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Revision: 1.47
Committed: Thu Sep 14 22:33:59 2006 UTC (17 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.46: +1 -2 lines
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# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.47 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25     sub/add_weight will transcend the environment updating the carrying
26     variable. */
27     #include <global.h>
28 root 1.28 #include <stdio.h>
29     #include <sys/types.h>
30     #include <sys/uio.h>
31 elmex 1.1 #include <object.h>
32     #include <funcpoint.h>
33     #include <loader.h>
34 root 1.28
35 elmex 1.1 int nrofallocobjects = 0;
36 root 1.39 static UUID uuid;
37     const uint64 UUID_SKIP = 1<<19;
38 elmex 1.1
39 root 1.24 object *active_objects; /* List of active objects that need to be processed */
40 elmex 1.1
41 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,
42     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43     };
44     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,
45     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46     };
47     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,
48     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
49     };
50     int freedir[SIZEOFFREE] = {
51     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,
52     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53     };
54 elmex 1.1
55 root 1.39 static void
56     write_uuid (void)
57     {
58     char filename1[MAX_BUF], filename2[MAX_BUF];
59    
60     sprintf (filename1, "%s/uuid", settings.localdir);
61     sprintf (filename2, "%s/uuid~", settings.localdir);
62    
63     FILE *fp;
64    
65     if (!(fp = fopen (filename2, "w")))
66     {
67     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68     return;
69     }
70    
71     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72     fclose (fp);
73     rename (filename2, filename1);
74     }
75    
76     static void
77     read_uuid (void)
78     {
79     char filename[MAX_BUF];
80    
81     sprintf (filename, "%s/uuid", settings.localdir);
82    
83     FILE *fp;
84    
85     if (!(fp = fopen (filename, "r")))
86     {
87     if (errno == ENOENT)
88     {
89     LOG (llevInfo, "RESET uid to 1\n");
90     uuid.seq = 0;
91     write_uuid ();
92     return;
93     }
94    
95     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96     _exit (1);
97     }
98    
99     int version;
100     unsigned long long uid;
101     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102     {
103     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104     _exit (1);
105     }
106    
107     uuid.seq = uid;
108     write_uuid ();
109     LOG (llevDebug, "read UID: %lld\n", uid);
110     fclose (fp);
111     }
112    
113     UUID
114     gen_uuid ()
115     {
116     UUID uid;
117    
118     uid.seq = ++uuid.seq;
119    
120     if (!(uuid.seq & (UUID_SKIP - 1)))
121     write_uuid ();
122    
123     return uid;
124     }
125    
126     void
127     init_uuid ()
128     {
129     read_uuid ();
130     }
131    
132 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133 root 1.24 static int
134     compare_ob_value_lists_one (const object *wants, const object *has)
135     {
136     key_value *wants_field;
137    
138     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
139     * objects with lists are rare, and lists stay short. If not, use a
140     * different structure or at least keep the lists sorted...
141     */
142    
143     /* For each field in wants, */
144     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145     {
146     key_value *has_field;
147    
148     /* Look for a field in has with the same key. */
149     has_field = get_ob_key_link (has, wants_field->key);
150    
151     if (has_field == NULL)
152     {
153     /* No field with that name. */
154     return FALSE;
155     }
156    
157     /* Found the matching field. */
158     if (has_field->value != wants_field->value)
159     {
160     /* Values don't match, so this half of the comparison is false. */
161     return FALSE;
162     }
163    
164     /* If we get here, we found a match. Now for the next field in wants. */
165 elmex 1.1 }
166 root 1.24
167     /* If we get here, every field in wants has a matching field in has. */
168     return TRUE;
169 elmex 1.1 }
170    
171     /* Returns TRUE if ob1 has the same key_values as ob2. */
172 root 1.24 static int
173     compare_ob_value_lists (const object *ob1, const object *ob2)
174     {
175     /* However, there may be fields in has which aren't partnered in wants,
176     * so we need to run the comparison *twice*. :(
177     */
178     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
179 elmex 1.1 }
180    
181     /* Function examines the 2 objects given to it, and returns true if
182     * they can be merged together.
183     *
184     * Note that this function appears a lot longer than the macro it
185     * replaces - this is mostly for clarity - a decent compiler should hopefully
186     * reduce this to the same efficiency.
187     *
188     * Check nrof variable *before* calling CAN_MERGE()
189     *
190     * Improvements made with merge: Better checking on potion, and also
191     * check weight
192     */
193    
194 root 1.24 bool object::can_merge (object *ob1, object *ob2)
195 root 1.16 {
196     /* A couple quicksanity checks */
197     if ((ob1 == ob2) || (ob1->type != ob2->type))
198     return 0;
199    
200     if (ob1->speed != ob2->speed)
201     return 0;
202    
203     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204     * value could not be stored in a sint32 (which unfortunately sometimes is
205     * used to store nrof).
206     */
207     if (ob1->nrof + ob2->nrof >= 1UL << 31)
208     return 0;
209    
210     /* If the objects have been identified, set the BEEN_APPLIED flag.
211     * This is to the comparison of the flags below will be OK. We
212     * just can't ignore the been applied or identified flags, as they
213     * are not equal - just if it has been identified, the been_applied
214     * flags lose any meaning.
215     */
216     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218    
219     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 elmex 1.1
222    
223 root 1.16 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224     * being locked in inventory should prevent merging.
225     * 0x4 in flags3 is CLIENT_SENT
226     */
227     if ((ob1->arch != ob2->arch) ||
228     (ob1->flags[0] != ob2->flags[0]) ||
229     (ob1->flags[1] != ob2->flags[1]) ||
230     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232     (ob1->name != ob2->name) ||
233     (ob1->title != ob2->title) ||
234     (ob1->msg != ob2->msg) ||
235     (ob1->weight != ob2->weight) ||
236     (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237     (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238     (ob1->attacktype != ob2->attacktype) ||
239     (ob1->magic != ob2->magic) ||
240     (ob1->slaying != ob2->slaying) ||
241     (ob1->skill != ob2->skill) ||
242     (ob1->value != ob2->value) ||
243     (ob1->animation_id != ob2->animation_id) ||
244     (ob1->client_type != ob2->client_type) ||
245     (ob1->materialname != ob2->materialname) ||
246     (ob1->lore != ob2->lore) ||
247     (ob1->subtype != ob2->subtype) ||
248     (ob1->move_type != ob2->move_type) ||
249     (ob1->move_block != ob2->move_block) ||
250     (ob1->move_allow != ob2->move_allow) ||
251     (ob1->move_on != ob2->move_on) ||
252 root 1.24 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 root 1.16 return 0;
254    
255     /* This is really a spellbook check - really, we should
256     * check all objects in the inventory.
257     */
258     if (ob1->inv || ob2->inv)
259     {
260     /* if one object has inventory but the other doesn't, not equiv */
261     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 root 1.24 return 0;
263 root 1.16
264     /* Now check to see if the two inventory objects could merge */
265     if (!CAN_MERGE (ob1->inv, ob2->inv))
266 root 1.24 return 0;
267 root 1.16
268     /* inventory ok - still need to check rest of this object to see
269     * if it is valid.
270     */
271     }
272 elmex 1.1
273 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
274     * it is possible for most any character to have more than one of
275     * some items equipped, and we don't want those to merge.
276     */
277     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278     return 0;
279 elmex 1.1
280 root 1.16 /* Note sure why the following is the case - either the object has to
281     * be animated or have a very low speed. Is this an attempted monster
282     * check?
283     */
284 root 1.24 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 root 1.16 return 0;
286 elmex 1.1
287 root 1.16 switch (ob1->type)
288     {
289 root 1.29 case SCROLL:
290     if (ob1->level != ob2->level)
291     return 0;
292     break;
293 root 1.16 }
294 elmex 1.1
295 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
296     {
297     /* At least one of these has key_values. */
298     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 root 1.24 /* One has fields, but the other one doesn't. */
300     return 0;
301 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
302 root 1.24 return 0;
303 elmex 1.1 }
304 root 1.16
305     //TODO: generate an event or call into perl for additional checks
306     if (ob1->self || ob2->self)
307     {
308     ob1->optimise ();
309     ob2->optimise ();
310    
311     if (ob1->self || ob2->self)
312 root 1.24 return 0;
313 elmex 1.1 }
314    
315 root 1.16 /* Everything passes, must be OK. */
316     return 1;
317 elmex 1.1 }
318 root 1.24
319 elmex 1.1 /*
320     * sum_weight() is a recursive function which calculates the weight
321     * an object is carrying. It goes through in figures out how much
322     * containers are carrying, and sums it up.
323     */
324 root 1.28 long
325 root 1.24 sum_weight (object *op)
326     {
327 root 1.28 long sum;
328 elmex 1.1 object *inv;
329 root 1.24
330     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331     {
332     if (inv->inv)
333     sum_weight (inv);
334     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335     }
336 root 1.37
337 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
338 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
339 root 1.37
340 root 1.24 if (op->carrying != sum)
341 elmex 1.1 op->carrying = sum;
342 root 1.37
343 elmex 1.1 return sum;
344     }
345    
346     /**
347     * Return the outermost environment object for a given object.
348     */
349    
350 root 1.24 object *
351     object_get_env_recursive (object *op)
352     {
353     while (op->env != NULL)
354     op = op->env;
355     return op;
356 elmex 1.1 }
357    
358     /*
359     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360     * a better check. We basically keeping traversing up until we can't
361     * or find a player.
362     */
363    
364 root 1.24 object *
365     is_player_inv (object *op)
366     {
367     for (; op != NULL && op->type != PLAYER; op = op->env)
368     if (op->env == op)
369     op->env = NULL;
370     return op;
371 elmex 1.1 }
372    
373     /*
374     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 root 1.11 * Some error messages.
376 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
377     */
378    
379 root 1.24 void
380     dump_object2 (object *op)
381     {
382     errmsg[0] = 0;
383     return;
384 root 1.10 //TODO//D#d#
385     #if 0
386 elmex 1.1 char *cp;
387 root 1.24
388 elmex 1.1 /* object *tmp;*/
389    
390 root 1.24 if (op->arch != NULL)
391     {
392     strcat (errmsg, "arch ");
393     strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394     strcat (errmsg, "\n");
395     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396     strcat (errmsg, cp);
397     # if 0
398 elmex 1.1 /* Don't dump player diffs - they are too long, mostly meaningless, and
399     * will overflow the buffer.
400     * Changed so that we don't dump inventory either. This may
401     * also overflow the buffer.
