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Revision: 1.50
Committed: Sat Sep 16 22:40:22 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.49: +5 -3 lines
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# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.47 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25     sub/add_weight will transcend the environment updating the carrying
26     variable. */
27     #include <global.h>
28 root 1.28 #include <stdio.h>
29     #include <sys/types.h>
30     #include <sys/uio.h>
31 elmex 1.1 #include <object.h>
32     #include <funcpoint.h>
33     #include <loader.h>
34 root 1.28
35 elmex 1.1 int nrofallocobjects = 0;
36 root 1.39 static UUID uuid;
37     const uint64 UUID_SKIP = 1<<19;
38 elmex 1.1
39 root 1.24 object *active_objects; /* List of active objects that need to be processed */
40 elmex 1.1
41 root 1.24 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43     };
44     short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46     };
47     int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48     48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49     };
50     int freedir[SIZEOFFREE] = {
51     0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53     };
54 elmex 1.1
55 root 1.39 static void
56     write_uuid (void)
57     {
58     char filename1[MAX_BUF], filename2[MAX_BUF];
59    
60     sprintf (filename1, "%s/uuid", settings.localdir);
61     sprintf (filename2, "%s/uuid~", settings.localdir);
62    
63     FILE *fp;
64    
65     if (!(fp = fopen (filename2, "w")))
66     {
67     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68     return;
69     }
70    
71     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72     fclose (fp);
73     rename (filename2, filename1);
74     }
75    
76     static void
77     read_uuid (void)
78     {
79     char filename[MAX_BUF];
80    
81     sprintf (filename, "%s/uuid", settings.localdir);
82    
83     FILE *fp;
84    
85     if (!(fp = fopen (filename, "r")))
86     {
87     if (errno == ENOENT)
88     {
89     LOG (llevInfo, "RESET uid to 1\n");
90     uuid.seq = 0;
91     write_uuid ();
92     return;
93     }
94    
95     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96     _exit (1);
97     }
98    
99     int version;
100     unsigned long long uid;
101     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102     {
103     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104     _exit (1);
105     }
106    
107     uuid.seq = uid;
108     write_uuid ();
109     LOG (llevDebug, "read UID: %lld\n", uid);
110     fclose (fp);
111     }
112    
113     UUID
114     gen_uuid ()
115     {
116     UUID uid;
117    
118     uid.seq = ++uuid.seq;
119    
120     if (!(uuid.seq & (UUID_SKIP - 1)))
121     write_uuid ();
122    
123     return uid;
124     }
125    
126     void
127     init_uuid ()
128     {
129     read_uuid ();
130     }
131    
132 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133 root 1.24 static int
134     compare_ob_value_lists_one (const object *wants, const object *has)
135     {
136     key_value *wants_field;
137    
138     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
139     * objects with lists are rare, and lists stay short. If not, use a
140     * different structure or at least keep the lists sorted...
141     */
142    
143     /* For each field in wants, */
144     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145     {
146     key_value *has_field;
147    
148     /* Look for a field in has with the same key. */
149     has_field = get_ob_key_link (has, wants_field->key);
150    
151     if (has_field == NULL)
152     {
153     /* No field with that name. */
154     return FALSE;
155     }
156    
157     /* Found the matching field. */
158     if (has_field->value != wants_field->value)
159     {
160     /* Values don't match, so this half of the comparison is false. */
161     return FALSE;
162     }
163    
164     /* If we get here, we found a match. Now for the next field in wants. */
165 elmex 1.1 }
166 root 1.24
167     /* If we get here, every field in wants has a matching field in has. */
168     return TRUE;
169 elmex 1.1 }
170    
171     /* Returns TRUE if ob1 has the same key_values as ob2. */
172 root 1.24 static int
173     compare_ob_value_lists (const object *ob1, const object *ob2)
174     {
175     /* However, there may be fields in has which aren't partnered in wants,
176     * so we need to run the comparison *twice*. :(
177     */
178     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
179 elmex 1.1 }
180    
181     /* Function examines the 2 objects given to it, and returns true if
182     * they can be merged together.
183     *
184     * Note that this function appears a lot longer than the macro it
185     * replaces - this is mostly for clarity - a decent compiler should hopefully
186     * reduce this to the same efficiency.
187     *
188     * Check nrof variable *before* calling CAN_MERGE()
189     *
190     * Improvements made with merge: Better checking on potion, and also
191     * check weight
192     */
193    
194 root 1.24 bool object::can_merge (object *ob1, object *ob2)
195 root 1.16 {
196     /* A couple quicksanity checks */
197     if ((ob1 == ob2) || (ob1->type != ob2->type))
198     return 0;
199    
200     if (ob1->speed != ob2->speed)
201     return 0;
202    
203     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204     * value could not be stored in a sint32 (which unfortunately sometimes is
205     * used to store nrof).
206     */
207     if (ob1->nrof + ob2->nrof >= 1UL << 31)
208     return 0;
209    
210     /* If the objects have been identified, set the BEEN_APPLIED flag.
211     * This is to the comparison of the flags below will be OK. We
212     * just can't ignore the been applied or identified flags, as they
213     * are not equal - just if it has been identified, the been_applied
214     * flags lose any meaning.
