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/cvs/deliantra/server/common/object.C
Revision: 1.49
Committed: Sat Sep 16 22:24:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.48: +12 -12 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

File Contents

# 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 root 1.48 fprintf (logfile, "Object %s\n", errmsg);
454 root 1.24 }
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 1.48
490 root 1.24 return op;
491 elmex 1.1 }
492    
493     /*
494     * Returns the first object which has a name equal to the argument.
495     * Used only by the patch command, but not all that useful.
496     * Enables features like "patch <name-of-other-player> food 999"
497     */
498    
499 root 1.24 object *
500     find_object_name (const char *str)
501     {
502 root 1.35 shstr_cmp str_ (str);
503 elmex 1.1 object *op;
504 root 1.24
505 root 1.45 for (op = object::first; op != NULL; op = op->next)
506 root 1.35 if (op->name == str_)
507 elmex 1.1 break;
508 root 1.11
509 elmex 1.1 return op;
510     }
511    
512 root 1.24 void
513     free_all_object_data ()
514 root 1.14 {
515     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
516 elmex 1.1 }
517    
518     /*
519     * Sets the owner and sets the skill and exp pointers to owner's current
520     * skill and experience objects.
521     */
522 root 1.24 void
523 root 1.30 object::set_owner (object *owner)
524 elmex 1.1 {
525 root 1.30 if (!owner)
526 root 1.24 return;
527    
528     /* next line added to allow objects which own objects */
529     /* Add a check for ownercounts in here, as I got into an endless loop
530     * with the fireball owning a poison cloud which then owned the
531     * fireball. I believe that was caused by one of the objects getting
532     * freed and then another object replacing it. Since the ownercounts
533     * didn't match, this check is valid and I believe that cause is valid.
534     */
535 root 1.30 while (owner->owner)
536 root 1.24 owner = owner->owner;
537 elmex 1.1
538 root 1.30 this->owner = owner;
539 elmex 1.1 }
540    
541     /* Zero the key_values on op, decrementing the shared-string
542     * refcounts and freeing the links.
543     */
544 root 1.24 static void
545     free_key_values (object *op)
546 root 1.11 {
547 root 1.24 for (key_value *i = op->key_values; i != 0;)
548 root 1.11 {
549     key_value *next = i->next;
550     delete i;
551 root 1.24
552 root 1.11 i = next;
553 elmex 1.1 }
554 root 1.24
555 root 1.11 op->key_values = 0;
556 elmex 1.1 }
557    
558 root 1.14 void object::clear ()
559     {
560     attachable_base::clear ();
561    
562     free_key_values (this);
563    
564 root 1.30 owner = 0;
565 root 1.24 name = 0;
566     name_pl = 0;
567     title = 0;
568     race = 0;
569     slaying = 0;
570     skill = 0;
571     msg = 0;
572     lore = 0;
573     custom_name = 0;
574 root 1.14 materialname = 0;
575 root 1.30 contr = 0;
576     below = 0;
577     above = 0;
578     inv = 0;
579     container = 0;
580     env = 0;
581     more = 0;
582     head = 0;
583     map = 0;
584     active_next = 0;
585     active_prev = 0;
586 root 1.14
587 root 1.30 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588 root 1.14
589     SET_FLAG (this, FLAG_REMOVED);
590 root 1.30
591     /* What is not cleared is next, prev, and count */
592    
593     expmul = 1.0;
594     face = blank_face;
595    
596     if (settings.casting_time)
597     casting_time = -1;
598 root 1.14 }
599    
600     void object::clone (object *destination)
601     {
602 root 1.30 *(object_copy *)destination = *this;
603     *(object_pod *)destination = *this;
604 root 1.14
605     if (self || cb)
606     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607     }
608    
609 elmex 1.1 /*
610     * copy object first frees everything allocated by the second object,
611     * and then copies the contends of the first object into the second
612     * object, allocating what needs to be allocated. Basically, any
613     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614     * if the first object is freed, the pointers in the new object
615     * will point at garbage.
616     */
617 root 1.24 void
618     copy_object (object *op2, object *op)
619 root 1.11 {
620 root 1.24 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 root 1.14 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
622 root 1.11
623     op2->clone (op);
624    
625 root 1.24 if (is_freed)
626     SET_FLAG (op, FLAG_FREED);
627     if (is_removed)
628     SET_FLAG (op, FLAG_REMOVED);
629 elmex 1.1
630 root 1.11 if (op2->speed < 0)
631 root 1.24 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
632 elmex 1.1
633 root 1.11 /* Copy over key_values, if any. */
634 root 1.23 if (op2->key_values)
635 root 1.14 {
636 root 1.23 key_value *tail = 0;
637 root 1.11 key_value *i;
638 elmex 1.1
639 root 1.23 op->key_values = 0;
640 elmex 1.1
641 root 1.23 for (i = op2->key_values; i; i = i->next)
642 root 1.11 {
643     key_value *new_link = new key_value;
644 root 1.8
645 root 1.24 new_link->next = 0;
646     new_link->key = i->key;
647 root 1.11 new_link->value = i->value;
648    
649     /* Try and be clever here, too. */
650 root 1.23 if (!op->key_values)
651 root 1.11 {
652     op->key_values = new_link;
653     tail = new_link;
654 root 1.8 }
655 root 1.11 else
656     {
657     tail->next = new_link;
658     tail = new_link;
659     }
660 root 1.14 }
661     }
662 root 1.2
663 root 1.11 update_ob_speed (op);
664 elmex 1.1 }
665    
666     /*
667     * If an object with the IS_TURNABLE() flag needs to be turned due
668     * to the closest player being on the other side, this function can
669     * be called to update the face variable, _and_ how it looks on the map.
670     */
671    
672 root 1.24 void
673     update_turn_face (object *op)
674     {
675     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
676     return;
677     SET_ANIMATION (op, op->direction);
678     update_object (op, UP_OBJ_FACE);
679 elmex 1.1 }
680    
681     /*
682     * Updates the speed of an object. If the speed changes from 0 to another
683     * value, or vice versa, then add/remove the object from the active list.
684     * This function needs to be called whenever the speed of an object changes.
685     */
686 root 1.24 void
687     update_ob_speed (object *op)
688     {
689     extern int arch_init;
690 elmex 1.1
691 root 1.24 /* No reason putting the archetypes objects on the speed list,
692     * since they never really need to be updated.
693     */
694 elmex 1.1
695 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696     {
697     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
698 elmex 1.1 #ifdef MANY_CORES
699 root 1.24 abort ();
700 elmex 1.1 #else
701 root 1.24 op->speed = 0;
702 elmex 1.1 #endif
703     }
704 root 1.31
705 root 1.24 if (arch_init)
706 root 1.31 return;
707    
708 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709     {
710     /* If already on active list, don't do anything */
711     if (op->active_next || op->active_prev || op == active_objects)
712 root 1.8 return;
713 root 1.24
714     /* process_events() expects us to insert the object at the beginning
715     * of the list. */
716     op->active_next = active_objects;
717 root 1.31
718 root 1.24 if (op->active_next != NULL)
719     op->active_next->active_prev = op;
720 root 1.31
721 root 1.24 active_objects = op;
722 elmex 1.1 }
723 root 1.24 else
724     {
725     /* If not on the active list, nothing needs to be done */
726     if (!op->active_next && !op->active_prev && op != active_objects)
727     return;
728    
729     if (op->active_prev == NULL)
730     {
731     active_objects = op->active_next;
732 root 1.31
733 root 1.24 if (op->active_next != NULL)
734     op->active_next->active_prev = NULL;
735 root 1.8 }
736 root 1.24 else
737     {
738     op->active_prev->active_next = op->active_next;
739 root 1.31
740 root 1.24 if (op->active_next)
741     op->active_next->active_prev = op->active_prev;
742     }
743 root 1.31
744 root 1.24 op->active_next = NULL;
745     op->active_prev = NULL;
746 elmex 1.1 }
747     }
748    
749     /* This function removes object 'op' from the list of active
750     * objects.
751     * This should only be used for style maps or other such
752     * reference maps where you don't want an object that isn't
753     * in play chewing up cpu time getting processed.
754     * The reverse of this is to call update_ob_speed, which
755     * will do the right thing based on the speed of the object.
756     */
757 root 1.24 void
758     remove_from_active_list (object *op)
759 elmex 1.1 {
760 root 1.24 /* If not on the active list, nothing needs to be done */
761     if (!op->active_next && !op->active_prev && op != active_objects)
762     return;
763 elmex 1.1
764 root 1.24 if (op->active_prev == NULL)
765     {
766     active_objects = op->active_next;
767     if (op->active_next != NULL)
768     op->active_next->active_prev = NULL;
769 elmex 1.1 }
770 root 1.24 else
771     {
772     op->active_prev->active_next = op->active_next;
773     if (op->active_next)
774     op->active_next->active_prev = op->active_prev;
775 elmex 1.1 }
776 root 1.24 op->active_next = NULL;
777     op->active_prev = NULL;
778 elmex 1.1 }
779    
780     /*
781     * update_object() updates the array which represents the map.