402     */
403 root 1.24 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404     strcat (errmsg, cp);
405     for (tmp = op->inv; tmp; tmp = tmp->below)
406     dump_object2 (tmp);
407     # endif
408     strcat (errmsg, "end\n");
409     }
410     else
411     {
412     strcat (errmsg, "Object ");
413     if (op->name == NULL)
414     strcat (errmsg, "(null)");
415     else
416     strcat (errmsg, op->name);
417     strcat (errmsg, "\n");
418     # if 0
419     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420     strcat (errmsg, cp);
421     for (tmp = op->inv; tmp; tmp = tmp->below)
422     dump_object2 (tmp);
423     # endif
424     strcat (errmsg, "end\n");
425     }
426 root 1.10 #endif
427 elmex 1.1 }
428    
429     /*
430     * Dumps an object. Returns output in the static global errmsg array.
431     */
432    
433 root 1.24 void
434     dump_object (object *op)
435     {
436     if (op == NULL)
437     {
438     strcpy (errmsg, "[NULL pointer]");
439     return;
440     }
441     errmsg[0] = '\0';
442     dump_object2 (op);
443 elmex 1.1 }
444    
445 root 1.24 void
446     dump_all_objects (void)
447     {
448 elmex 1.1 object *op;
449 root 1.24
450 root 1.45 for (op = object::first; op != NULL; op = op->next)
451 root 1.24 {
452     dump_object (op);
453     fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
454     }
455 elmex 1.1 }
456    
457     /*
458     * get_nearest_part(multi-object, object 2) returns the part of the
459     * multi-object 1 which is closest to the second object.
460     * If it's not a multi-object, it is returned.
461     */
462    
463 root 1.24 object *
464     get_nearest_part (object *op, const object *pl)
465     {
466     object *tmp, *closest;
467     int last_dist, i;
468    
469     if (op->more == NULL)
470 elmex 1.1 return op;
471 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
472     if ((i = distance (tmp, pl)) < last_dist)
473     closest = tmp, last_dist = i;
474 elmex 1.1 return closest;
475     }
476    
477     /*
478     * Returns the object which has the count-variable equal to the argument.
479     */
480    
481 root 1.24 object *
482     find_object (tag_t i)
483     {
484 elmex 1.1 object *op;
485 root 1.24
486 root 1.45 for (op = object::first; op != NULL; op = op->next)
487 root 1.24 if (op->count == i)
488 elmex 1.1 break;
489 root 1.24 return op;
490 elmex 1.1 }
491    
492     /*
493     * Returns the first object which has a name equal to the argument.
494     * Used only by the patch command, but not all that useful.
495     * Enables features like "patch <name-of-other-player> food 999"
496     */
497    
498 root 1.24 object *
499     find_object_name (const char *str)
500     {
501 root 1.35 shstr_cmp str_ (str);
502 elmex 1.1 object *op;
503 root 1.24
504 root 1.45 for (op = object::first; op != NULL; op = op->next)
505 root 1.35 if (op->name == str_)
506 elmex 1.1 break;
507 root 1.11
508 elmex 1.1 return op;
509     }
510    
511 root 1.24 void
512     free_all_object_data ()
513 root 1.14 {
514     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
515 elmex 1.1 }
516    
517     /*
518     * Sets the owner and sets the skill and exp pointers to owner's current
519     * skill and experience objects.
520     */
521 root 1.24 void
522 root 1.30 object::set_owner (object *owner)
523 elmex 1.1 {
524 root 1.30 if (!owner)
525 root 1.24 return;
526    
527     /* next line added to allow objects which own objects */
528     /* Add a check for ownercounts in here, as I got into an endless loop
529     * with the fireball owning a poison cloud which then owned the
530     * fireball. I believe that was caused by one of the objects getting
531     * freed and then another object replacing it. Since the ownercounts
532     * didn't match, this check is valid and I believe that cause is valid.
533     */
534 root 1.30 while (owner->owner)
535 root 1.24 owner = owner->owner;
536 elmex 1.1
537 root 1.30 this->owner = owner;
538 elmex 1.1 }
539    
540     /* Zero the key_values on op, decrementing the shared-string
541     * refcounts and freeing the links.
542     */
543 root 1.24 static void
544     free_key_values (object *op)
545 root 1.11 {
546 root 1.24 for (key_value *i = op->key_values; i != 0;)
547 root 1.11 {
548     key_value *next = i->next;
549     delete i;
550 root 1.24
551 root 1.11 i = next;
552 elmex 1.1 }
553 root 1.24
554 root 1.11 op->key_values = 0;
555 elmex 1.1 }
556    
557 root 1.14 void object::clear ()
558     {
559     attachable_base::clear ();
560    
561     free_key_values (this);
562    
563 root 1.30 owner = 0;
564 root 1.24 name = 0;
565     name_pl = 0;
566     title = 0;
567     race = 0;
568     slaying = 0;
569     skill = 0;
570     msg = 0;
571     lore = 0;
572     custom_name = 0;
573 root 1.14 materialname = 0;
574 root 1.30 contr = 0;
575     below = 0;
576     above = 0;
577     inv = 0;
578     container = 0;
579     env = 0;
580     more = 0;
581     head = 0;
582     map = 0;
583     active_next = 0;
584     active_prev = 0;
585 root 1.14
586 root 1.30 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
587 root 1.14
588     SET_FLAG (this, FLAG_REMOVED);
589 root 1.30
590     /* What is not cleared is next, prev, and count */
591    
592     expmul = 1.0;
593     face = blank_face;
594    
595     if (settings.casting_time)
596     casting_time = -1;
597 root 1.14 }
598    
599     void object::clone (object *destination)
600     {
601 root 1.30 *(object_copy *)destination = *this;
602     *(object_pod *)destination = *this;
603 root 1.14
604     if (self || cb)
605     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
606     }
607    
608 elmex 1.1 /*
609     * copy object first frees everything allocated by the second object,
610     * and then copies the contends of the first object into the second
611     * object, allocating what needs to be allocated. Basically, any
612     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
613     * if the first object is freed, the pointers in the new object
614     * will point at garbage.
615     */
616 root 1.24 void
617     copy_object (object *op2, object *op)
618 root 1.11 {
619 root 1.24 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
620 root 1.14 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
621 root 1.11
622     op2->clone (op);
623    
624 root 1.24 if (is_freed)
625     SET_FLAG (op, FLAG_FREED);
626     if (is_removed)
627     SET_FLAG (op, FLAG_REMOVED);
628 elmex 1.1
629 root 1.11 if (op2->speed < 0)
630 root 1.24 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
631 elmex 1.1
632 root 1.11 /* Copy over key_values, if any. */
633 root 1.23 if (op2->key_values)
634 root 1.14 {
635 root 1.23 key_value *tail = 0;
636 root 1.11 key_value *i;
637 elmex 1.1
638 root 1.23 op->key_values = 0;
639 elmex 1.1
640 root 1.23 for (i = op2->key_values; i; i = i->next)
641 root 1.11 {
642     key_value *new_link = new key_value;
643 root 1.8
644 root 1.24 new_link->next = 0;
645     new_link->key = i->key;
646 root 1.11 new_link->value = i->value;
647    
648     /* Try and be clever here, too. */
649 root 1.23 if (!op->key_values)
650 root 1.11 {
651     op->key_values = new_link;
652     tail = new_link;
653 root 1.8 }
654 root 1.11 else
655     {
656     tail->next = new_link;
657     tail = new_link;
658     }
659 root 1.14 }
660     }
661 root 1.2
662 root 1.11 update_ob_speed (op);
663 elmex 1.1 }
664    
665     /*
666     * If an object with the IS_TURNABLE() flag needs to be turned due
667     * to the closest player being on the other side, this function can
668     * be called to update the face variable, _and_ how it looks on the map.
669     */
670    
671 root 1.24 void
672     update_turn_face (object *op)
673     {
674     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
675     return;
676     SET_ANIMATION (op, op->direction);
677     update_object (op, UP_OBJ_FACE);
678 elmex 1.1 }
679    
680     /*
681     * Updates the speed of an object. If the speed changes from 0 to another
682     * value, or vice versa, then add/remove the object from the active list.
683     * This function needs to be called whenever the speed of an object changes.
684     */
685 root 1.24 void
686     update_ob_speed (object *op)
687     {
688     extern int arch_init;
689 elmex 1.1
690 root 1.24 /* No reason putting the archetypes objects on the speed list,
691     * since they never really need to be updated.
692     */
693 elmex 1.1
694 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
695     {
696     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
697 elmex 1.1 #ifdef MANY_CORES
698 root 1.24 abort ();
699 elmex 1.1 #else
700 root 1.24 op->speed = 0;
701 elmex 1.1 #endif
702     }
703 root 1.31
704 root 1.24 if (arch_init)
705 root 1.31 return;
706    
707 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
708     {
709     /* If already on active list, don't do anything */
710     if (op->active_next || op->active_prev || op == active_objects)
711 root 1.8 return;
712 root 1.24
713     /* process_events() expects us to insert the object at the beginning
714     * of the list. */
715     op->active_next = active_objects;
716 root 1.31
717 root 1.24 if (op->active_next != NULL)
718     op->active_next->active_prev = op;
719 root 1.31
720 root 1.24 active_objects = op;
721 elmex 1.1 }
722 root 1.24 else
723     {
724     /* If not on the active list, nothing needs to be done */
725     if (!op->active_next && !op->active_prev && op != active_objects)
726     return;
727    
728     if (op->active_prev == NULL)
729     {
730     active_objects = op->active_next;
731 root 1.31
732 root 1.24 if (op->active_next != NULL)
733     op->active_next->active_prev = NULL;
734 root 1.8 }
735 root 1.24 else
736     {
737     op->active_prev->active_next = op->active_next;
738 root 1.31
739 root 1.24 if (op->active_next)
740     op->active_next->active_prev = op->active_prev;
741     }
742 root 1.31
743 root 1.24 op->active_next = NULL;
744     op->active_prev = NULL;
745 elmex 1.1 }
746     }
747    
748     /* This function removes object 'op' from the list of active
749     * objects.
750     * This should only be used for style maps or other such
751     * reference maps where you don't want an object that isn't
752     * in play chewing up cpu time getting processed.
753     * The reverse of this is to call update_ob_speed, which
754     * will do the right thing based on the speed of the object.
755     */
756 root 1.24 void
757     remove_from_active_list (object *op)
758 elmex 1.1 {
759 root 1.24 /* If not on the active list, nothing needs to be done */
760     if (!op->active_next && !op->active_prev && op != active_objects)
761     return;
762 elmex 1.1
763 root 1.24 if (op->active_prev == NULL)
764     {
765     active_objects = op->active_next;
766     if (op->active_next != NULL)
767     op->active_next->active_prev = NULL;
768 elmex 1.1 }
769 root 1.24 else
770     {
771     op->active_prev->active_next = op->active_next;
772     if (op->active_next)
773     op->active_next->active_prev = op->active_prev;
774 elmex 1.1 }
775 root 1.24 op->active_next = NULL;
776     op->active_prev = NULL;
777 elmex 1.1 }
778    
779     /*
780     * update_object() updates the array which represents the map.
