstr key_ (key);
2878 root 1.24
2879 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2880 elmex 1.1 }
2881 root 1.31
2882 root 1.34 object::depth_iterator::depth_iterator (object *container)
2883     : iterator_base (container)
2884     {
2885     while (item->inv)
2886     item = item->inv;
2887     }
2888    
2889 root 1.31 void
2890 root 1.34 object::depth_iterator::next ()
2891 root 1.31 {
2892 root 1.34 if (item->below)
2893     {
2894     item = item->below;
2895    
2896     while (item->inv)
2897     item = item->inv;
2898     }
2899 root 1.31 else
2900 root 1.34 item = item->env;
2901 root 1.31 }
2902 root 1.34
2903 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2904     const char *
2905     object::debug_desc (char *info) const
2906     {
2907     char info2[256 * 3];
2908     char *p = info;
2909    
2910     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2911     count,
2912     &name,
2913     title ? " " : "",
2914     title ? (const char *)title : "");
2915    
2916     if (env)
2917     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918    
2919     if (map)
2920     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2921    
2922     return info;
2923     }
2924    
2925     const char *
2926     object::debug_desc () const
2927     {
2928     static char info[256 * 3];
2929     return debug_desc (info);
2930     }
2931