782     * It takes into account invisible objects (and represent squares covered
783     * by invisible objects by whatever is below them (unless it's another
784     * invisible object, etc...)
785     * If the object being updated is beneath a player, the look-window
786     * of that player is updated (this might be a suboptimal way of
787     * updating that window, though, since update_object() is called _often_)
788     *
789     * action is a hint of what the caller believes need to be done.
790     * For example, if the only thing that has changed is the face (due to
791     * an animation), we don't need to call update_position until that actually
792     * comes into view of a player. OTOH, many other things, like addition/removal
793     * of walls or living creatures may need us to update the flags now.
794     * current action are:
795     * UP_OBJ_INSERT: op was inserted
796     * UP_OBJ_REMOVE: op was removed
797     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798     * as that is easier than trying to look at what may have changed.
799     * UP_OBJ_FACE: only the objects face has changed.
800     */
801    
802 root 1.24 void
803     update_object (object *op, int action)
804     {
805     int update_now = 0, flags;
806     MoveType move_on, move_off, move_block, move_slow;
807    
808     if (op == NULL)
809     {
810     /* this should never happen */
811     LOG (llevDebug, "update_object() called for NULL object.\n");
812     return;
813 elmex 1.1 }
814 root 1.24
815     if (op->env != NULL)
816     {
817     /* Animation is currently handled by client, so nothing
818     * to do in this case.
819     */
820     return;
821 elmex 1.1 }
822    
823 root 1.24 /* If the map is saving, don't do anything as everything is
824     * going to get freed anyways.
825     */
826     if (!op->map || op->map->in_memory == MAP_SAVING)
827     return;
828    
829     /* make sure the object is within map boundaries */
830     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
831     {
832     LOG (llevError, "update_object() called for object out of map!\n");
833 elmex 1.1 #ifdef MANY_CORES
834 root 1.24 abort ();
835 elmex 1.1 #endif
836 root 1.24 return;
837 elmex 1.1 }
838    
839 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
840     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 elmex 1.1
846 root 1.24 if (action == UP_OBJ_INSERT)
847     {
848     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
849     update_now = 1;
850    
851     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
852     update_now = 1;
853 elmex 1.1
854 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
855     update_now = 1;
856 elmex 1.1
857 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858     update_now = 1;
859 elmex 1.1
860 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861     update_now = 1;
862 root 1.20
863 root 1.24 if ((move_on | op->move_on) != move_on)
864     update_now = 1;
865 root 1.20
866 root 1.24 if ((move_off | op->move_off) != move_off)
867     update_now = 1;
868 root 1.20
869 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
870     * to have move_allow right now.
871     */
872     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
873     update_now = 1;
874 root 1.20
875 root 1.24 if ((move_slow | op->move_slow) != move_slow)
876     update_now = 1;
877     }
878     /* if the object is being removed, we can't make intelligent
879     * decisions, because remove_ob can't really pass the object
880     * that is being removed.
881     */
882     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 root 1.27 update_now = 1;
884 root 1.24 else if (action == UP_OBJ_FACE)
885 root 1.29 /* Nothing to do for that case */ ;
886 root 1.24 else
887 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 elmex 1.1
889 root 1.24 if (update_now)
890     {
891     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892     update_position (op->map, op->x, op->y);
893 elmex 1.1 }
894    
895 root 1.24 if (op->more != NULL)
896     update_object (op->more, action);
897 elmex 1.1 }
898    
899 root 1.45 object::vector object::mortals;
900     object::vector object::objects; // not yet used
901     object *object::first;
902 root 1.21
903     void object::free_mortals ()
904     {
905 root 1.45 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 root 1.30 if ((*i)->refcnt)
907     ++i; // further delay freeing
908     else
909 root 1.25 {
910 root 1.40 delete *i;
911 root 1.25 mortals.erase (i);
912     }
913 root 1.30
914 root 1.42 static int lastmortals = 0;//D
915    
916     if (mortals.size() != lastmortals)//D
917     {
918     lastmortals = mortals.size ();//D
919     LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920     }
921 root 1.21 }
922    
923     object::object ()
924     {
925 root 1.22 SET_FLAG (this, FLAG_REMOVED);
926    
927     expmul = 1.0;
928     face = blank_face;
929     }
930    
931     object::~object ()
932     {
933     free_key_values (this);
934     }
935    
936 root 1.24 void object::link ()
937 root 1.22 {
938 root 1.21 count = ++ob_count;
939 root 1.41 uuid = gen_uuid ();
940 root 1.21
941     prev = 0;
942 root 1.45 next = object::first;
943 root 1.21
944 root 1.45 if (object::first)
945     object::first->prev = this;
946 root 1.21
947 root 1.45 object::first = this;
948 root 1.21 }
949    
950 root 1.24 void object::unlink ()
951 root 1.21 {
952 root 1.45 if (this == object::first)
953     object::first = next;
954 root 1.38
955 root 1.22 /* Remove this object from the list of used objects */
956 root 1.41 if (prev) prev->next = next;
957     if (next) next->prev = prev;
958 root 1.25
959 root 1.41 prev = 0;
960     next = 0;
961 root 1.24 }
962 root 1.21
963     object *object::create ()
964     {
965 root 1.42 object *op = new object;
966 root 1.22 op->link ();
967     return op;
968 root 1.21 }
969 elmex 1.1
970     /*
971     * free_object() frees everything allocated by an object, removes
972     * it from the list of used objects, and puts it on the list of
973     * free objects. The IS_FREED() flag is set in the object.
974     * The object must have been removed by remove_ob() first for
975     * this function to succeed.
976     *
977     * If free_inventory is set, free inventory as well. Else drop items in
978     * inventory to the ground.
979     */
980 root 1.24 void object::free (bool free_inventory)
981 root 1.14 {
982 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
983     return;
984    
985 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
986     remove_friendly_object (this);
987    
988 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
989 root 1.29 remove_ob (this);
990 root 1.14
991 root 1.29 SET_FLAG (this, FLAG_FREED);
992 root 1.14
993 root 1.21 if (more)
994 root 1.14 {
995 root 1.21 more->free (free_inventory);
996     more = 0;
997 elmex 1.1 }
998    
999 root 1.21 if (inv)
1000 root 1.14 {
1001     /* Only if the space blocks everything do we not process -
1002 root 1.17 * if some form of movement is allowed, let objects
1003 root 1.14 * drop on that space.
1004     */
1005 root 1.32 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1006 root 1.24 {
1007 root 1.29 object *op = inv;
1008 root 1.24
1009     while (op)
1010     {
1011 root 1.29 object *tmp = op->below;
1012 root 1.21 op->free (free_inventory);
1013 root 1.24 op = tmp;
1014     }
1015     }
1016 root 1.14 else
1017 root 1.24 { /* Put objects in inventory onto this space */
1018 root 1.29 object *op = inv;
1019 root 1.24
1020     while (op)
1021     {
1022 root 1.29 object *tmp = op->below;
1023 root 1.14
1024 root 1.24 remove_ob (op);
1025    
1026     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1028     free_object (op);
1029     else
1030     {
1031     op->x = x;
1032     op->y = y;
1033     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034     }
1035    
1036     op = tmp;
1037     }
1038     }
1039 root 1.14 }
1040    
1041 root 1.44 // clear those pointers that likely might have circular references to us
1042     owner = 0;
1043     enemy = 0;
1044     attacked_by = 0;
1045 root 1.25
1046 root 1.14 /* Remove object from the active list */
1047 root 1.21 speed = 0;
1048     update_ob_speed (this);
1049 elmex 1.1
1050 root 1.22 unlink ();
1051    
1052 root 1.21 mortals.push_back (this);
1053 elmex 1.1 }
1054    
1055     /*
1056     * sub_weight() recursively (outwards) subtracts a number from the
1057     * weight of an object (and what is carried by it's environment(s)).
1058     */
1059    
1060 root 1.24 void
1061     sub_weight (object *op, signed long weight)
1062     {
1063     while (op != NULL)
1064     {
1065     if (op->type == CONTAINER)
1066 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067    
1068 root 1.24 op->carrying -= weight;
1069     op = op->env;
1070 elmex 1.1 }
1071     }
1072    
1073     /* remove_ob(op):
1074     * This function removes the object op from the linked list of objects
1075     * which it is currently tied to. When this function is done, the
1076     * object will have no environment. If the object previously had an
1077     * environment, the x and y coordinates will be updated to
1078     * the previous environment.
1079     * Beware: This function is called from the editor as well!
1080     */
1081    
1082 root 1.24 void
1083     remove_ob (object *op)
1084     {
1085 root 1.45 object *tmp, *last = 0;
1086     object *otmp;
1087 root 1.26
1088 root 1.45 int check_walk_off;
1089 root 1.49 maptile *m;
1090 root 1.24
1091 root 1.45 sint16 x, y;
1092 root 1.24
1093     if (QUERY_FLAG (op, FLAG_REMOVED))
1094 root 1.29 return;
1095 root 1.24
1096 root 1.29 SET_FLAG (op, FLAG_REMOVED);
1097 root 1.26
1098 root 1.24 if (op->more != NULL)
1099     remove_ob (op->more);
1100    
1101     /*
1102     * In this case, the object to be removed is in someones
1103     * inventory.