781     * It takes into account invisible objects (and represent squares covered
782     * by invisible objects by whatever is below them (unless it's another
783     * invisible object, etc...)
784     * If the object being updated is beneath a player, the look-window
785     * of that player is updated (this might be a suboptimal way of
786     * updating that window, though, since update_object() is called _often_)
787     *
788     * action is a hint of what the caller believes need to be done.
789     * For example, if the only thing that has changed is the face (due to
790     * an animation), we don't need to call update_position until that actually
791     * comes into view of a player. OTOH, many other things, like addition/removal
792     * of walls or living creatures may need us to update the flags now.
793     * current action are:
794     * UP_OBJ_INSERT: op was inserted
795     * UP_OBJ_REMOVE: op was removed
796     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
797     * as that is easier than trying to look at what may have changed.
798     * UP_OBJ_FACE: only the objects face has changed.
799     */
800    
801 root 1.24 void
802     update_object (object *op, int action)
803     {
804     int update_now = 0, flags;
805     MoveType move_on, move_off, move_block, move_slow;
806    
807     if (op == NULL)
808     {
809     /* this should never happen */
810     LOG (llevDebug, "update_object() called for NULL object.\n");
811     return;
812 elmex 1.1 }
813 root 1.24
814     if (op->env != NULL)
815     {
816     /* Animation is currently handled by client, so nothing
817     * to do in this case.
818     */
819     return;
820 elmex 1.1 }
821    
822 root 1.24 /* If the map is saving, don't do anything as everything is
823     * going to get freed anyways.
824     */
825     if (!op->map || op->map->in_memory == MAP_SAVING)
826     return;
827    
828     /* make sure the object is within map boundaries */
829     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
830     {
831     LOG (llevError, "update_object() called for object out of map!\n");
832 elmex 1.1 #ifdef MANY_CORES
833 root 1.24 abort ();
834 elmex 1.1 #endif
835 root 1.24 return;
836 elmex 1.1 }
837    
838 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
839     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
840     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
841     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
842     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
843     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
844 elmex 1.1
845 root 1.24 if (action == UP_OBJ_INSERT)
846     {
847     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
848     update_now = 1;
849    
850     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
851     update_now = 1;
852 elmex 1.1
853 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
854     update_now = 1;
855 elmex 1.1
856 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
857     update_now = 1;
858 elmex 1.1
859 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
860     update_now = 1;
861 root 1.20
862 root 1.24 if ((move_on | op->move_on) != move_on)
863     update_now = 1;
864 root 1.20
865 root 1.24 if ((move_off | op->move_off) != move_off)
866     update_now = 1;
867 root 1.20
868 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
869     * to have move_allow right now.
870     */
871     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
872     update_now = 1;
873 root 1.20
874 root 1.24 if ((move_slow | op->move_slow) != move_slow)
875     update_now = 1;
876     }
877     /* if the object is being removed, we can't make intelligent
878     * decisions, because remove_ob can't really pass the object
879     * that is being removed.
880     */
881     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
882 root 1.27 update_now = 1;
883 root 1.24 else if (action == UP_OBJ_FACE)
884 root 1.29 /* Nothing to do for that case */ ;
885 root 1.24 else
886 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
887 elmex 1.1
888 root 1.24 if (update_now)
889     {
890     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
891     update_position (op->map, op->x, op->y);
892 elmex 1.1 }
893    
894 root 1.24 if (op->more != NULL)
895     update_object (op->more, action);
896 elmex 1.1 }
897    
898 root 1.45 object::vector object::mortals;
899     object::vector object::objects; // not yet used
900     object *object::first;
901 root 1.21
902     void object::free_mortals ()
903     {
904 root 1.45 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
905 root 1.30 if ((*i)->refcnt)
906     ++i; // further delay freeing
907     else
908 root 1.25 {
909 root 1.40 delete *i;
910 root 1.25 mortals.erase (i);
911     }
912 root 1.30
913 root 1.42 static int lastmortals = 0;//D
914    
915     if (mortals.size() != lastmortals)//D
916     {
917     lastmortals = mortals.size ();//D
918     LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919     }
920 root 1.21 }
921    
922     object::object ()
923     {
924 root 1.22 SET_FLAG (this, FLAG_REMOVED);
925    
926     expmul = 1.0;
927     face = blank_face;
928     }
929    
930     object::~object ()
931     {
932     free_key_values (this);
933     }
934    
935 root 1.24 void object::link ()
936 root 1.22 {
937 root 1.21 count = ++ob_count;
938 root 1.41 uuid = gen_uuid ();
939 root 1.21
940     prev = 0;
941 root 1.45 next = object::first;
942 root 1.21
943 root 1.45 if (object::first)
944     object::first->prev = this;
945 root 1.21
946 root 1.45 object::first = this;
947 root 1.21 }
948    
949 root 1.24 void object::unlink ()
950 root 1.21 {
951 root 1.41 //count = 0;//D
952     if (!prev && !next) return;//D
953 root 1.22
954 root 1.45 if (this == object::first)
955     object::first = next;
956 root 1.38
957 root 1.22 /* Remove this object from the list of used objects */
958 root 1.41 if (prev) prev->next = next;
959     if (next) next->prev = prev;
960 root 1.25
961 root 1.41 prev = 0;
962     next = 0;
963 root 1.24 }
964 root 1.21
965     object *object::create ()
966     {
967 root 1.42 object *op = new object;
968 root 1.22 op->link ();
969     return op;
970 root 1.21 }
971 elmex 1.1
972     /*
973     * free_object() frees everything allocated by an object, removes
974     * it from the list of used objects, and puts it on the list of
975     * free objects. The IS_FREED() flag is set in the object.
976     * The object must have been removed by remove_ob() first for
977     * this function to succeed.
978     *
979     * If free_inventory is set, free inventory as well. Else drop items in
980     * inventory to the ground.
981     */
982 root 1.24 void object::free (bool free_inventory)
983 root 1.14 {
984 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
985     return;
986    
987 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
988     remove_friendly_object (this);
989    
990 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
991 root 1.29 remove_ob (this);
992 root 1.14
993 root 1.29 SET_FLAG (this, FLAG_FREED);
994 root 1.14
995 root 1.21 if (more)
996 root 1.14 {
997 root 1.21 more->free (free_inventory);
998     more = 0;
999 elmex 1.1 }
1000    
1001 root 1.21 if (inv)
1002 root 1.14 {
1003     /* Only if the space blocks everything do we not process -
1004 root 1.17 * if some form of movement is allowed, let objects
1005 root 1.14 * drop on that space.
1006     */
1007 root 1.32 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 root 1.24 {
1009 root 1.29 object *op = inv;
1010 root 1.24
1011     while (op)
1012     {
1013 root 1.29 object *tmp = op->below;
1014 root 1.21 op->free (free_inventory);
1015 root 1.24 op = tmp;
1016     }
1017     }
1018 root 1.14 else
1019 root 1.24 { /* Put objects in inventory onto this space */
1020 root 1.29 object *op = inv;
1021 root 1.24
1022     while (op)
1023     {
1024 root 1.29 object *tmp = op->below;
1025 root 1.14
1026 root 1.24 remove_ob (op);
1027    
1028     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030     free_object (op);
1031     else
1032     {
1033     op->x = x;
1034     op->y = y;
1035     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036     }
1037    
1038     op = tmp;
1039     }
1040     }
1041 root 1.14 }
1042    
1043 root 1.44 // clear those pointers that likely might have circular references to us
1044     owner = 0;
1045     enemy = 0;
1046     attacked_by = 0;
1047 root 1.25
1048 root 1.14 /* Remove object from the active list */
1049 root 1.21 speed = 0;
1050     update_ob_speed (this);
1051 elmex 1.1
1052 root 1.22 unlink ();
1053    
1054 root 1.21 mortals.push_back (this);
1055 elmex 1.1 }
1056    
1057     /*
1058     * sub_weight() recursively (outwards) subtracts a number from the
1059     * weight of an object (and what is carried by it's environment(s)).
1060     */
1061    
1062 root 1.24 void
1063     sub_weight (object *op, signed long weight)
1064     {
1065     while (op != NULL)
1066     {
1067     if (op->type == CONTAINER)
1068 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1069    
1070 root 1.24 op->carrying -= weight;
1071     op = op->env;
1072 elmex 1.1 }
1073     }
1074    
1075     /* remove_ob(op):
1076     * This function removes the object op from the linked list of objects
1077     * which it is currently tied to. When this function is done, the
1078     * object will have no environment. If the object previously had an
1079     * environment, the x and y coordinates will be updated to
1080     * the previous environment.
1081     * Beware: This function is called from the editor as well!
1082     */
1083    
1084 root 1.24 void
1085     remove_ob (object *op)
1086     {
1087 root 1.45 object *tmp, *last = 0;
1088     object *otmp;
1089 root 1.26
1090 root 1.45 tag_t tag;
1091     int check_walk_off;
1092     mapstruct *m;
1093 root 1.24
1094 root 1.45 sint16 x, y;
1095 root 1.24
1096     if (QUERY_FLAG (op, FLAG_REMOVED))
1097 root 1.29 return;
1098 root 1.24
1099 root 1.29 SET_FLAG (op, FLAG_REMOVED);
1100 root 1.26
1101 root 1.24 if (op->more != NULL)
1102     remove_ob (op->more);
1103    
1104     /*
1105     * In this case, the object to be removed is in someones
1106     * inventory.
1107     */
1108     if (op->env != NULL)
1109     {
1110     if (op->nrof)
1111     sub_weight (op->env, op->weight * op->nrof);
1112     else
1113     sub_weight (op->env, op->weight + op->carrying);
1114    
1115     /* NO_FIX_PLAYER is set when a great many changes are being
1116     * made to players inventory. If set, avoiding the call
1117     * to save cpu time.
1118     */
1119     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1120     fix_player (otmp);
1121    
1122     if (op->above != NULL)
1123     op->above->below = op->below;
1124     else
1125     op->env->inv = op->below;
1126    
1127     if (op->below != NULL)
1128     op->below->above = op->above;
1129    
1130     /* we set up values so that it could be inserted into
1131     * the map, but we don't actually do that - it is up
1132     * to the caller to decide what we want to do.
1133     */
1134     op->x = op->env->x, op->y = op->env->y;
1135     op->map = op->env->map;
1136     op->above = NULL, op->below = NULL;
1137     op->env = NULL;
1138     }
1139 root 1.29 else if (op->map)
1140     {
1141     x = op->x;
1142     y = op->y;
1143     m = get_map_from_coord (op->map, &x, &y);
1144    
1145     if (!m)
1146     {
1147     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1148     op->map->path, op->x, op->y);
1149     /* in old days, we used to set x and y to 0 and continue.