215     */
216     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218    
219     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 elmex 1.1
222    
223 root 1.16 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224     * being locked in inventory should prevent merging.
225     * 0x4 in flags3 is CLIENT_SENT
226     */
227     if ((ob1->arch != ob2->arch) ||
228     (ob1->flags[0] != ob2->flags[0]) ||
229     (ob1->flags[1] != ob2->flags[1]) ||
230     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232     (ob1->name != ob2->name) ||
233     (ob1->title != ob2->title) ||
234     (ob1->msg != ob2->msg) ||
235     (ob1->weight != ob2->weight) ||
236     (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237     (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238     (ob1->attacktype != ob2->attacktype) ||
239     (ob1->magic != ob2->magic) ||
240     (ob1->slaying != ob2->slaying) ||
241     (ob1->skill != ob2->skill) ||
242     (ob1->value != ob2->value) ||
243     (ob1->animation_id != ob2->animation_id) ||
244     (ob1->client_type != ob2->client_type) ||
245     (ob1->materialname != ob2->materialname) ||
246     (ob1->lore != ob2->lore) ||
247     (ob1->subtype != ob2->subtype) ||
248     (ob1->move_type != ob2->move_type) ||
249     (ob1->move_block != ob2->move_block) ||
250     (ob1->move_allow != ob2->move_allow) ||
251     (ob1->move_on != ob2->move_on) ||
252 root 1.24 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 root 1.16 return 0;
254    
255     /* This is really a spellbook check - really, we should
256     * check all objects in the inventory.
257     */
258     if (ob1->inv || ob2->inv)
259     {
260     /* if one object has inventory but the other doesn't, not equiv */
261     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 root 1.24 return 0;
263 root 1.16
264     /* Now check to see if the two inventory objects could merge */
265     if (!CAN_MERGE (ob1->inv, ob2->inv))
266 root 1.24 return 0;
267 root 1.16
268     /* inventory ok - still need to check rest of this object to see
269     * if it is valid.
270     */
271     }
272 elmex 1.1
273 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
274     * it is possible for most any character to have more than one of
275     * some items equipped, and we don't want those to merge.
276     */
277     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278     return 0;
279 elmex 1.1
280 root 1.16 /* Note sure why the following is the case - either the object has to
281     * be animated or have a very low speed. Is this an attempted monster
282     * check?
283     */
284 root 1.24 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 root 1.16 return 0;
286 elmex 1.1
287 root 1.16 switch (ob1->type)
288     {
289 root 1.29 case SCROLL:
290     if (ob1->level != ob2->level)
291     return 0;
292     break;
293 root 1.16 }
294 elmex 1.1
295 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
296     {
297     /* At least one of these has key_values. */
298     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 root 1.24 /* One has fields, but the other one doesn't. */
300     return 0;
301 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
302 root 1.24 return 0;
303 elmex 1.1 }
304 root 1.16
305     //TODO: generate an event or call into perl for additional checks
306     if (ob1->self || ob2->self)
307     {
308     ob1->optimise ();
309     ob2->optimise ();
310    
311     if (ob1->self || ob2->self)
312 root 1.24 return 0;
313 elmex 1.1 }
314    
315 root 1.16 /* Everything passes, must be OK. */
316     return 1;
317 elmex 1.1 }
318 root 1.24
319 elmex 1.1 /*
320     * sum_weight() is a recursive function which calculates the weight
321     * an object is carrying. It goes through in figures out how much
322     * containers are carrying, and sums it up.
323     */
324 root 1.28 long
325 root 1.24 sum_weight (object *op)
326     {
327 root 1.28 long sum;
328 elmex 1.1 object *inv;
329 root 1.24
330     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331     {
332     if (inv->inv)
333     sum_weight (inv);
334     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335     }
336 root 1.37
337 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
338 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
339 root 1.37
340 root 1.24 if (op->carrying != sum)
341 elmex 1.1 op->carrying = sum;
342 root 1.37
343 elmex 1.1 return sum;
344     }
345    
346     /**
347     * Return the outermost environment object for a given object.
348     */
349    
350 root 1.24 object *
351     object_get_env_recursive (object *op)
352     {
353     while (op->env != NULL)
354     op = op->env;
355     return op;
356 elmex 1.1 }
357    
358     /*
359     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360     * a better check. We basically keeping traversing up until we can't
361     * or find a player.
362     */
363    
364 root 1.24 object *
365     is_player_inv (object *op)
366     {
367     for (; op != NULL && op->type != PLAYER; op = op->env)
368     if (op->env == op)
369     op->env = NULL;
370     return op;
371 elmex 1.1 }
372    
373     /*
374     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 root 1.11 * Some error messages.
376 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
377     */
378    
379 root 1.24 void
380     dump_object2 (object *op)
381     {
382     errmsg[0] = 0;
383     return;
384 root 1.10 //TODO//D#d#
385     #if 0
386 elmex 1.1 char *cp;
387 root 1.24
388 elmex 1.1 /* object *tmp;*/
389    
390 root 1.24 if (op->arch != NULL)
391     {
392     strcat (errmsg, "arch ");
393     strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394     strcat (errmsg, "\n");
395     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396     strcat (errmsg, cp);
397     # if 0
398 elmex 1.1 /* Don't dump player diffs - they are too long, mostly meaningless, and
399     * will overflow the buffer.