1104     */
1105     if (op->env != NULL)
1106     {
1107     if (op->nrof)
1108     sub_weight (op->env, op->weight * op->nrof);
1109     else
1110     sub_weight (op->env, op->weight + op->carrying);
1111    
1112     /* NO_FIX_PLAYER is set when a great many changes are being
1113     * made to players inventory. If set, avoiding the call
1114     * to save cpu time.
1115     */
1116     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1117     fix_player (otmp);
1118    
1119     if (op->above != NULL)
1120     op->above->below = op->below;
1121     else
1122     op->env->inv = op->below;
1123    
1124     if (op->below != NULL)
1125     op->below->above = op->above;
1126    
1127     /* we set up values so that it could be inserted into
1128     * the map, but we don't actually do that - it is up
1129     * to the caller to decide what we want to do.
1130     */
1131     op->x = op->env->x, op->y = op->env->y;
1132     op->map = op->env->map;
1133     op->above = NULL, op->below = NULL;
1134     op->env = NULL;
1135     }
1136 root 1.29 else if (op->map)
1137     {
1138     x = op->x;
1139     y = op->y;
1140     m = get_map_from_coord (op->map, &x, &y);
1141    
1142     if (!m)
1143     {
1144     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1145     op->map->path, op->x, op->y);
1146     /* in old days, we used to set x and y to 0 and continue.
1147     * it seems if we get into this case, something is probablye
1148     * screwed up and should be fixed.
1149     */
1150     abort ();
1151     }
1152 root 1.24
1153 root 1.29 if (op->map != m)
1154     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1155     op->map->path, m->path, op->x, op->y, x, y);
1156 root 1.24
1157 root 1.29 /* Re did the following section of code - it looks like it had
1158     * lots of logic for things we no longer care about
1159 root 1.24 */
1160 elmex 1.1
1161 root 1.29 /* link the object above us */
1162     if (op->above)
1163     op->above->below = op->below;
1164     else
1165     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1166 root 1.24
1167 root 1.29 /* Relink the object below us, if there is one */
1168     if (op->below)
1169     op->below->above = op->above;
1170     else
1171     {
1172     /* Nothing below, which means we need to relink map object for this space
1173     * use translated coordinates in case some oddness with map tiling is
1174     * evident
1175     */
1176     if (GET_MAP_OB (m, x, y) != op)
1177     {
1178     dump_object (op);
1179     LOG (llevError,
1180     "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);
1181     dump_object (GET_MAP_OB (m, x, y));
1182     LOG (llevError, "%s\n", errmsg);
1183     }
1184 elmex 1.1
1185 root 1.29 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1186 root 1.8 }
1187 root 1.26
1188 root 1.29 op->above = 0;
1189     op->below = 0;
1190 root 1.26
1191 root 1.29 if (op->map->in_memory == MAP_SAVING)
1192     return;
1193 elmex 1.1
1194 root 1.29 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1195 elmex 1.1
1196 root 1.29 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1197 root 1.24 {
1198 root 1.29 /* No point updating the players look faces if he is the object
1199     * being removed.
1200 root 1.24 */
1201 root 1.29
1202     if (tmp->type == PLAYER && tmp != op)
1203 root 1.24 {
1204 root 1.29 /* If a container that the player is currently using somehow gets
1205     * removed (most likely destroyed), update the player view
1206     * appropriately.
1207     */
1208     if (tmp->container == op)
1209     {
1210     CLEAR_FLAG (op, FLAG_APPLIED);
1211     tmp->container = NULL;
1212     }
1213    
1214     tmp->contr->socket.update_look = 1;
1215 root 1.8 }
1216 root 1.26
1217 root 1.29 /* See if player moving off should effect something */
1218     if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1219     {
1220     move_apply (tmp, op, NULL);
1221 root 1.24
1222 root 1.48 if (op->destroyed ());
1223     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1224 root 1.8 }
1225    
1226 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1227    
1228     if (tmp->above == tmp)
1229     tmp->above = NULL;
1230 root 1.8
1231 root 1.29 last = tmp;
1232     }
1233 root 1.26
1234 root 1.29 /* last == NULL of there are no objects on this space */
1235     if (last == NULL)
1236     {
1237     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1238     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1239     * those out anyways, and if there are any flags set right now, they won't
1240     * be correct anyways.
1241     */
1242     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1243     update_position (op->map, op->x, op->y);
1244     }
1245     else
1246     update_object (last, UP_OBJ_REMOVE);
1247 root 1.26
1248 root 1.29 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1249     update_all_los (op->map, op->x, op->y);
1250 elmex 1.1 }
1251     }
1252    
1253     /*
1254     * merge_ob(op,top):
1255     *
1256     * This function goes through all objects below and including top, and
1257     * merges op to the first matching object.
1258     * If top is NULL, it is calculated.
1259     * Returns pointer to object if it succeded in the merge, otherwise NULL
1260     */
1261 root 1.24 object *
1262     merge_ob (object *op, object *top)
1263     {
1264     if (!op->nrof)
1265 elmex 1.1 return 0;
1266 root 1.29
1267 root 1.24 if (top == NULL)
1268     for (top = op; top != NULL && top->above != NULL; top = top->above);
1269 root 1.29
1270 root 1.24 for (; top != NULL; top = top->below)
1271 elmex 1.1 {
1272 root 1.24 if (top == op)
1273     continue;
1274     if (CAN_MERGE (op, top))
1275     {
1276     top->nrof += op->nrof;
1277    
1278 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1279 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1280     remove_ob (op);
1281     free_object (op);
1282     return top;
1283     }
1284 elmex 1.1 }
1285 root 1.29
1286 root 1.45 return 0;
1287 elmex 1.1 }
1288    
1289     /*
1290     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1291     * job preparing multi-part monsters
1292     */
1293 root 1.24 object *
1294 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1295 root 1.24 {
1296 root 1.29 object *tmp;
1297 root 1.24
1298     if (op->head)
1299     op = op->head;
1300 root 1.29
1301 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1302     {
1303     tmp->x = x + tmp->arch->clone.x;
1304     tmp->y = y + tmp->arch->clone.y;
1305 elmex 1.1 }
1306 root 1.29
1307 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1308 elmex 1.1 }
1309    
1310     /*
1311     * insert_ob_in_map (op, map, originator, flag):
1312     * This function inserts the object in the two-way linked list
1313     * which represents what is on a map.
1314     * The second argument specifies the map, and the x and y variables
1315     * in the object about to be inserted specifies the position.
1316     *
1317     * originator: Player, monster or other object that caused 'op' to be inserted
1318     * into 'map'. May be NULL.
1319     *
1320     * flag is a bitmask about special things to do (or not do) when this
1321     * function is called. see the object.h file for the INS_ values.
1322     * Passing 0 for flag gives proper default values, so flag really only needs
1323     * to be set if special handling is needed.
1324     *
1325     * Return value:
1326     * new object if 'op' was merged with other object
1327     * NULL if 'op' was destroyed
1328     * just 'op' otherwise
1329     */
1330    
1331 root 1.24 object *
1332 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1333 elmex 1.1 {
1334 root 1.25 object *tmp, *top, *floor = NULL;
1335     sint16 x, y;
1336 elmex 1.1
1337 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1338     {
1339     LOG (llevError, "Trying to insert freed object!\n");
1340     return NULL;
1341     }
1342 root 1.25
1343 root 1.24 if (m == NULL)
1344     {
1345     dump_object (op);
1346     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1347     return op;
1348 elmex 1.1 }
1349 root 1.25
1350 root 1.24 if (out_of_map (m, op->x, op->y))
1351     {
1352     dump_object (op);
1353     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1354 elmex 1.1 #ifdef MANY_CORES
1355 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1356     * is likely to cause a crash. Better to find out where it is getting
1357     * improperly inserted.
1358     */
1359     abort ();
1360 elmex 1.1 #endif
1361 root 1.24 return op;
1362 elmex 1.1 }
1363 root 1.25
1364 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1365     {
1366     dump_object (op);
1367     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1368     return op;
1369     }
1370 root 1.25
1371 root 1.24 if (op->more != NULL)
1372     {
1373     /* The part may be on a different map. */
1374    
1375 root 1.26 object *more = op->more;
1376 root 1.24
1377     /* We really need the caller to normalize coordinates - if
1378     * we set the map, that doesn't work if the location is within
1379     * a map and this is straddling an edge. So only if coordinate
1380     * is clear wrong do we normalize it.
1381     */
1382     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 root 1.24 else if (!more->map)
1385     {
1386     /* For backwards compatibility - when not dealing with tiled maps,
1387     * more->map should always point to the parent.