1150     * it seems if we get into this case, something is probablye
1151     * screwed up and should be fixed.
1152     */
1153     abort ();
1154     }
1155 root 1.24
1156 root 1.29 if (op->map != m)
1157     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158     op->map->path, m->path, op->x, op->y, x, y);
1159 root 1.24
1160 root 1.29 /* Re did the following section of code - it looks like it had
1161     * lots of logic for things we no longer care about
1162 root 1.24 */
1163 elmex 1.1
1164 root 1.29 /* link the object above us */
1165     if (op->above)
1166     op->above->below = op->below;
1167     else
1168     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1169 root 1.24
1170 root 1.29 /* Relink the object below us, if there is one */
1171     if (op->below)
1172     op->below->above = op->above;
1173     else
1174     {
1175     /* Nothing below, which means we need to relink map object for this space
1176     * use translated coordinates in case some oddness with map tiling is
1177     * evident
1178     */
1179     if (GET_MAP_OB (m, x, y) != op)
1180     {
1181     dump_object (op);
1182     LOG (llevError,
1183     "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);
1184     dump_object (GET_MAP_OB (m, x, y));
1185     LOG (llevError, "%s\n", errmsg);
1186     }
1187 elmex 1.1
1188 root 1.29 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1189 root 1.8 }
1190 root 1.26
1191 root 1.29 op->above = 0;
1192     op->below = 0;
1193 root 1.26
1194 root 1.29 if (op->map->in_memory == MAP_SAVING)
1195     return;
1196 elmex 1.1
1197 root 1.29 tag = op->count;
1198     check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1199 elmex 1.1
1200 root 1.29 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1201 root 1.24 {
1202 root 1.29 /* No point updating the players look faces if he is the object
1203     * being removed.
1204 root 1.24 */
1205 root 1.29
1206     if (tmp->type == PLAYER && tmp != op)
1207 root 1.24 {
1208 root 1.29 /* If a container that the player is currently using somehow gets
1209     * removed (most likely destroyed), update the player view
1210     * appropriately.
1211     */
1212     if (tmp->container == op)
1213     {
1214     CLEAR_FLAG (op, FLAG_APPLIED);
1215     tmp->container = NULL;
1216     }
1217    
1218     tmp->contr->socket.update_look = 1;
1219 root 1.8 }
1220 root 1.26
1221 root 1.29 /* See if player moving off should effect something */
1222     if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1223     {
1224     move_apply (tmp, op, NULL);
1225 root 1.24
1226 root 1.29 if (was_destroyed (op, tag))
1227     {
1228     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1229     }
1230 root 1.8 }
1231    
1232 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1233    
1234     if (tmp->above == tmp)
1235     tmp->above = NULL;
1236 root 1.8
1237 root 1.29 last = tmp;
1238     }
1239 root 1.26
1240 root 1.29 /* last == NULL of there are no objects on this space */
1241     if (last == NULL)
1242     {
1243     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1244     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1245     * those out anyways, and if there are any flags set right now, they won't
1246     * be correct anyways.
1247     */
1248     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1249     update_position (op->map, op->x, op->y);
1250     }
1251     else
1252     update_object (last, UP_OBJ_REMOVE);
1253 root 1.26
1254 root 1.29 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1255     update_all_los (op->map, op->x, op->y);
1256 elmex 1.1 }
1257     }
1258    
1259     /*
1260     * merge_ob(op,top):
1261     *
1262     * This function goes through all objects below and including top, and
1263     * merges op to the first matching object.
1264     * If top is NULL, it is calculated.
1265     * Returns pointer to object if it succeded in the merge, otherwise NULL
1266     */
1267 root 1.24 object *
1268     merge_ob (object *op, object *top)
1269     {
1270     if (!op->nrof)
1271 elmex 1.1 return 0;
1272 root 1.29
1273 root 1.24 if (top == NULL)
1274     for (top = op; top != NULL && top->above != NULL; top = top->above);
1275 root 1.29
1276 root 1.24 for (; top != NULL; top = top->below)
1277 elmex 1.1 {
1278 root 1.24 if (top == op)
1279     continue;
1280     if (CAN_MERGE (op, top))
1281     {
1282     top->nrof += op->nrof;
1283    
1284 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1285 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1286     remove_ob (op);
1287     free_object (op);
1288     return top;
1289     }
1290 elmex 1.1 }
1291 root 1.29
1292 root 1.45 return 0;
1293 elmex 1.1 }
1294    
1295     /*
1296     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1297     * job preparing multi-part monsters
1298     */
1299 root 1.24 object *
1300     insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1301     {
1302 root 1.29 object *tmp;
1303 root 1.24
1304     if (op->head)
1305     op = op->head;
1306 root 1.29
1307 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1308     {
1309     tmp->x = x + tmp->arch->clone.x;
1310     tmp->y = y + tmp->arch->clone.y;
1311 elmex 1.1 }
1312 root 1.29
1313 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1314 elmex 1.1 }
1315    
1316     /*
1317     * insert_ob_in_map (op, map, originator, flag):
1318     * This function inserts the object in the two-way linked list
1319     * which represents what is on a map.
1320     * The second argument specifies the map, and the x and y variables
1321     * in the object about to be inserted specifies the position.
1322     *
1323     * originator: Player, monster or other object that caused 'op' to be inserted
1324     * into 'map'. May be NULL.
1325     *
1326     * flag is a bitmask about special things to do (or not do) when this
1327     * function is called. see the object.h file for the INS_ values.
1328     * Passing 0 for flag gives proper default values, so flag really only needs
1329     * to be set if special handling is needed.
1330     *
1331     * Return value:
1332     * new object if 'op' was merged with other object
1333     * NULL if 'op' was destroyed
1334     * just 'op' otherwise
1335     */
1336    
1337 root 1.24 object *
1338     insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1339 elmex 1.1 {
1340 root 1.25 object *tmp, *top, *floor = NULL;
1341     sint16 x, y;
1342 elmex 1.1
1343 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1344     {
1345     LOG (llevError, "Trying to insert freed object!\n");
1346     return NULL;
1347     }
1348 root 1.25
1349 root 1.24 if (m == NULL)
1350     {
1351     dump_object (op);
1352     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1353     return op;
1354 elmex 1.1 }
1355 root 1.25
1356 root 1.24 if (out_of_map (m, op->x, op->y))
1357     {
1358     dump_object (op);
1359     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1360 elmex 1.1 #ifdef MANY_CORES
1361 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1362     * is likely to cause a crash. Better to find out where it is getting
1363     * improperly inserted.
1364     */
1365     abort ();
1366 elmex 1.1 #endif
1367 root 1.24 return op;
1368 elmex 1.1 }
1369 root 1.25
1370 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1371     {
1372     dump_object (op);
1373     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1374     return op;
1375     }
1376 root 1.25
1377 root 1.24 if (op->more != NULL)
1378     {
1379     /* The part may be on a different map. */
1380    
1381 root 1.26 object *more = op->more;
1382 root 1.24
1383     /* We really need the caller to normalize coordinates - if
1384     * we set the map, that doesn't work if the location is within
1385     * a map and this is straddling an edge. So only if coordinate
1386     * is clear wrong do we normalize it.
1387     */
1388     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1389 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1390 root 1.24 else if (!more->map)
1391     {
1392     /* For backwards compatibility - when not dealing with tiled maps,
1393     * more->map should always point to the parent.
1394     */
1395     more->map = m;
1396     }
1397    
1398     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1399     {
1400     if (!op->head)
1401     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1402 root 1.26
1403 root 1.24 return NULL;
1404 root 1.8 }
1405 root 1.24 }
1406 root 1.25
1407 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1408 root 1.8
1409 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1410     * of areas of callers (eg, anything that uses find_free_spot would now
1411     * need extra work
1412     */
1413     op->map = get_map_from_coord (m, &op->x, &op->y);
1414     x = op->x;
1415     y = op->y;
1416    
1417     /* this has to be done after we translate the coordinates.
1418     */
1419     if (op->nrof && !(flag & INS_NO_MERGE))
1420 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1421     if (CAN_MERGE (op, tmp))
1422     {
1423     op->nrof += tmp->nrof;
1424     remove_ob (tmp);
1425     free_object (tmp);
1426     }
1427 root 1.24
1428     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1429     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1430 root 1.25
1431 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1432     CLEAR_FLAG (op, FLAG_NO_STEAL);
1433    
1434     if (flag & INS_BELOW_ORIGINATOR)
1435     {
1436     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1437     {
1438     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1439     abort ();
1440     }
1441 root 1.25
1442 root 1.24 op->above = originator;
1443     op->below = originator->below;
1444 root 1.25
1445 root 1.24 if (op->below)
1446     op->below->above = op;
1447     else
1448     SET_MAP_OB (op->map, op->x, op->y, op);
1449 root 1.25
1450 root 1.24 /* since *below* originator, no need to update top */
1451     originator->below = op;
1452 elmex 1.1 }
1453 root 1.24 else
1454     {
1455     /* If there are other objects, then */
1456     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1457     {
1458 root 1.25 object *last = NULL;
1459 root 1.24
1460     /*
1461     * If there are multiple objects on this space, we do some trickier handling.
1462     * We've already dealt with merging if appropriate.
1463     * Generally, we want to put the new object on top. But if
1464     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1465     * floor, we want to insert above that and no further.
1466     * Also, if there are spell objects on this space, we stop processing
1467     * once we get to them. This reduces the need to traverse over all of
1468     * them when adding another one - this saves quite a bit of cpu time
1469     * when lots of spells are cast in one area. Currently, it is presumed
1470     * that flying non pickable objects are spell objects.
1471     */
1472 elmex 1.1
1473 root 1.24 while (top != NULL)
1474     {
1475     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1476     floor = top;
1477 root 1.26
1478 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))
1479     {
1480     /* We insert above top, so we want this object below this */
1481     top = top->below;
1482     break;
1483     }
1484 root 1.26
1485 root 1.24 last = top;
1486     top = top->above;
1487     }
1488 root 1.26
1489 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1490     top = last;
1491 root 1.8
1492 root 1.24 /* We let update_position deal with figuring out what the space
1493     * looks like instead of lots of conditions here.
1494     * makes things faster, and effectively the same result.
1495     */
1496    
1497     /* Have object 'fall below' other objects that block view.
1498     * Unless those objects are exits, type 66
1499     * If INS_ON_TOP is used, don't do this processing
1500     * Need to find the object that in fact blocks view, otherwise
1501     * stacking is a bit odd.
1502     */
1503     if (!(flag & INS_ON_TOP) &&
1504     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1505     {
1506     for (last = top; last != floor; last = last->below)
1507     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1508     break;
1509     /* Check to see if we found the object that blocks view,
1510     * and make sure we have a below pointer for it so that
1511     * we can get inserted below this one, which requires we
1512     * set top to the object below us.
1513     */
1514     if (last && last->below && last != floor)
1515     top = last->below;
1516 root 1.8 }
1517 root 1.24 } /* If objects on this space */
1518 root 1.25
1519 root 1.24 if (flag & INS_MAP_LOAD)
1520     top = GET_MAP_TOP (op->map, op->x, op->y);
1521 root 1.25
1522 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1523     top = floor;
1524    
1525     /* Top is the object that our object (op) is going to get inserted above.
1526     */
1527    
1528     /* First object on this space */
1529     if (!top)
1530     {
1531     op->above = GET_MAP_OB (op->map, op->x, op->y);
1532 root 1.25
1533 root 1.24 if (op->above)
1534     op->above->below = op;
1535 root 1.25
1536 root 1.24 op->below = NULL;
1537     SET_MAP_OB (op->map, op->x, op->y, op);
1538     }
1539     else
1540     { /* get inserted into the stack above top */
1541     op->above = top->above;
1542 root 1.25
1543 root 1.24 if (op->above)
1544     op->above->below = op;
1545 root 1.25
1546 root 1.24 op->below = top;
1547     top->above = op;
1548     }
1549 root 1.25
1550 root 1.24 if (op->above == NULL)
1551     SET_MAP_TOP (op->map, op->x, op->y, op);
1552     } /* else not INS_BELOW_ORIGINATOR */
1553 root 1.8
1554 root 1.24 if (op->type == PLAYER)
1555     op->contr->do_los = 1;
1556    
1557     /* If we have a floor, we know the player, if any, will be above
1558     * it, so save a few ticks and start from there.
1559     */
1560     if (!(flag & INS_MAP_LOAD))
1561     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1562 root 1.25 if (tmp->type == PLAYER)
1563     tmp->contr->socket.update_look = 1;
1564 root 1.24
1565     /* If this object glows, it may affect lighting conditions that are
1566     * visible to others on this map. But update_all_los is really
1567     * an inefficient way to do this, as it means los for all players
1568     * on the map will get recalculated. The players could very well
1569     * be far away from this change and not affected in any way -
1570     * this should get redone to only look for players within range,
1571     * or just updating the P_NEED_UPDATE for spaces within this area
1572     * of effect may be sufficient.
1573     */
1574     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1575     update_all_los (op->map, op->x, op->y);
1576    
1577     /* updates flags (blocked, alive, no magic, etc) for this map space */
1578     update_object (op, UP_OBJ_INSERT);
1579    
1580     /* Don't know if moving this to the end will break anything. However,
1581     * we want to have update_look set above before calling this.
1582     *
1583     * check_move_on() must be after this because code called from
1584     * check_move_on() depends on correct map flags (so functions like
1585     * blocked() and wall() work properly), and these flags are updated by
1586     * update_object().
1587     */
1588    
1589     /* if this is not the head or flag has been passed, don't check walk on status */
1590     if (!(flag & INS_NO_WALK_ON) && !op->head)
1591     {
1592     if (check_move_on (op, originator))
1593     return NULL;
1594 elmex 1.1
1595 root 1.24 /* If we are a multi part object, lets work our way through the check
1596     * walk on's.
1597     */
1598     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1599     if (check_move_on (tmp, originator))
1600     return NULL;
1601 elmex 1.1 }
1602 root 1.25
1603 root 1.24 return op;
1604 elmex 1.1 }
1605    
1606     /* this function inserts an object in the map, but if it
1607     * finds an object of its own type, it'll remove that one first.
1608     * op is the object to insert it under: supplies x and the map.
1609     */
1610 root 1.24 void
1611     replace_insert_ob_in_map (const char *arch_string, object *op)
1612     {
1613 root 1.29 object *
1614     tmp;
1615     object *
1616     tmp1;
1617 elmex 1.1
1618 root 1.24 /* first search for itself and remove any old instances */
1619 elmex 1.1
1620 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1621     {
1622     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1623     {
1624     remove_ob (tmp);
1625     free_object (tmp);
1626 root 1.8 }
1627 elmex 1.1 }
1628    
1629 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1630 elmex 1.1
1631 root 1.24 tmp1->x = op->x;
1632     tmp1->y = op->y;
1633     insert_ob_in_map (tmp1, op->map, op, 0);
1634     }
1635 elmex 1.1
1636     /*
1637     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1638     * is returned contains nr objects, and the remaining parts contains
1639     * the rest (or is removed and freed if that number is 0).
1640     * On failure, NULL is returned, and the reason put into the
1641     * global static errmsg array.
1642     */
1643    
1644 root 1.24 object *
1645     get_split_ob (object *orig_ob, uint32 nr)
1646     {
1647     object *
1648     newob;
1649     int
1650     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1651    
1652     if (orig_ob->nrof < nr)
1653     {
1654     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1655     return NULL;
1656     }
1657 root 1.29
1658 root 1.24 newob = object_create_clone (orig_ob);
1659 root 1.29
1660 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1661     {
1662     if (!is_removed)
1663     remove_ob (orig_ob);
1664     free_object2 (orig_ob, 1);
1665 elmex 1.1 }
1666 root 1.24 else if (!is_removed)
1667     {
1668     if (orig_ob->env != NULL)
1669     sub_weight (orig_ob->env, orig_ob->weight * nr);
1670     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1671     {
1672     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1673     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1674     return NULL;
1675 root 1.8 }
1676 elmex 1.1 }
1677 root 1.29
1678 root 1.24 newob->nrof = nr;
1679 elmex 1.1
1680 root 1.24 return newob;
1681 elmex 1.1 }
1682    
1683     /*
1684     * decrease_ob_nr(object, number) decreases a specified number from
1685     * the amount of an object. If the amount reaches 0, the object
1686     * is subsequently removed and freed.
1687     *
1688     * Return value: 'op' if something is left, NULL if the amount reached 0
1689     */
1690    
1691 root 1.24 object *
1692     decrease_ob_nr (object *op, uint32 i)
1693 elmex 1.1 {
1694 root 1.29 object *tmp;
1695     player *pl;
1696 elmex 1.1
1697 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1698     return op;
1699    
1700     if (i > op->nrof)
1701     i = op->nrof;
1702    
1703     if (QUERY_FLAG (op, FLAG_REMOVED))
1704 root 1.29 op->nrof -= i;
1705 root 1.24 else if (op->env != NULL)
1706     {
1707     /* is this object in the players inventory, or sub container
1708     * therein?
1709     */
1710     tmp = is_player_inv (op->env);
1711     /* nope. Is this a container the player has opened?
1712     * If so, set tmp to that player.
1713     * IMO, searching through all the players will mostly
1714     * likely be quicker than following op->env to the map,
1715     * and then searching the map for a player.
1716     */
1717     if (!tmp)
1718     {
1719     for (pl = first_player; pl; pl = pl->next)
1720     if (pl->ob->container == op->env)
1721     break;
1722     if (pl)
1723     tmp = pl->ob;
1724     else
1725     tmp = NULL;
1726     }
1727 elmex 1.1
1728 root 1.24 if (i < op->nrof)
1729     {
1730     sub_weight (op->env, op->weight * i);
1731     op->nrof -= i;
1732     if (tmp)
1733     {
1734     esrv_send_item (tmp, op);
1735 elmex 1.1 }
1736 root 1.24 }
1737     else
1738     {
1739     remove_ob (op);
1740     op->nrof = 0;
1741     if (tmp)
1742     {
1743     esrv_del_item (tmp->contr, op->count);
1744 elmex 1.1 }
1745     }
1746     }
1747 root 1.24 else
1748 elmex 1.1 {
1749 root 1.29 object *above = op->above;
1750 elmex 1.1
1751 root 1.24 if (i < op->nrof)
1752 root 1.29 op->nrof -= i;
1753 root 1.24 else
1754     {
1755     remove_ob (op);
1756     op->nrof = 0;
1757     }
1758 root 1.29
1759 root 1.24 /* Since we just removed op, op->above is null */
1760     for (tmp = above; tmp != NULL; tmp = tmp->above)
1761     if (tmp->type == PLAYER)
1762     {
1763     if (op->nrof)
1764     esrv_send_item (tmp, op);
1765     else
1766     esrv_del_item (tmp->contr, op->count);
1767     }
1768 elmex 1.1 }
1769    
1770 root 1.24 if (op->nrof)
1771 root 1.29 return op;
1772 root 1.24 else
1773     {
1774     free_object (op);
1775     return NULL;
1776 elmex 1.1 }
1777     }
1778    
1779     /*
1780     * add_weight(object, weight) adds the specified weight to an object,
1781     * and also updates how much the environment(s) is/are carrying.
1782     */
1783    
1784 root 1.24 void
1785     add_weight (object *op, signed long weight)
1786     {
1787     while (op != NULL)
1788     {
1789     if (op->type == CONTAINER)
1790 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1791    
1792 root 1.24 op->carrying += weight;
1793     op = op->env;
1794     }
1795 elmex 1.1 }
1796    
1797     /*
1798     * insert_ob_in_ob(op,environment):
1799     * This function inserts the object op in the linked list
1800     * inside the object environment.
1801     *
1802     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1803     * the inventory at the last position or next to other objects of the same
1804     * type.
1805     * Frank: Now sorted by type, archetype and magic!
1806     *
1807     * The function returns now pointer to inserted item, and return value can
1808     * be != op, if items are merged. -Tero
1809     */
1810    
1811 root 1.24 object *
1812     insert_ob_in_ob (object *op, object *where)
1813     {
1814     object *
1815     tmp, *
1816     otmp;
1817    
1818     if (!QUERY_FLAG (op, FLAG_REMOVED))
1819     {
1820     dump_object (op);
1821     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1822     return op;
1823     }
1824 root 1.29
1825 root 1.24 if (where == NULL)
1826     {
1827     dump_object (op);
1828     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1829     return op;
1830     }
1831 root 1.29
1832 root 1.24 if (where->head)
1833     {
1834     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1835     where = where->head;
1836     }
1837 root 1.29
1838 root 1.24 if (op->more)
1839     {
1840     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1841     return op;
1842     }
1843 root 1.29
1844 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1845     CLEAR_FLAG (op, FLAG_REMOVED);
1846     if (op->nrof)
1847     {
1848     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1849     if (CAN_MERGE (tmp, op))
1850     {
1851     /* return the original object and remove inserted object
1852     (client needs the original object) */
1853     tmp->nrof += op->nrof;
1854     /* Weight handling gets pretty funky. Since we are adding to
1855     * tmp->nrof, we need to increase the weight.