1388     */
1389     more->map = m;
1390     }
1391    
1392     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1393     {
1394     if (!op->head)
1395     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1396 root 1.26
1397 root 1.24 return NULL;
1398 root 1.8 }
1399 root 1.24 }
1400 root 1.25
1401 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1402 root 1.8
1403 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1404     * of areas of callers (eg, anything that uses find_free_spot would now
1405     * need extra work
1406     */
1407     op->map = get_map_from_coord (m, &op->x, &op->y);
1408     x = op->x;
1409     y = op->y;
1410    
1411     /* this has to be done after we translate the coordinates.
1412     */
1413     if (op->nrof && !(flag & INS_NO_MERGE))
1414 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1415     if (CAN_MERGE (op, tmp))
1416     {
1417     op->nrof += tmp->nrof;
1418     remove_ob (tmp);
1419     free_object (tmp);
1420     }
1421 root 1.24
1422     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1423     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1424 root 1.25
1425 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1426     CLEAR_FLAG (op, FLAG_NO_STEAL);
1427    
1428     if (flag & INS_BELOW_ORIGINATOR)
1429     {
1430     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1431     {
1432     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1433     abort ();
1434     }
1435 root 1.25
1436 root 1.24 op->above = originator;
1437     op->below = originator->below;
1438 root 1.25
1439 root 1.24 if (op->below)
1440     op->below->above = op;
1441     else
1442     SET_MAP_OB (op->map, op->x, op->y, op);
1443 root 1.25
1444 root 1.24 /* since *below* originator, no need to update top */
1445     originator->below = op;
1446 elmex 1.1 }
1447 root 1.24 else
1448     {
1449     /* If there are other objects, then */
1450     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1451     {
1452 root 1.25 object *last = NULL;
1453 root 1.24
1454     /*
1455     * If there are multiple objects on this space, we do some trickier handling.
1456     * We've already dealt with merging if appropriate.
1457     * Generally, we want to put the new object on top. But if
1458     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1459     * floor, we want to insert above that and no further.
1460     * Also, if there are spell objects on this space, we stop processing
1461     * once we get to them. This reduces the need to traverse over all of
1462     * them when adding another one - this saves quite a bit of cpu time
1463     * when lots of spells are cast in one area. Currently, it is presumed
1464     * that flying non pickable objects are spell objects.
1465     */
1466 elmex 1.1
1467 root 1.24 while (top != NULL)
1468     {
1469     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1470     floor = top;
1471 root 1.26
1472 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))
1473     {
1474     /* We insert above top, so we want this object below this */
1475     top = top->below;
1476     break;
1477     }
1478 root 1.26
1479 root 1.24 last = top;
1480     top = top->above;
1481     }
1482 root 1.26
1483 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1484     top = last;
1485 root 1.8
1486 root 1.24 /* We let update_position deal with figuring out what the space
1487     * looks like instead of lots of conditions here.
1488     * makes things faster, and effectively the same result.
1489     */
1490    
1491     /* Have object 'fall below' other objects that block view.
1492     * Unless those objects are exits, type 66
1493     * If INS_ON_TOP is used, don't do this processing
1494     * Need to find the object that in fact blocks view, otherwise
1495     * stacking is a bit odd.
1496     */
1497     if (!(flag & INS_ON_TOP) &&
1498     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1499     {
1500     for (last = top; last != floor; last = last->below)
1501     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1502     break;
1503     /* Check to see if we found the object that blocks view,
1504     * and make sure we have a below pointer for it so that
1505     * we can get inserted below this one, which requires we
1506     * set top to the object below us.
1507     */
1508     if (last && last->below && last != floor)
1509     top = last->below;
1510 root 1.8 }
1511 root 1.24 } /* If objects on this space */
1512 root 1.25
1513 root 1.24 if (flag & INS_MAP_LOAD)
1514     top = GET_MAP_TOP (op->map, op->x, op->y);
1515 root 1.25
1516 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1517     top = floor;
1518    
1519     /* Top is the object that our object (op) is going to get inserted above.
1520     */
1521    
1522     /* First object on this space */
1523     if (!top)
1524     {
1525     op->above = GET_MAP_OB (op->map, op->x, op->y);
1526 root 1.25
1527 root 1.24 if (op->above)
1528     op->above->below = op;
1529 root 1.25
1530 root 1.24 op->below = NULL;
1531     SET_MAP_OB (op->map, op->x, op->y, op);
1532     }
1533     else
1534     { /* get inserted into the stack above top */
1535     op->above = top->above;
1536 root 1.25
1537 root 1.24 if (op->above)
1538     op->above->below = op;
1539 root 1.25
1540 root 1.24 op->below = top;
1541     top->above = op;
1542     }
1543 root 1.25
1544 root 1.24 if (op->above == NULL)
1545     SET_MAP_TOP (op->map, op->x, op->y, op);
1546     } /* else not INS_BELOW_ORIGINATOR */
1547 root 1.8
1548 root 1.24 if (op->type == PLAYER)
1549     op->contr->do_los = 1;
1550    
1551     /* If we have a floor, we know the player, if any, will be above
1552     * it, so save a few ticks and start from there.
1553     */
1554     if (!(flag & INS_MAP_LOAD))
1555     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1556 root 1.25 if (tmp->type == PLAYER)
1557     tmp->contr->socket.update_look = 1;
1558 root 1.24
1559     /* If this object glows, it may affect lighting conditions that are
1560     * visible to others on this map. But update_all_los is really
1561     * an inefficient way to do this, as it means los for all players
1562     * on the map will get recalculated. The players could very well
1563     * be far away from this change and not affected in any way -
1564     * this should get redone to only look for players within range,
1565     * or just updating the P_NEED_UPDATE for spaces within this area
1566     * of effect may be sufficient.
1567     */
1568     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1569     update_all_los (op->map, op->x, op->y);
1570    
1571     /* updates flags (blocked, alive, no magic, etc) for this map space */
1572     update_object (op, UP_OBJ_INSERT);
1573    
1574     /* Don't know if moving this to the end will break anything. However,
1575     * we want to have update_look set above before calling this.
1576     *
1577     * check_move_on() must be after this because code called from
1578     * check_move_on() depends on correct map flags (so functions like
1579     * blocked() and wall() work properly), and these flags are updated by
1580     * update_object().
1581     */
1582    
1583     /* if this is not the head or flag has been passed, don't check walk on status */
1584     if (!(flag & INS_NO_WALK_ON) && !op->head)
1585     {
1586     if (check_move_on (op, originator))
1587     return NULL;
1588 elmex 1.1
1589 root 1.24 /* If we are a multi part object, lets work our way through the check
1590     * walk on's.
1591     */
1592     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1593     if (check_move_on (tmp, originator))
1594     return NULL;
1595 elmex 1.1 }
1596 root 1.25
1597 root 1.24 return op;
1598 elmex 1.1 }
1599    
1600     /* this function inserts an object in the map, but if it
1601     * finds an object of its own type, it'll remove that one first.
1602     * op is the object to insert it under: supplies x and the map.
1603     */
1604 root 1.24 void
1605     replace_insert_ob_in_map (const char *arch_string, object *op)
1606     {
1607 root 1.29 object *
1608     tmp;
1609     object *
1610     tmp1;
1611 elmex 1.1
1612 root 1.24 /* first search for itself and remove any old instances */
1613 elmex 1.1
1614 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1615     {
1616     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1617     {
1618     remove_ob (tmp);
1619     free_object (tmp);
1620 root 1.8 }
1621 elmex 1.1 }
1622    
1623 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1624 elmex 1.1
1625 root 1.24 tmp1->x = op->x;
1626     tmp1->y = op->y;
1627     insert_ob_in_map (tmp1, op->map, op, 0);
1628     }
1629 elmex 1.1
1630     /*
1631     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1632     * is returned contains nr objects, and the remaining parts contains
1633     * the rest (or is removed and freed if that number is 0).
1634     * On failure, NULL is returned, and the reason put into the
1635     * global static errmsg array.
1636     */
1637    
1638 root 1.24 object *
1639     get_split_ob (object *orig_ob, uint32 nr)
1640     {
1641     object *
1642     newob;
1643     int
1644     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1645    
1646     if (orig_ob->nrof < nr)
1647     {
1648     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1649     return NULL;
1650     }
1651 root 1.29
1652 root 1.24 newob = object_create_clone (orig_ob);
1653 root 1.29
1654 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1655     {
1656     if (!is_removed)
1657     remove_ob (orig_ob);
1658     free_object2 (orig_ob, 1);
1659 elmex 1.1 }
1660 root 1.24 else if (!is_removed)
1661     {
1662     if (orig_ob->env != NULL)
1663     sub_weight (orig_ob->env, orig_ob->weight * nr);
1664     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1665     {
1666     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1667     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1668     return NULL;
1669 root 1.8 }
1670 elmex 1.1 }
1671 root 1.29
1672 root 1.24 newob->nrof = nr;
1673 elmex 1.1
1674 root 1.24 return newob;
1675 elmex 1.1 }
1676    
1677     /*
1678     * decrease_ob_nr(object, number) decreases a specified number from
1679     * the amount of an object. If the amount reaches 0, the object
1680     * is subsequently removed and freed.
1681     *
1682     * Return value: 'op' if something is left, NULL if the amount reached 0
1683     */
1684    
1685 root 1.24 object *
1686     decrease_ob_nr (object *op, uint32 i)
1687 elmex 1.1 {
1688 root 1.29 object *tmp;
1689     player *pl;
1690 elmex 1.1
1691 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1692     return op;
1693    
1694     if (i > op->nrof)
1695     i = op->nrof;
1696    
1697     if (QUERY_FLAG (op, FLAG_REMOVED))
1698 root 1.29 op->nrof -= i;
1699 root 1.24 else if (op->env != NULL)
1700     {
1701     /* is this object in the players inventory, or sub container
1702     * therein?
1703     */
1704     tmp = is_player_inv (op->env);
1705     /* nope. Is this a container the player has opened?
1706     * If so, set tmp to that player.
1707     * IMO, searching through all the players will mostly
1708     * likely be quicker than following op->env to the map,
1709     * and then searching the map for a player.
1710     */
1711     if (!tmp)
1712     {
1713     for (pl = first_player; pl; pl = pl->next)
1714     if (pl->ob->container == op->env)
1715     break;
1716     if (pl)
1717     tmp = pl->ob;
1718     else
1719     tmp = NULL;
1720     }
1721 elmex 1.1
1722 root 1.24 if (i < op->nrof)
1723     {
1724     sub_weight (op->env, op->weight * i);
1725     op->nrof -= i;
1726     if (tmp)
1727     {
1728     esrv_send_item (tmp, op);
1729 elmex 1.1 }
1730 root 1.24 }
1731     else
1732     {
1733     remove_ob (op);
1734     op->nrof = 0;
1735     if (tmp)
1736     {
1737     esrv_del_item (tmp->contr, op->count);
1738 elmex 1.1 }
1739     }
1740     }
1741 root 1.24 else
1742 elmex 1.1 {
1743 root 1.29 object *above = op->above;
1744 elmex 1.1
1745 root 1.24 if (i < op->nrof)
1746 root 1.29 op->nrof -= i;
1747 root 1.24 else
1748     {
1749     remove_ob (op);
1750     op->nrof = 0;
1751     }
1752 root 1.29
1753 root 1.24 /* Since we just removed op, op->above is null */
1754     for (tmp = above; tmp != NULL; tmp = tmp->above)
1755     if (tmp->type == PLAYER)
1756     {
1757     if (op->nrof)
1758     esrv_send_item (tmp, op);
1759     else
1760     esrv_del_item (tmp->contr, op->count);
1761     }
1762 elmex 1.1 }
1763    
1764 root 1.24 if (op->nrof)
1765 root 1.29 return op;
1766 root 1.24 else
1767     {
1768     free_object (op);
1769     return NULL;
1770 elmex 1.1 }
1771     }
1772    
1773     /*
1774     * add_weight(object, weight) adds the specified weight to an object,
1775     * and also updates how much the environment(s) is/are carrying.
1776     */
1777    
1778 root 1.24 void
1779     add_weight (object *op, signed long weight)
1780     {
1781     while (op != NULL)
1782     {
1783     if (op->type == CONTAINER)
1784 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1785    
1786 root 1.24 op->carrying += weight;
1787     op = op->env;
1788     }
1789 elmex 1.1 }
1790    
1791     /*
1792     * insert_ob_in_ob(op,environment):
1793     * This function inserts the object op in the linked list
1794     * inside the object environment.
1795     *
1796     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1797     * the inventory at the last position or next to other objects of the same
1798     * type.
1799     * Frank: Now sorted by type, archetype and magic!
1800     *
1801     * The function returns now pointer to inserted item, and return value can
1802     * be != op, if items are merged. -Tero
1803     */
1804    
1805 root 1.24 object *
1806     insert_ob_in_ob (object *op, object *where)
1807     {
1808     object *
1809     tmp, *
1810     otmp;
1811    
1812     if (!QUERY_FLAG (op, FLAG_REMOVED))
1813     {
1814     dump_object (op);
1815     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1816     return op;
1817     }
1818 root 1.29
1819 root 1.24 if (where == NULL)
1820     {
1821     dump_object (op);
1822     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1823     return op;
1824     }
1825 root 1.29
1826 root 1.24 if (where->head)
1827     {
1828     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1829     where = where->head;
1830     }
1831 root 1.29
1832 root 1.24 if (op->more)
1833     {
1834     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1835     return op;
1836     }
1837 root 1.29
1838 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1839     CLEAR_FLAG (op, FLAG_REMOVED);
1840     if (op->nrof)
1841     {
1842     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1843     if (CAN_MERGE (tmp, op))
1844     {
1845     /* return the original object and remove inserted object
1846     (client needs the original object) */
1847     tmp->nrof += op->nrof;
1848     /* Weight handling gets pretty funky. Since we are adding to
1849     * tmp->nrof, we need to increase the weight.
1850     */
1851     add_weight (where, op->weight * op->nrof);
1852     SET_FLAG (op, FLAG_REMOVED);
1853     free_object (op); /* free the inserted object */
1854     op = tmp;
1855     remove_ob (op); /* and fix old object's links */
1856     CLEAR_FLAG (op, FLAG_REMOVED);
1857     break;
1858     }
1859    
1860     /* I assume combined objects have no inventory
1861     * We add the weight - this object could have just been removed
1862     * (if it was possible to merge). calling remove_ob will subtract
1863     * the weight, so we need to add it in again, since we actually do
1864     * the linking below
1865     */
1866     add_weight (where, op->weight * op->nrof);
1867     }
1868     else
1869     add_weight (where, (op->weight + op->carrying));
1870 elmex 1.1
1871 root 1.24 otmp = is_player_inv (where);
1872     if (otmp && otmp->contr != NULL)
1873     {
1874     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1875     fix_player (otmp);
1876     }
1877 elmex 1.1
1878 root 1.24 op->map = NULL;
1879     op->env = where;
1880     op->above = NULL;
1881     op->below = NULL;
1882     op->x = 0, op->y = 0;
1883 elmex 1.1
1884     /* reset the light list and los of the players on the map */
1885 root 1.24 if ((op->glow_radius != 0) && where->map)
1886     {
1887 elmex 1.1 #ifdef DEBUG_LIGHTS
1888 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1889     #endif /* DEBUG_LIGHTS */
1890     if (MAP_DARKNESS (where->map))
1891     update_all_los (where->map, where->x, where->y);
1892     }
1893 elmex 1.1
1894     /* Client has no idea of ordering so lets not bother ordering it here.
1895     * It sure simplifies this function...
1896     */
1897 root 1.24 if (where->inv == NULL)
1898     where->inv = op;
1899     else
1900     {
1901 elmex 1.1 op->below = where->inv;
1902     op->below->above = op;
1903     where->inv = op;
1904 root 1.24 }
1905 elmex 1.1 return op;
1906     }
1907    
1908     /*
1909     * Checks if any objects has a move_type that matches objects
1910     * that effect this object on this space. Call apply() to process
1911     * these events.
1912     *
1913     * Any speed-modification due to SLOW_MOVE() of other present objects
1914     * will affect the speed_left of the object.
1915     *
1916     * originator: Player, monster or other object that caused 'op' to be inserted
1917     * into 'map'. May be NULL.
1918     *
1919     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1920     *
1921     * 4-21-95 added code to check if appropriate skill was readied - this will
1922     * permit faster movement by the player through this terrain. -b.t.
1923     *
1924     * MSW 2001-07-08: Check all objects on space, not just those below
1925     * object being inserted. insert_ob_in_map may not put new objects
1926     * on top.
1927     */
1928    
1929 root 1.24 int
1930     check_move_on (object *op, object *originator)
1931 elmex 1.1 {
1932 root 1.48 object *tmp;
1933 root 1.49 maptile *m = op->map;
1934 root 1.48 int x = op->x, y = op->y;
1935 root 1.26
1936 root 1.48 MoveType move_on, move_slow, move_block;
1937 root 1.24
1938     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1939     return 0;
1940    
1941     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1942     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1943     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1944    
1945     /* if nothing on this space will slow op down or be applied,
1946     * no need to do checking below. have to make sure move_type
1947     * is set, as lots of objects don't have it set - we treat that
1948     * as walking.
1949     */
1950     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1951     return 0;
1952 elmex 1.1
1953 root 1.24 /* This is basically inverse logic of that below - basically,
1954     * if the object can avoid the move on or slow move, they do so,
1955     * but can't do it if the alternate movement they are using is
1956     * blocked. Logic on this seems confusing, but does seem correct.
1957     */
1958     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1959     return 0;
1960    
1961     /* The objects have to be checked from top to bottom.
1962     * Hence, we first go to the top:
1963     */
1964    
1965     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1966     {
1967     /* Trim the search when we find the first other spell effect
1968     * this helps performance so that if a space has 50 spell objects,
1969     * we don't need to check all of them.
1970     */
1971     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1972     break;
1973     }
1974 root 1.26
1975     for (; tmp; tmp = tmp->below)
1976 root 1.24 {
1977     if (tmp == op)
1978     continue; /* Can't apply yourself */
1979 elmex 1.1
1980 root 1.24 /* Check to see if one of the movement types should be slowed down.