1856     */
1857     add_weight (where, op->weight * op->nrof);
1858     SET_FLAG (op, FLAG_REMOVED);
1859     free_object (op); /* free the inserted object */
1860     op = tmp;
1861     remove_ob (op); /* and fix old object's links */
1862     CLEAR_FLAG (op, FLAG_REMOVED);
1863     break;
1864     }
1865    
1866     /* I assume combined objects have no inventory
1867     * We add the weight - this object could have just been removed
1868     * (if it was possible to merge). calling remove_ob will subtract
1869     * the weight, so we need to add it in again, since we actually do
1870     * the linking below
1871     */
1872     add_weight (where, op->weight * op->nrof);
1873     }
1874     else
1875     add_weight (where, (op->weight + op->carrying));
1876 elmex 1.1
1877 root 1.24 otmp = is_player_inv (where);
1878     if (otmp && otmp->contr != NULL)
1879     {
1880     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1881     fix_player (otmp);
1882     }
1883 elmex 1.1
1884 root 1.24 op->map = NULL;
1885     op->env = where;
1886     op->above = NULL;
1887     op->below = NULL;
1888     op->x = 0, op->y = 0;
1889 elmex 1.1
1890     /* reset the light list and los of the players on the map */
1891 root 1.24 if ((op->glow_radius != 0) && where->map)
1892     {
1893 elmex 1.1 #ifdef DEBUG_LIGHTS
1894 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1895     #endif /* DEBUG_LIGHTS */
1896     if (MAP_DARKNESS (where->map))
1897     update_all_los (where->map, where->x, where->y);
1898     }
1899 elmex 1.1
1900     /* Client has no idea of ordering so lets not bother ordering it here.
1901     * It sure simplifies this function...
1902     */
1903 root 1.24 if (where->inv == NULL)
1904     where->inv = op;
1905     else
1906     {
1907 elmex 1.1 op->below = where->inv;
1908     op->below->above = op;
1909     where->inv = op;
1910 root 1.24 }
1911 elmex 1.1 return op;
1912     }
1913    
1914     /*
1915     * Checks if any objects has a move_type that matches objects
1916     * that effect this object on this space. Call apply() to process
1917     * these events.
1918     *
1919     * Any speed-modification due to SLOW_MOVE() of other present objects
1920     * will affect the speed_left of the object.
1921     *
1922     * originator: Player, monster or other object that caused 'op' to be inserted
1923     * into 'map'. May be NULL.
1924     *
1925     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1926     *
1927     * 4-21-95 added code to check if appropriate skill was readied - this will
1928     * permit faster movement by the player through this terrain. -b.t.
1929     *
1930     * MSW 2001-07-08: Check all objects on space, not just those below
1931     * object being inserted. insert_ob_in_map may not put new objects
1932     * on top.
1933     */
1934    
1935 root 1.24 int
1936     check_move_on (object *op, object *originator)
1937 elmex 1.1 {
1938 root 1.29 object *
1939     tmp;
1940     tag_t
1941     tag;
1942     mapstruct *
1943     m = op->map;
1944     int
1945     x = op->x, y = op->y;
1946 root 1.26
1947 root 1.29 MoveType
1948     move_on,
1949     move_slow,
1950     move_block;
1951 root 1.24
1952     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1953     return 0;
1954    
1955     tag = op->count;
1956    
1957     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1958     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1959     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1960    
1961     /* if nothing on this space will slow op down or be applied,
1962     * no need to do checking below. have to make sure move_type
1963     * is set, as lots of objects don't have it set - we treat that
1964     * as walking.
1965     */
1966     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1967     return 0;
1968 elmex 1.1
1969 root 1.24 /* This is basically inverse logic of that below - basically,
1970     * if the object can avoid the move on or slow move, they do so,
1971     * but can't do it if the alternate movement they are using is
1972     * blocked. Logic on this seems confusing, but does seem correct.
1973     */
1974     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1975     return 0;
1976    
1977     /* The objects have to be checked from top to bottom.
1978     * Hence, we first go to the top:
1979     */
1980    
1981     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1982     {
1983     /* Trim the search when we find the first other spell effect
1984     * this helps performance so that if a space has 50 spell objects,
1985     * we don't need to check all of them.
1986     */
1987     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1988     break;
1989     }
1990 root 1.26
1991     for (; tmp; tmp = tmp->below)
1992 root 1.24 {
1993     if (tmp == op)
1994     continue; /* Can't apply yourself */
1995 elmex 1.1
1996 root 1.24 /* Check to see if one of the movement types should be slowed down.
1997     * Second check makes sure that the movement types not being slowed
1998     * (~slow_move) is not blocked on this space - just because the
1999     * space doesn't slow down swimming (for example), if you can't actually
2000     * swim on that space, can't use it to avoid the penalty.
2001     */
2002     if (!QUERY_FLAG (op, FLAG_WIZPASS))
2003     {
2004     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2005     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2006     {
2007 elmex 1.1
2008 root 1.29 float
2009     diff = tmp->move_slow_penalty * FABS (op->speed);
2010 elmex 1.1
2011 root 1.24 if (op->type == PLAYER)
2012 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2013     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2014     diff /= 4.0;
2015    
2016 root 1.24 op->speed_left -= diff;
2017 root 1.8 }
2018     }
2019 elmex 1.1
2020 root 1.24 /* Basically same logic as above, except now for actual apply. */
2021     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2022     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2023     {
2024 root 1.26 move_apply (tmp, op, originator);
2025 root 1.24
2026     if (was_destroyed (op, tag))
2027     return 1;
2028    
2029     /* what the person/creature stepped onto has moved the object
2030     * someplace new. Don't process any further - if we did,
2031     * have a feeling strange problems would result.
2032     */
2033     if (op->map != m || op->x != x || op->y != y)
2034     return 0;
2035 root 1.8 }
2036 elmex 1.1 }
2037 root 1.26
2038 root 1.24 return 0;
2039 elmex 1.1 }
2040    
2041     /*
2042     * present_arch(arch, map, x, y) searches for any objects with
2043     * a matching archetype at the given map and coordinates.
2044     * The first matching object is returned, or NULL if none.
2045     */
2046    
2047 root 1.24 object *
2048     present_arch (const archetype *at, mapstruct *m, int x, int y)
2049     {
2050     object *
2051     tmp;
2052    
2053     if (m == NULL || out_of_map (m, x, y))
2054     {
2055     LOG (llevError, "Present_arch called outside map.\n");
2056     return NULL;
2057     }
2058     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2059     if (tmp->arch == at)
2060 elmex 1.1 return tmp;
2061     return NULL;
2062     }
2063    
2064     /*
2065     * present(type, map, x, y) searches for any objects with
2066     * a matching type variable at the given map and coordinates.
2067     * The first matching object is returned, or NULL if none.
2068     */
2069    
2070 root 1.24 object *
2071     present (unsigned char type, mapstruct *m, int x, int y)
2072     {
2073     object *
2074     tmp;
2075    
2076     if (out_of_map (m, x, y))
2077     {
2078     LOG (llevError, "Present called outside map.\n");
2079     return NULL;
2080     }
2081     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2082     if (tmp->type == type)
2083 elmex 1.1 return tmp;
2084     return NULL;
2085     }
2086    
2087     /*
2088     * present_in_ob(type, object) searches for any objects with
2089     * a matching type variable in the inventory of the given object.
2090     * The first matching object is returned, or NULL if none.
2091     */
2092    
2093 root 1.24 object *
2094     present_in_ob (unsigned char type, const object *op)
2095     {
2096     object *
2097     tmp;
2098    
2099     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2100     if (tmp->type == type)
2101 elmex 1.1 return tmp;
2102     return NULL;
2103     }
2104    
2105     /*
2106     * present_in_ob (type, str, object) searches for any objects with
2107     * a matching type & name variable in the inventory of the given object.
2108     * The first matching object is returned, or NULL if none.
2109     * This is mostly used by spell effect code, so that we only
2110     * have one spell effect at a time.
2111     * type can be used to narrow the search - if type is set,
2112     * the type must also match. -1 can be passed for the type,
2113     * in which case the type does not need to pass.
2114     * str is the string to match against. Note that we match against
2115     * the object name, not the archetype name. this is so that the
2116     * spell code can use one object type (force), but change it's name
2117     * to be unique.
2118     */
2119    
2120 root 1.24 object *
2121     present_in_ob_by_name (int type, const char *str, const object *op)
2122     {
2123     object *
2124     tmp;
2125 elmex 1.1
2126 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127     {
2128     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2129     return tmp;
2130 elmex 1.1 }
2131 root 1.24 return NULL;
2132 elmex 1.1 }
2133    
2134     /*
2135     * present_arch_in_ob(archetype, object) searches for any objects with
2136     * a matching archetype in the inventory of the given object.
2137     * The first matching object is returned, or NULL if none.
2138     */
2139    
2140 root 1.24 object *
2141     present_arch_in_ob (const archetype *at, const object *op)
2142     {
2143     object *
2144     tmp;
2145    
2146     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147     if (tmp->arch == at)
2148 elmex 1.1 return tmp;
2149     return NULL;
2150     }
2151    
2152     /*
2153     * activate recursively a flag on an object inventory
2154     */
2155 root 1.24 void
2156     flag_inv (object *op, int flag)
2157     {
2158     object *
2159     tmp;
2160    
2161     if (op->inv)
2162     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2163     {
2164     SET_FLAG (tmp, flag);
2165     flag_inv (tmp, flag);
2166 elmex 1.1 }
2167 root 1.24 } /*
2168     * desactivate recursively a flag on an object inventory
2169     */
2170     void
2171     unflag_inv (object *op, int flag)
2172     {
2173     object *
2174     tmp;
2175    
2176     if (op->inv)
2177     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178     {
2179     CLEAR_FLAG (tmp, flag);
2180     unflag_inv (tmp, flag);
2181 elmex 1.1 }
2182     }
2183    
2184     /*
2185     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2186     * all it's inventory (recursively).
2187     * If checksums are used, a player will get set_cheat called for
2188     * him/her-self and all object carried by a call to this function.
2189     */
2190    
2191 root 1.24 void
2192     set_cheat (object *op)
2193     {
2194     SET_FLAG (op, FLAG_WAS_WIZ);
2195     flag_inv (op, FLAG_WAS_WIZ);
2196 elmex 1.1 }
2197    
2198     /*
2199     * find_free_spot(object, map, x, y, start, stop) will search for
2200     * a spot at the given map and coordinates which will be able to contain
2201     * the given object. start and stop specifies how many squares
2202     * to search (see the freearr_x/y[] definition).
2203     * It returns a random choice among the alternatives found.
2204     * start and stop are where to start relative to the free_arr array (1,9
2205     * does all 4 immediate directions). This returns the index into the
2206     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2207     * Note - this only checks to see if there is space for the head of the
2208     * object - if it is a multispace object, this should be called for all
2209     * pieces.