1981     * Second check makes sure that the movement types not being slowed
1982     * (~slow_move) is not blocked on this space - just because the
1983     * space doesn't slow down swimming (for example), if you can't actually
1984     * swim on that space, can't use it to avoid the penalty.
1985     */
1986     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1987     {
1988     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1989     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1990     {
1991 elmex 1.1
1992 root 1.29 float
1993     diff = tmp->move_slow_penalty * FABS (op->speed);
1994 elmex 1.1
1995 root 1.24 if (op->type == PLAYER)
1996 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1997     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1998     diff /= 4.0;
1999    
2000 root 1.24 op->speed_left -= diff;
2001 root 1.8 }
2002     }
2003 elmex 1.1
2004 root 1.24 /* Basically same logic as above, except now for actual apply. */
2005     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2006     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2007     {
2008 root 1.26 move_apply (tmp, op, originator);
2009 root 1.24
2010 root 1.48 if (op->destroyed ())
2011 root 1.24 return 1;
2012    
2013     /* what the person/creature stepped onto has moved the object
2014     * someplace new. Don't process any further - if we did,
2015     * have a feeling strange problems would result.
2016     */
2017     if (op->map != m || op->x != x || op->y != y)
2018     return 0;
2019 root 1.8 }
2020 elmex 1.1 }
2021 root 1.26
2022 root 1.24 return 0;
2023 elmex 1.1 }
2024    
2025     /*
2026     * present_arch(arch, map, x, y) searches for any objects with
2027     * a matching archetype at the given map and coordinates.
2028     * The first matching object is returned, or NULL if none.
2029     */
2030    
2031 root 1.24 object *
2032 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
2033 root 1.24 {
2034     object *
2035     tmp;
2036    
2037     if (m == NULL || out_of_map (m, x, y))
2038     {
2039     LOG (llevError, "Present_arch called outside map.\n");
2040     return NULL;
2041     }
2042     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2043     if (tmp->arch == at)
2044 elmex 1.1 return tmp;
2045     return NULL;
2046     }
2047    
2048     /*
2049     * present(type, map, x, y) searches for any objects with
2050     * a matching type variable at the given map and coordinates.
2051     * The first matching object is returned, or NULL if none.
2052     */
2053    
2054 root 1.24 object *
2055 root 1.49 present (unsigned char type, maptile *m, int x, int y)
2056 root 1.24 {
2057     object *
2058     tmp;
2059    
2060     if (out_of_map (m, x, y))
2061     {
2062     LOG (llevError, "Present called outside map.\n");
2063     return NULL;
2064     }
2065     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2066     if (tmp->type == type)
2067 elmex 1.1 return tmp;
2068     return NULL;
2069     }
2070    
2071     /*
2072     * present_in_ob(type, object) searches for any objects with
2073     * a matching type variable in the inventory of the given object.
2074     * The first matching object is returned, or NULL if none.
2075     */
2076    
2077 root 1.24 object *
2078     present_in_ob (unsigned char type, const object *op)
2079     {
2080     object *
2081     tmp;
2082    
2083     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2084     if (tmp->type == type)
2085 elmex 1.1 return tmp;
2086     return NULL;
2087     }
2088    
2089     /*
2090     * present_in_ob (type, str, object) searches for any objects with
2091     * a matching type & name variable in the inventory of the given object.
2092     * The first matching object is returned, or NULL if none.
2093     * This is mostly used by spell effect code, so that we only
2094     * have one spell effect at a time.
2095     * type can be used to narrow the search - if type is set,
2096     * the type must also match. -1 can be passed for the type,
2097     * in which case the type does not need to pass.
2098     * str is the string to match against. Note that we match against
2099     * the object name, not the archetype name. this is so that the
2100     * spell code can use one object type (force), but change it's name
2101     * to be unique.
2102     */
2103    
2104 root 1.24 object *
2105     present_in_ob_by_name (int type, const char *str, const object *op)
2106     {
2107     object *
2108     tmp;
2109 elmex 1.1
2110 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2111     {
2112     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2113     return tmp;
2114 elmex 1.1 }
2115 root 1.24 return NULL;
2116 elmex 1.1 }
2117    
2118     /*
2119     * present_arch_in_ob(archetype, object) searches for any objects with
2120     * a matching archetype in the inventory of the given object.
2121     * The first matching object is returned, or NULL if none.
2122     */
2123    
2124 root 1.24 object *
2125     present_arch_in_ob (const archetype *at, const object *op)
2126     {
2127     object *
2128     tmp;
2129    
2130     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2131     if (tmp->arch == at)
2132 elmex 1.1 return tmp;
2133     return NULL;
2134     }
2135    
2136     /*
2137     * activate recursively a flag on an object inventory
2138     */
2139 root 1.24 void
2140     flag_inv (object *op, int flag)
2141     {
2142     object *
2143     tmp;
2144    
2145     if (op->inv)
2146     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147     {
2148     SET_FLAG (tmp, flag);
2149     flag_inv (tmp, flag);
2150 elmex 1.1 }
2151 root 1.24 } /*
2152     * desactivate recursively a flag on an object inventory
2153     */
2154     void
2155     unflag_inv (object *op, int flag)
2156     {
2157     object *
2158     tmp;
2159    
2160     if (op->inv)
2161     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2162     {
2163     CLEAR_FLAG (tmp, flag);
2164     unflag_inv (tmp, flag);
2165 elmex 1.1 }
2166     }
2167    
2168     /*
2169     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2170     * all it's inventory (recursively).
2171     * If checksums are used, a player will get set_cheat called for
2172     * him/her-self and all object carried by a call to this function.
2173     */
2174    
2175 root 1.24 void
2176     set_cheat (object *op)
2177     {
2178     SET_FLAG (op, FLAG_WAS_WIZ);
2179     flag_inv (op, FLAG_WAS_WIZ);
2180 elmex 1.1 }
2181    
2182     /*
2183     * find_free_spot(object, map, x, y, start, stop) will search for
2184     * a spot at the given map and coordinates which will be able to contain
2185     * the given object. start and stop specifies how many squares
2186     * to search (see the freearr_x/y[] definition).
2187     * It returns a random choice among the alternatives found.
2188     * start and stop are where to start relative to the free_arr array (1,9
2189     * does all 4 immediate directions). This returns the index into the
2190     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2191     * Note - this only checks to see if there is space for the head of the
2192     * object - if it is a multispace object, this should be called for all
2193     * pieces.
2194     * Note2: This function does correctly handle tiled maps, but does not
2195     * inform the caller. However, insert_ob_in_map will update as
2196     * necessary, so the caller shouldn't need to do any special work.
2197     * Note - updated to take an object instead of archetype - this is necessary
2198     * because arch_blocked (now ob_blocked) needs to know the movement type
2199     * to know if the space in question will block the object. We can't use
2200     * the archetype because that isn't correct if the monster has been
2201     * customized, changed states, etc.
2202     */
2203    
2204 root 1.24 int
2205 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2206 root 1.24 {
2207     int
2208     i,
2209     index = 0, flag;
2210     static int
2211     altern[SIZEOFFREE];
2212    
2213     for (i = start; i < stop; i++)
2214     {
2215     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2216     if (!flag)
2217     altern[index++] = i;
2218    
2219     /* Basically, if we find a wall on a space, we cut down the search size.
2220     * In this way, we won't return spaces that are on another side of a wall.
2221     * This mostly work, but it cuts down the search size in all directions -
2222     * if the space being examined only has a wall to the north and empty
2223     * spaces in all the other directions, this will reduce the search space
2224     * to only the spaces immediately surrounding the target area, and
2225     * won't look 2 spaces south of the target space.
2226     */
2227     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2228     stop = maxfree[i];
2229 elmex 1.1 }
2230 root 1.24 if (!index)
2231     return -1;
2232     return altern[RANDOM () % index];
2233 elmex 1.1 }
2234    
2235     /*
2236 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2237 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2238     * But it will return the first available spot, not a random choice.
2239     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2240     */
2241    
2242 root 1.24 int
2243 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2244 root 1.24 {
2245     int
2246     i;
2247    
2248     for (i = 0; i < SIZEOFFREE; i++)
2249     {
2250     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2251     return i;
2252 elmex 1.1 }
2253 root 1.24 return -1;
2254 elmex 1.1 }
2255    
2256     /*
2257     * The function permute(arr, begin, end) randomly reorders the array
2258     * arr[begin..end-1].
2259     */
2260 root 1.24 static void
2261     permute (int *arr, int begin, int end)
2262 elmex 1.1 {
2263 root 1.24 int
2264     i,
2265     j,
2266     tmp,
2267     len;
2268 elmex 1.1
2269 root 1.24 len = end - begin;
2270     for (i = begin; i < end; i++)
2271 elmex 1.1 {
2272 root 1.24 j = begin + RANDOM () % len;
2273 elmex 1.1
2274 root 1.24 tmp = arr[i];
2275     arr[i] = arr[j];
2276     arr[j] = tmp;
2277 elmex 1.1 }
2278     }
2279    
2280     /* new function to make monster searching more efficient, and effective!
2281     * This basically returns a randomized array (in the passed pointer) of
2282     * the spaces to find monsters. In this way, it won't always look for
2283     * monsters to the north first. However, the size of the array passed
2284     * covers all the spaces, so within that size, all the spaces within
2285     * the 3x3 area will be searched, just not in a predictable order.
2286     */
2287 root 1.24 void
2288     get_search_arr (int *search_arr)
2289 elmex 1.1 {
2290 root 1.24 int
2291     i;
2292 elmex 1.1
2293 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2294 elmex 1.1 {
2295 root 1.24 search_arr[i] = i;
2296 elmex 1.1 }
2297    
2298 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2299     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2300     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2301 elmex 1.1 }
2302    
2303     /*
2304     * find_dir(map, x, y, exclude) will search some close squares in the
2305     * given map at the given coordinates for live objects.
2306     * It will not considered the object given as exclude among possible
2307     * live objects.
2308     * It returns the direction toward the first/closest live object if finds
2309     * any, otherwise 0.
2310     * Perhaps incorrectly, but I'm making the assumption that exclude
2311     * is actually want is going to try and move there. We need this info
2312     * because we have to know what movement the thing looking to move
2313     * there is capable of.
2314     */
2315    
2316 root 1.24 int
2317 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2318 root 1.24 {
2319     int
2320     i,
2321     max = SIZEOFFREE, mflags;
2322 root 1.29
2323     sint16 nx, ny;
2324 root 1.24 object *
2325     tmp;
2326 root 1.49 maptile *
2327 root 1.24 mp;
2328 root 1.29
2329     MoveType blocked, move_type;
2330 root 1.24
2331     if (exclude && exclude->head)
2332     {
2333     exclude = exclude->head;
2334     move_type = exclude->move_type;
2335     }
2336     else
2337     {
2338     /* If we don't have anything, presume it can use all movement types. */
2339     move_type = MOVE_ALL;
2340     }
2341    
2342     for (i = 1; i < max; i++)
2343     {
2344     mp = m;
2345     nx = x + freearr_x[i];
2346     ny = y + freearr_y[i];
2347    
2348     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2349     if (mflags & P_OUT_OF_MAP)
2350     {
2351     max = maxfree[i];
2352     }
2353     else
2354     {
2355     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356    
2357     if ((move_type & blocked) == move_type)
2358     {
2359     max = maxfree[i];
2360     }
2361     else if (mflags & P_IS_ALIVE)
2362     {
2363     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2364     {
2365     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2366     {
2367     break;
2368 root 1.8 }
2369     }
2370 root 1.24 if (tmp)
2371     {
2372     return freedir[i];
2373 root 1.8 }
2374     }
2375     }
2376 elmex 1.1 }
2377 root 1.24 return 0;
2378 elmex 1.1 }
2379    
2380     /*
2381     * distance(object 1, object 2) will return the square of the
2382     * distance between the two given objects.
2383     */
2384    
2385 root 1.24 int
2386     distance (const object *ob1, const object *ob2)
2387     {
2388     int
2389     i;
2390    
2391     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2392 elmex 1.1 return i;
2393     }
2394    
2395     /*
2396     * find_dir_2(delta-x,delta-y) will return a direction in which
2397     * an object which has subtracted the x and y coordinates of another
2398     * object, needs to travel toward it.
2399     */
2400    
2401 root 1.24 int
2402     find_dir_2 (int x, int y)
2403     {
2404     int
2405     q;
2406 elmex 1.1
2407 root 1.24 if (y)
2408     q = x * 100 / y;
2409 elmex 1.1 else if (x)
2410 root 1.24 q = -300 * x;
2411 elmex 1.1 else
2412     return 0;
2413    
2414 root 1.24 if (y > 0)
2415     {
2416     if (q < -242)
2417     return 3;
2418     if (q < -41)
2419     return 2;
2420     if (q < 41)
2421     return 1;
2422     if (q < 242)
2423     return 8;
2424     return 7;
2425     }
2426 elmex 1.1
2427     if (q < -242)
2428 root 1.24 return 7;
2429 elmex 1.1 if (q < -41)
2430 root 1.24 return 6;
2431 elmex 1.1 if (q < 41)
2432 root 1.24 return 5;
2433 elmex 1.1 if (q < 242)
2434 root 1.24 return 4;
2435 elmex 1.1
2436 root 1.24 return 3;
2437 elmex 1.1 }
2438    
2439     /*
2440     * absdir(int): Returns a number between 1 and 8, which represent
2441     * the "absolute" direction of a number (it actually takes care of
2442     * "overflow" in previous calculations of a direction).
2443     */
2444    
2445 root 1.24 int
2446     absdir (int d)
2447     {
2448     while (d < 1)
2449     d += 8;
2450     while (d > 8)
2451     d -= 8;
2452 elmex 1.1 return d;
2453     }
2454    
2455     /*
2456     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2457     * between two directions (which are expected to be absolute (see absdir())
2458     */
2459    
2460 root 1.24 int
2461     dirdiff (int dir1, int dir2)
2462     {
2463     int
2464     d;
2465    
2466     d = abs (dir1 - dir2);
2467     if (d > 4)
2468 elmex 1.1 d = 8 - d;
2469     return d;
2470     }
2471    
2472     /* peterm:
2473     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2474     * Basically, this is a table of directions, and what directions
2475     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2476     * This basically means that if direction is 15, then it could either go
2477     * direction 4, 14, or 16 to get back to where we are.
2478     * Moved from spell_util.c to object.c with the other related direction
2479     * functions.
2480     */
2481    
2482 root 1.24 int
2483     reduction_dir[SIZEOFFREE][3] = {
2484     {0, 0, 0}, /* 0 */
2485     {0, 0, 0}, /* 1 */
2486     {0, 0, 0}, /* 2 */
2487     {0, 0, 0}, /* 3 */
2488     {0, 0, 0}, /* 4 */
2489     {0, 0, 0}, /* 5 */
2490     {0, 0, 0}, /* 6 */
2491     {0, 0, 0}, /* 7 */
2492     {0, 0, 0}, /* 8 */
2493     {8, 1, 2}, /* 9 */
2494     {1, 2, -1}, /* 10 */
2495     {2, 10, 12}, /* 11 */
2496     {2, 3, -1}, /* 12 */
2497     {2, 3, 4}, /* 13 */
2498     {3, 4, -1}, /* 14 */
2499     {4, 14, 16}, /* 15 */
2500     {5, 4, -1}, /* 16 */
2501     {4, 5, 6}, /* 17 */
2502     {6, 5, -1}, /* 18 */
2503     {6, 20, 18}, /* 19 */
2504     {7, 6, -1}, /* 20 */
2505     {6, 7, 8}, /* 21 */
2506     {7, 8, -1}, /* 22 */
2507     {8, 22, 24}, /* 23 */
2508     {8, 1, -1}, /* 24 */
2509     {24, 9, 10}, /* 25 */
2510     {9, 10, -1}, /* 26 */
2511     {10, 11, -1}, /* 27 */
2512     {27, 11, 29}, /* 28 */
2513     {11, 12, -1}, /* 29 */
2514     {12, 13, -1}, /* 30 */
2515     {12, 13, 14}, /* 31 */
2516     {13, 14, -1}, /* 32 */
2517     {14, 15, -1}, /* 33 */
2518     {33, 15, 35}, /* 34 */
2519     {16, 15, -1}, /* 35 */
2520     {17, 16, -1}, /* 36 */
2521     {18, 17, 16}, /* 37 */
2522     {18, 17, -1}, /* 38 */
2523     {18, 19, -1}, /* 39 */
2524     {41, 19, 39}, /* 40 */
2525     {19, 20, -1}, /* 41 */
2526     {20, 21, -1}, /* 42 */
2527     {20, 21, 22}, /* 43 */
2528     {21, 22, -1}, /* 44 */
2529     {23, 22, -1}, /* 45 */
2530     {45, 47, 23}, /* 46 */
2531     {23, 24, -1}, /* 47 */
2532     {24, 9, -1}
2533     }; /* 48 */
2534 elmex 1.1
2535     /* Recursive routine to step back and see if we can
2536     * find a path to that monster that we found. If not,
2537     * we don't bother going toward it. Returns 1 if we
2538     * can see a direct way to get it
2539     * Modified to be map tile aware -.MSW
2540     */
2541    
2542 root 1.24
2543     int
2544 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2545 root 1.24 {
2546 root 1.29 sint16 dx, dy;
2547 root 1.24 int
2548     mflags;
2549    
2550     if (dir < 0)
2551     return 0; /* exit condition: invalid direction */
2552    
2553     dx = x + freearr_x[dir];
2554     dy = y + freearr_y[dir];
2555    
2556     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2557    
2558     /* This functional arguably was incorrect before - it was
2559     * checking for P_WALL - that was basically seeing if
2560     * we could move to the monster - this is being more
2561     * literal on if we can see it. To know if we can actually
2562     * move to the monster, we'd need the monster passed in or
2563     * at least its move type.