2210     * Note2: This function does correctly handle tiled maps, but does not
2211     * inform the caller. However, insert_ob_in_map will update as
2212     * necessary, so the caller shouldn't need to do any special work.
2213     * Note - updated to take an object instead of archetype - this is necessary
2214     * because arch_blocked (now ob_blocked) needs to know the movement type
2215     * to know if the space in question will block the object. We can't use
2216     * the archetype because that isn't correct if the monster has been
2217     * customized, changed states, etc.
2218     */
2219    
2220 root 1.24 int
2221     find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2222     {
2223     int
2224     i,
2225     index = 0, flag;
2226     static int
2227     altern[SIZEOFFREE];
2228    
2229     for (i = start; i < stop; i++)
2230     {
2231     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2232     if (!flag)
2233     altern[index++] = i;
2234    
2235     /* Basically, if we find a wall on a space, we cut down the search size.
2236     * In this way, we won't return spaces that are on another side of a wall.
2237     * This mostly work, but it cuts down the search size in all directions -
2238     * if the space being examined only has a wall to the north and empty
2239     * spaces in all the other directions, this will reduce the search space
2240     * to only the spaces immediately surrounding the target area, and
2241     * won't look 2 spaces south of the target space.
2242     */
2243     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2244     stop = maxfree[i];
2245 elmex 1.1 }
2246 root 1.24 if (!index)
2247     return -1;
2248     return altern[RANDOM () % index];
2249 elmex 1.1 }
2250    
2251     /*
2252     * find_first_free_spot(archetype, mapstruct, x, y) works like
2253     * find_free_spot(), but it will search max number of squares.
2254     * But it will return the first available spot, not a random choice.
2255     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2256     */
2257    
2258 root 1.24 int
2259     find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2260     {
2261     int
2262     i;
2263    
2264     for (i = 0; i < SIZEOFFREE; i++)
2265     {
2266     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2267     return i;
2268 elmex 1.1 }
2269 root 1.24 return -1;
2270 elmex 1.1 }
2271    
2272     /*
2273     * The function permute(arr, begin, end) randomly reorders the array
2274     * arr[begin..end-1].
2275     */
2276 root 1.24 static void
2277     permute (int *arr, int begin, int end)
2278 elmex 1.1 {
2279 root 1.24 int
2280     i,
2281     j,
2282     tmp,
2283     len;
2284 elmex 1.1
2285 root 1.24 len = end - begin;
2286     for (i = begin; i < end; i++)
2287 elmex 1.1 {
2288 root 1.24 j = begin + RANDOM () % len;
2289 elmex 1.1
2290 root 1.24 tmp = arr[i];
2291     arr[i] = arr[j];
2292     arr[j] = tmp;
2293 elmex 1.1 }
2294     }
2295    
2296     /* new function to make monster searching more efficient, and effective!
2297     * This basically returns a randomized array (in the passed pointer) of
2298     * the spaces to find monsters. In this way, it won't always look for
2299     * monsters to the north first. However, the size of the array passed
2300     * covers all the spaces, so within that size, all the spaces within
2301     * the 3x3 area will be searched, just not in a predictable order.
2302     */
2303 root 1.24 void
2304     get_search_arr (int *search_arr)
2305 elmex 1.1 {
2306 root 1.24 int
2307     i;
2308 elmex 1.1
2309 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2310 elmex 1.1 {
2311 root 1.24 search_arr[i] = i;
2312 elmex 1.1 }
2313    
2314 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317 elmex 1.1 }
2318    
2319     /*
2320     * find_dir(map, x, y, exclude) will search some close squares in the
2321     * given map at the given coordinates for live objects.
2322     * It will not considered the object given as exclude among possible
2323     * live objects.
2324     * It returns the direction toward the first/closest live object if finds
2325     * any, otherwise 0.
2326     * Perhaps incorrectly, but I'm making the assumption that exclude
2327     * is actually want is going to try and move there. We need this info
2328     * because we have to know what movement the thing looking to move
2329     * there is capable of.
2330     */
2331    
2332 root 1.24 int
2333     find_dir (mapstruct *m, int x, int y, object *exclude)
2334     {
2335     int
2336     i,
2337     max = SIZEOFFREE, mflags;
2338 root 1.29
2339     sint16 nx, ny;
2340 root 1.24 object *
2341     tmp;
2342     mapstruct *
2343     mp;
2344 root 1.29
2345     MoveType blocked, move_type;
2346 root 1.24
2347     if (exclude && exclude->head)
2348     {
2349     exclude = exclude->head;
2350     move_type = exclude->move_type;
2351     }
2352     else
2353     {
2354     /* If we don't have anything, presume it can use all movement types. */
2355     move_type = MOVE_ALL;
2356     }
2357    
2358     for (i = 1; i < max; i++)
2359     {
2360     mp = m;
2361     nx = x + freearr_x[i];
2362     ny = y + freearr_y[i];
2363    
2364     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2365     if (mflags & P_OUT_OF_MAP)
2366     {
2367     max = maxfree[i];
2368     }
2369     else
2370     {
2371     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2372    
2373     if ((move_type & blocked) == move_type)
2374     {
2375     max = maxfree[i];
2376     }
2377     else if (mflags & P_IS_ALIVE)
2378     {
2379     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2380     {
2381     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2382     {
2383     break;
2384 root 1.8 }
2385     }
2386 root 1.24 if (tmp)
2387     {
2388     return freedir[i];
2389 root 1.8 }
2390     }
2391     }
2392 elmex 1.1 }
2393 root 1.24 return 0;
2394 elmex 1.1 }
2395    
2396     /*
2397     * distance(object 1, object 2) will return the square of the
2398     * distance between the two given objects.
2399     */
2400    
2401 root 1.24 int
2402     distance (const object *ob1, const object *ob2)
2403     {
2404     int
2405     i;
2406    
2407     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2408 elmex 1.1 return i;
2409     }
2410    
2411     /*
2412     * find_dir_2(delta-x,delta-y) will return a direction in which
2413     * an object which has subtracted the x and y coordinates of another
2414     * object, needs to travel toward it.
2415     */
2416    
2417 root 1.24 int
2418     find_dir_2 (int x, int y)
2419     {
2420     int
2421     q;
2422 elmex 1.1
2423 root 1.24 if (y)
2424     q = x * 100 / y;
2425 elmex 1.1 else if (x)
2426 root 1.24 q = -300 * x;
2427 elmex 1.1 else
2428     return 0;
2429    
2430 root 1.24 if (y > 0)
2431     {
2432     if (q < -242)
2433     return 3;
2434     if (q < -41)
2435     return 2;
2436     if (q < 41)
2437     return 1;
2438     if (q < 242)
2439     return 8;
2440     return 7;
2441     }
2442 elmex 1.1
2443     if (q < -242)
2444 root 1.24 return 7;
2445 elmex 1.1 if (q < -41)
2446 root 1.24 return 6;
2447 elmex 1.1 if (q < 41)
2448 root 1.24 return 5;
2449 elmex 1.1 if (q < 242)
2450 root 1.24 return 4;
2451 elmex 1.1
2452 root 1.24 return 3;
2453 elmex 1.1 }
2454    
2455     /*
2456     * absdir(int): Returns a number between 1 and 8, which represent
2457     * the "absolute" direction of a number (it actually takes care of
2458     * "overflow" in previous calculations of a direction).
2459     */
2460    
2461 root 1.24 int
2462     absdir (int d)
2463     {
2464     while (d < 1)
2465     d += 8;
2466     while (d > 8)
2467     d -= 8;
2468 elmex 1.1 return d;
2469     }
2470    
2471     /*
2472     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2473     * between two directions (which are expected to be absolute (see absdir())
2474     */
2475    
2476 root 1.24 int
2477     dirdiff (int dir1, int dir2)
2478     {
2479     int
2480     d;
2481    
2482     d = abs (dir1 - dir2);
2483     if (d > 4)
2484 elmex 1.1 d = 8 - d;
2485     return d;
2486     }
2487    
2488     /* peterm:
2489     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2490     * Basically, this is a table of directions, and what directions
2491     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2492     * This basically means that if direction is 15, then it could either go
2493     * direction 4, 14, or 16 to get back to where we are.
2494     * Moved from spell_util.c to object.c with the other related direction
2495     * functions.
2496     */
2497    
2498 root 1.24 int
2499     reduction_dir[SIZEOFFREE][3] = {
2500     {0, 0, 0}, /* 0 */
2501     {0, 0, 0}, /* 1 */
2502     {0, 0, 0}, /* 2 */
2503     {0, 0, 0}, /* 3 */
2504     {0, 0, 0}, /* 4 */
2505     {0, 0, 0}, /* 5 */
2506     {0, 0, 0}, /* 6 */
2507     {0, 0, 0}, /* 7 */
2508     {0, 0, 0}, /* 8 */
2509     {8, 1, 2}, /* 9 */
2510     {1, 2, -1}, /* 10 */
2511     {2, 10, 12}, /* 11 */
2512     {2, 3, -1}, /* 12 */
2513     {2, 3, 4}, /* 13 */
2514     {3, 4, -1}, /* 14 */
2515     {4, 14, 16}, /* 15 */
2516     {5, 4, -1}, /* 16 */
2517     {4, 5, 6}, /* 17 */
2518     {6, 5, -1}, /* 18 */
2519     {6, 20, 18}, /* 19 */
2520     {7, 6, -1}, /* 20 */
2521     {6, 7, 8}, /* 21 */
2522     {7, 8, -1}, /* 22 */
2523     {8, 22, 24}, /* 23 */
2524     {8, 1, -1}, /* 24 */
2525     {24, 9, 10}, /* 25 */
2526     {9, 10, -1}, /* 26 */
2527     {10, 11, -1}, /* 27 */
2528     {27, 11, 29}, /* 28 */
2529     {11, 12, -1}, /* 29 */
2530     {12, 13, -1}, /* 30 */
2531     {12, 13, 14}, /* 31 */
2532     {13, 14, -1}, /* 32 */
2533     {14, 15, -1}, /* 33 */
2534     {33, 15, 35}, /* 34 */
2535     {16, 15, -1}, /* 35 */
2536     {17, 16, -1}, /* 36 */
2537     {18, 17, 16}, /* 37 */
2538     {18, 17, -1}, /* 38 */
2539     {18, 19, -1}, /* 39 */
2540     {41, 19, 39}, /* 40 */
2541     {19, 20, -1}, /* 41 */
2542     {20, 21, -1}, /* 42 */
2543     {20, 21, 22}, /* 43 */
2544     {21, 22, -1}, /* 44 */
2545     {23, 22, -1}, /* 45 */
2546     {45, 47, 23}, /* 46 */
2547     {23, 24, -1}, /* 47 */
2548     {24, 9, -1}
2549     }; /* 48 */
2550 elmex 1.1
2551     /* Recursive routine to step back and see if we can
2552     * find a path to that monster that we found. If not,
2553     * we don't bother going toward it. Returns 1 if we
2554     * can see a direct way to get it
2555     * Modified to be map tile aware -.MSW
2556     */
2557    
2558 root 1.24
2559     int
2560     can_see_monsterP (mapstruct *m, int x, int y, int dir)
2561     {
2562 root 1.29 sint16 dx, dy;
2563 root 1.24 int
2564     mflags;
2565    
2566     if (dir < 0)
2567     return 0; /* exit condition: invalid direction */
2568    
2569     dx = x + freearr_x[dir];
2570     dy = y + freearr_y[dir];
2571    
2572     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2573    
2574     /* This functional arguably was incorrect before - it was
2575     * checking for P_WALL - that was basically seeing if
2576     * we could move to the monster - this is being more
2577     * literal on if we can see it. To know if we can actually
2578     * move to the monster, we'd need the monster passed in or
2579     * at least its move type.