2564     */
2565     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2566     return 0;
2567    
2568     /* yes, can see. */
2569     if (dir < 9)
2570     return 1;
2571     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2572     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2573     }
2574    
2575    
2576    
2577 elmex 1.1 /*
2578     * can_pick(picker, item): finds out if an object is possible to be
2579     * picked up by the picker. Returnes 1 if it can be
2580     * picked up, otherwise 0.
2581     *
2582     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2583     * core dumps if they do.
2584     *
2585     * Add a check so we can't pick up invisible objects (0.93.8)
2586     */
2587    
2588 root 1.24 int
2589     can_pick (const object *who, const object *item)
2590     {
2591     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2592     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2593     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2594 elmex 1.1 }
2595    
2596    
2597     /*
2598     * create clone from object to another
2599     */
2600 root 1.24 object *
2601     object_create_clone (object *asrc)
2602     {
2603     object *
2604     dst = NULL, *tmp, *src, *part, *prev, *item;
2605 elmex 1.1
2606 root 1.24 if (!asrc)
2607     return NULL;
2608     src = asrc;
2609     if (src->head)
2610     src = src->head;
2611    
2612     prev = NULL;
2613     for (part = src; part; part = part->more)
2614     {
2615     tmp = get_object ();
2616     copy_object (part, tmp);
2617     tmp->x -= src->x;
2618     tmp->y -= src->y;
2619     if (!part->head)
2620     {
2621     dst = tmp;
2622     tmp->head = NULL;
2623     }
2624     else
2625     {
2626     tmp->head = dst;
2627     }
2628     tmp->more = NULL;
2629     if (prev)
2630     prev->more = tmp;
2631     prev = tmp;
2632 elmex 1.1 }
2633 root 1.24
2634     for (item = src->inv; item; item = item->below)
2635 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2636 elmex 1.1
2637 root 1.24 return dst;
2638 elmex 1.1 }
2639    
2640     /* GROS - Creates an object using a string representing its content. */
2641     /* Basically, we save the content of the string to a temp file, then call */
2642     /* load_object on it. I admit it is a highly inefficient way to make things, */
2643     /* but it was simple to make and allows reusing the load_object function. */
2644     /* Remember not to use load_object_str in a time-critical situation. */
2645     /* Also remember that multiparts objects are not supported for now. */
2646    
2647 root 1.24 object *
2648     load_object_str (const char *obstr)
2649 elmex 1.1 {
2650 root 1.48 object *op;
2651     char filename[MAX_BUF];
2652 root 1.9
2653 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2654    
2655 root 1.48 FILE *tempfile = fopen (filename, "w");
2656 root 1.24
2657     if (tempfile == NULL)
2658 elmex 1.1 {
2659 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2660     return NULL;
2661 root 1.41 }
2662    
2663 root 1.24 fprintf (tempfile, obstr);
2664     fclose (tempfile);
2665 elmex 1.1
2666 root 1.24 op = get_object ();
2667 elmex 1.1
2668 root 1.29 object_thawer thawer (filename);
2669 root 1.13
2670 root 1.24 if (thawer)
2671     load_object (thawer, op, 0);
2672 root 1.13
2673 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2674     CLEAR_FLAG (op, FLAG_REMOVED);
2675 root 1.9
2676 root 1.24 return op;
2677 elmex 1.1 }
2678    
2679     /* This returns the first object in who's inventory that
2680     * has the same type and subtype match.
2681     * returns NULL if no match.
2682     */
2683 root 1.24 object *
2684     find_obj_by_type_subtype (const object *who, int type, int subtype)
2685 elmex 1.1 {
2686 root 1.48 object *tmp;
2687 elmex 1.1
2688 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2689     if (tmp->type == type && tmp->subtype == subtype)
2690     return tmp;
2691 elmex 1.1
2692 root 1.24 return NULL;
2693 elmex 1.1 }
2694    
2695     /* If ob has a field named key, return the link from the list,
2696     * otherwise return NULL.
2697     *
2698     * key must be a passed in shared string - otherwise, this won't
2699     * do the desired thing.
2700     */
2701 root 1.24 key_value *
2702     get_ob_key_link (const object *ob, const char *key)
2703     {
2704 root 1.48 key_value *link;
2705 root 1.24
2706     for (link = ob->key_values; link != NULL; link = link->next)
2707 root 1.48 if (link->key == key)
2708     return link;
2709 root 1.24
2710     return NULL;
2711     }
2712 elmex 1.1
2713     /*
2714     * Returns the value of op has an extra_field for key, or NULL.
2715     *
2716     * The argument doesn't need to be a shared string.
2717     *
2718     * The returned string is shared.
2719     */
2720 root 1.24 const char *
2721     get_ob_key_value (const object *op, const char *const key)
2722     {
2723 root 1.35 key_value *link;
2724     shstr_cmp canonical_key (key);
2725 root 1.24
2726 root 1.35 if (!canonical_key)
2727 root 1.24 {
2728     /* 1. There being a field named key on any object
2729     * implies there'd be a shared string to find.
2730     * 2. Since there isn't, no object has this field.
2731     * 3. Therefore, *this* object doesn't have this field.
2732     */
2733 root 1.35 return 0;
2734 elmex 1.1 }
2735    
2736 root 1.24 /* This is copied from get_ob_key_link() above -
2737     * only 4 lines, and saves the function call overhead.
2738     */
2739 root 1.35 for (link = op->key_values; link; link = link->next)
2740     if (link->key == canonical_key)
2741     return link->value;
2742    
2743     return 0;
2744 elmex 1.1 }
2745    
2746    
2747     /*
2748     * Updates the canonical_key in op to value.
2749     *
2750     * canonical_key is a shared string (value doesn't have to be).
2751     *
2752     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2753     * keys.
2754     *
2755     * Returns TRUE on success.
2756     */
2757 root 1.24 int
2758     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2759     {
2760     key_value *
2761     field = NULL, *last = NULL;
2762    
2763     for (field = op->key_values; field != NULL; field = field->next)
2764     {
2765     if (field->key != canonical_key)
2766     {
2767     last = field;
2768     continue;
2769     }
2770    
2771     if (value)
2772     field->value = value;
2773     else
2774     {
2775     /* Basically, if the archetype has this key set,
2776     * we need to store the null value so when we save
2777     * it, we save the empty value so that when we load,
2778     * we get this value back again.
2779     */
2780     if (get_ob_key_link (&op->arch->clone, canonical_key))
2781     field->value = 0;
2782     else
2783     {
2784     if (last)
2785     last->next = field->next;
2786     else
2787     op->key_values = field->next;
2788    
2789 root 1.29 delete field;
2790 root 1.24 }
2791     }
2792     return TRUE;
2793     }
2794     /* IF we get here, key doesn't exist */
2795    
2796     /* No field, we'll have to add it. */
2797    
2798     if (!add_key)
2799     {
2800     return FALSE;
2801     }
2802     /* There isn't any good reason to store a null
2803     * value in the key/value list. If the archetype has
2804     * this key, then we should also have it, so shouldn't
2805     * be here. If user wants to store empty strings,
2806     * should pass in ""
2807     */
2808     if (value == NULL)
2809 elmex 1.1 return TRUE;
2810 root 1.24
2811     field = new key_value;
2812    
2813     field->key = canonical_key;
2814     field->value = value;
2815     /* Usual prepend-addition. */
2816     field->next = op->key_values;
2817     op->key_values = field;
2818    
2819     return TRUE;
2820 elmex 1.1 }
2821    
2822     /*
2823     * Updates the key in op to value.
2824     *
2825     * If add_key is FALSE, this will only update existing keys,
2826     * and not add new ones.
2827     * In general, should be little reason FALSE is ever passed in for add_key
2828     *
2829     * Returns TRUE on success.
2830     */
2831 root 1.24 int
2832     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2833 root 1.11 {
2834 root 1.29 shstr key_ (key);
2835 root 1.24
2836 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2837 elmex 1.1 }
2838 root 1.31
2839 root 1.34 object::depth_iterator::depth_iterator (object *container)
2840     : iterator_base (container)
2841     {
2842     while (item->inv)
2843     item = item->inv;
2844     }
2845    
2846 root 1.31 void
2847 root 1.34 object::depth_iterator::next ()
2848 root 1.31 {
2849 root 1.34 if (item->below)
2850     {
2851     item = item->below;
2852    
2853     while (item->inv)
2854     item = item->inv;
2855     }
2856 root 1.31 else
2857 root 1.34 item = item->env;
2858 root 1.31 }
2859 root 1.34
2860 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2861     const char *
2862     object::debug_desc (char *info) const
2863     {
2864     char info2[256 * 3];
2865     char *p = info;
2866    
2867     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2868     count,
2869     &name,
2870     title ? " " : "",
2871     title ? (const char *)title : "");
2872    
2873     if (env)
2874     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2875    
2876     if (map)
2877     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2878    
2879     return info;
2880     }
2881    
2882     const char *
2883     object::debug_desc () const
2884     {
2885     static char info[256 * 3];
2886     return debug_desc (info);
2887     }
2888