2580     */
2581     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2582     return 0;
2583    
2584     /* yes, can see. */
2585     if (dir < 9)
2586     return 1;
2587     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2588     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2589     }
2590    
2591    
2592    
2593 elmex 1.1 /*
2594     * can_pick(picker, item): finds out if an object is possible to be
2595     * picked up by the picker. Returnes 1 if it can be
2596     * picked up, otherwise 0.
2597     *
2598     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2599     * core dumps if they do.
2600     *
2601     * Add a check so we can't pick up invisible objects (0.93.8)
2602     */
2603    
2604 root 1.24 int
2605     can_pick (const object *who, const object *item)
2606     {
2607     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2608     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2609     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2610 elmex 1.1 }
2611    
2612    
2613     /*
2614     * create clone from object to another
2615     */
2616 root 1.24 object *
2617     object_create_clone (object *asrc)
2618     {
2619     object *
2620     dst = NULL, *tmp, *src, *part, *prev, *item;
2621 elmex 1.1
2622 root 1.24 if (!asrc)
2623     return NULL;
2624     src = asrc;
2625     if (src->head)
2626     src = src->head;
2627    
2628     prev = NULL;
2629     for (part = src; part; part = part->more)
2630     {
2631     tmp = get_object ();
2632     copy_object (part, tmp);
2633     tmp->x -= src->x;
2634     tmp->y -= src->y;
2635     if (!part->head)
2636     {
2637     dst = tmp;
2638     tmp->head = NULL;
2639     }
2640     else
2641     {
2642     tmp->head = dst;
2643     }
2644     tmp->more = NULL;
2645     if (prev)
2646     prev->more = tmp;
2647     prev = tmp;
2648 elmex 1.1 }
2649 root 1.24
2650 elmex 1.1 /*** copy inventory ***/
2651 root 1.24 for (item = src->inv; item; item = item->below)
2652     {
2653     (void) insert_ob_in_ob (object_create_clone (item), dst);
2654 elmex 1.1 }
2655    
2656 root 1.24 return dst;
2657 elmex 1.1 }
2658    
2659     /* return true if the object was destroyed, 0 otherwise */
2660 root 1.24 int
2661     was_destroyed (const object *op, tag_t old_tag)
2662 elmex 1.1 {
2663 root 1.24 /* checking for FLAG_FREED isn't necessary, but makes this function more
2664     * robust */
2665     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2666 elmex 1.1 }
2667    
2668     /* GROS - Creates an object using a string representing its content. */
2669 root 1.24
2670 elmex 1.1 /* Basically, we save the content of the string to a temp file, then call */
2671 root 1.24
2672 elmex 1.1 /* load_object on it. I admit it is a highly inefficient way to make things, */
2673 root 1.24
2674 elmex 1.1 /* but it was simple to make and allows reusing the load_object function. */
2675 root 1.24
2676 elmex 1.1 /* Remember not to use load_object_str in a time-critical situation. */
2677 root 1.24
2678 elmex 1.1 /* Also remember that multiparts objects are not supported for now. */
2679    
2680 root 1.24 object *
2681     load_object_str (const char *obstr)
2682 elmex 1.1 {
2683 root 1.24 object *
2684     op;
2685     char
2686     filename[MAX_BUF];
2687 root 1.9
2688 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2689    
2690     FILE *
2691     tempfile = fopen (filename, "w");
2692    
2693     if (tempfile == NULL)
2694 elmex 1.1 {
2695 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2696     return NULL;
2697 root 1.41 }
2698    
2699 root 1.24 fprintf (tempfile, obstr);
2700     fclose (tempfile);
2701 elmex 1.1
2702 root 1.24 op = get_object ();
2703 elmex 1.1
2704 root 1.29 object_thawer thawer (filename);
2705 root 1.13
2706 root 1.24 if (thawer)
2707     load_object (thawer, op, 0);
2708 root 1.13
2709 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2710     CLEAR_FLAG (op, FLAG_REMOVED);
2711 root 1.9
2712 root 1.24 return op;
2713 elmex 1.1 }
2714    
2715     /* This returns the first object in who's inventory that
2716     * has the same type and subtype match.
2717     * returns NULL if no match.
2718     */
2719 root 1.24 object *
2720     find_obj_by_type_subtype (const object *who, int type, int subtype)
2721 elmex 1.1 {
2722 root 1.24 object *
2723     tmp;
2724 elmex 1.1
2725 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2726     if (tmp->type == type && tmp->subtype == subtype)
2727     return tmp;
2728 elmex 1.1
2729 root 1.24 return NULL;
2730 elmex 1.1 }
2731    
2732     /* If ob has a field named key, return the link from the list,
2733     * otherwise return NULL.
2734     *
2735     * key must be a passed in shared string - otherwise, this won't
2736     * do the desired thing.
2737     */
2738 root 1.24 key_value *
2739     get_ob_key_link (const object *ob, const char *key)
2740     {
2741     key_value *
2742     link;
2743    
2744     for (link = ob->key_values; link != NULL; link = link->next)
2745     {
2746     if (link->key == key)
2747     {
2748     return link;
2749 elmex 1.1 }
2750     }
2751 root 1.24
2752     return NULL;
2753     }
2754 elmex 1.1
2755     /*
2756     * Returns the value of op has an extra_field for key, or NULL.
2757     *
2758     * The argument doesn't need to be a shared string.
2759     *
2760     * The returned string is shared.
2761     */
2762 root 1.24 const char *
2763     get_ob_key_value (const object *op, const char *const key)
2764     {
2765 root 1.35 key_value *link;
2766     shstr_cmp canonical_key (key);
2767 root 1.24
2768 root 1.35 if (!canonical_key)
2769 root 1.24 {
2770     /* 1. There being a field named key on any object
2771     * implies there'd be a shared string to find.
2772     * 2. Since there isn't, no object has this field.
2773     * 3. Therefore, *this* object doesn't have this field.
2774     */
2775 root 1.35 return 0;
2776 elmex 1.1 }
2777    
2778 root 1.24 /* This is copied from get_ob_key_link() above -
2779     * only 4 lines, and saves the function call overhead.
2780     */
2781 root 1.35 for (link = op->key_values; link; link = link->next)
2782     if (link->key == canonical_key)
2783     return link->value;
2784    
2785     return 0;
2786 elmex 1.1 }
2787    
2788    
2789     /*
2790     * Updates the canonical_key in op to value.
2791     *
2792     * canonical_key is a shared string (value doesn't have to be).
2793     *
2794     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2795     * keys.
2796     *
2797     * Returns TRUE on success.
2798     */
2799 root 1.24 int
2800     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2801     {
2802     key_value *
2803     field = NULL, *last = NULL;
2804    
2805     for (field = op->key_values; field != NULL; field = field->next)
2806     {
2807     if (field->key != canonical_key)
2808     {
2809     last = field;
2810     continue;
2811     }
2812    
2813     if (value)
2814     field->value = value;
2815     else
2816     {
2817     /* Basically, if the archetype has this key set,
2818     * we need to store the null value so when we save
2819     * it, we save the empty value so that when we load,
2820     * we get this value back again.
2821     */
2822     if (get_ob_key_link (&op->arch->clone, canonical_key))
2823     field->value = 0;
2824     else
2825     {
2826     if (last)
2827     last->next = field->next;
2828     else
2829     op->key_values = field->next;
2830    
2831 root 1.29 delete field;
2832 root 1.24 }
2833     }
2834     return TRUE;
2835     }
2836     /* IF we get here, key doesn't exist */
2837    
2838     /* No field, we'll have to add it. */
2839    
2840     if (!add_key)
2841     {
2842     return FALSE;
2843     }
2844     /* There isn't any good reason to store a null
2845     * value in the key/value list. If the archetype has
2846     * this key, then we should also have it, so shouldn't
2847     * be here. If user wants to store empty strings,
2848     * should pass in ""
2849     */
2850     if (value == NULL)
2851 elmex 1.1 return TRUE;
2852 root 1.24
2853     field = new key_value;
2854    
2855     field->key = canonical_key;
2856     field->value = value;
2857     /* Usual prepend-addition. */
2858     field->next = op->key_values;
2859     op->key_values = field;
2860    
2861     return TRUE;
2862 elmex 1.1 }
2863    
2864     /*
2865     * Updates the key in op to value.
2866     *
2867     * If add_key is FALSE, this will only update existing keys,
2868     * and not add new ones.
2869     * In general, should be little reason FALSE is ever passed in for add_key
2870     *
2871     * Returns TRUE on success.
2872     */
2873 root 1.24 int
2874     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2875 root 1.11 {
2876 root 1.29 shstr key_ (key);
2877 root 1.24
2878 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2879 elmex 1.1 }
2880 root 1.31
2881 root 1.34 object::depth_iterator::depth_iterator (object *container)
2882     : iterator_base (container)
2883     {
2884     while (item->inv)
2885     item = item->inv;
2886     }
2887    
2888 root 1.31 void
2889 root 1.34 object::depth_iterator::next ()
2890 root 1.31 {
2891 root 1.34 if (item->below)
2892     {
2893     item = item->below;
2894    
2895     while (item->inv)
2896     item = item->inv;
2897     }
2898 root 1.31 else
2899 root 1.34 item = item->env;
2900 root 1.31 }
2901 root 1.34
2902 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2903     const char *
2904     object::debug_desc (char *info) const
2905     {
2906     char info2[256 * 3];
2907     char *p = info;
2908    
2909     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2910     count,
2911     &name,
2912     title ? " " : "",
2913     title ? (const char *)title : "");
2914    
2915     if (env)
2916     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2917    
2918     if (map)
2919     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2920    
2921     return info;
2922     }
2923    
2924     const char *
2925     object::debug_desc () const
2926     {
2927     static char info[256 * 3];
2928     return debug_desc (info);
2929     }
2930