400     * Changed so that we don't dump inventory either. This may
401     * also overflow the buffer.
402     */
403 root 1.24 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404     strcat (errmsg, cp);
405     for (tmp = op->inv; tmp; tmp = tmp->below)
406     dump_object2 (tmp);
407     # endif
408     strcat (errmsg, "end\n");
409     }
410     else
411     {
412     strcat (errmsg, "Object ");
413     if (op->name == NULL)
414     strcat (errmsg, "(null)");
415     else
416     strcat (errmsg, op->name);
417     strcat (errmsg, "\n");
418     # if 0
419     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420     strcat (errmsg, cp);
421     for (tmp = op->inv; tmp; tmp = tmp->below)
422     dump_object2 (tmp);
423     # endif
424     strcat (errmsg, "end\n");
425     }
426 root 1.10 #endif
427 elmex 1.1 }
428    
429     /*
430     * Dumps an object. Returns output in the static global errmsg array.
431     */
432    
433 root 1.24 void
434     dump_object (object *op)
435     {
436     if (op == NULL)
437     {
438     strcpy (errmsg, "[NULL pointer]");
439     return;
440     }
441     errmsg[0] = '\0';
442     dump_object2 (op);
443 elmex 1.1 }
444    
445 root 1.24 void
446     dump_all_objects (void)
447     {
448 elmex 1.1 object *op;
449 root 1.24
450 root 1.45 for (op = object::first; op != NULL; op = op->next)
451 root 1.24 {
452     dump_object (op);
453 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 root 1.50 if (check_walk_off
1219     && ((op->move_type & tmp->move_off)
1220     && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1221 root 1.29 {
1222     move_apply (tmp, op, NULL);
1223 root 1.24
1224 root 1.50 if (op->destroyed ())
1225     LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1226 root 1.8 }
1227    
1228 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1229    
1230     if (tmp->above == tmp)
1231     tmp->above = NULL;
1232 root 1.8
1233 root 1.29 last = tmp;
1234     }
1235 root 1.26
1236 root 1.29 /* last == NULL of there are no objects on this space */
1237     if (last == NULL)
1238     {
1239     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1240     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1241     * those out anyways, and if there are any flags set right now, they won't
1242     * be correct anyways.
1243     */
1244     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1245     update_position (op->map, op->x, op->y);
1246     }
1247     else
1248     update_object (last, UP_OBJ_REMOVE);
1249 root 1.26
1250 root 1.29 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1251     update_all_los (op->map, op->x, op->y);
1252 elmex 1.1 }
1253     }
1254    
1255     /*
1256     * merge_ob(op,top):
1257     *
1258     * This function goes through all objects below and including top, and
1259     * merges op to the first matching object.
1260     * If top is NULL, it is calculated.
1261     * Returns pointer to object if it succeded in the merge, otherwise NULL
1262     */
1263 root 1.24 object *
1264     merge_ob (object *op, object *top)
1265     {
1266     if (!op->nrof)
1267 elmex 1.1 return 0;
1268 root 1.29
1269 root 1.24 if (top == NULL)
1270     for (top = op; top != NULL && top->above != NULL; top = top->above);
1271 root 1.29
1272 root 1.24 for (; top != NULL; top = top->below)
1273 elmex 1.1 {
1274 root 1.24 if (top == op)
1275     continue;
1276     if (CAN_MERGE (op, top))
1277     {
1278     top->nrof += op->nrof;
1279    
1280 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1281 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1282     remove_ob (op);
1283     free_object (op);
1284     return top;
1285     }
1286 elmex 1.1 }
1287 root 1.29
1288 root 1.45 return 0;
1289 elmex 1.1 }
1290    
1291     /*
1292     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1293     * job preparing multi-part monsters
1294     */
1295 root 1.24 object *
1296 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1297 root 1.24 {
1298 root 1.29 object *tmp;
1299 root 1.24
1300     if (op->head)
1301     op = op->head;
1302 root 1.29
1303 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1304     {
1305     tmp->x = x + tmp->arch->clone.x;
1306     tmp->y = y + tmp->arch->clone.y;
1307 elmex 1.1 }
1308 root 1.29
1309 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1310 elmex 1.1 }
1311    
1312     /*
1313     * insert_ob_in_map (op, map, originator, flag):
1314     * This function inserts the object in the two-way linked list
1315     * which represents what is on a map.
1316     * The second argument specifies the map, and the x and y variables
1317     * in the object about to be inserted specifies the position.
1318     *
1319     * originator: Player, monster or other object that caused 'op' to be inserted
1320     * into 'map'. May be NULL.
1321     *
1322     * flag is a bitmask about special things to do (or not do) when this
1323     * function is called. see the object.h file for the INS_ values.
1324     * Passing 0 for flag gives proper default values, so flag really only needs
1325     * to be set if special handling is needed.
1326     *
1327     * Return value:
1328     * new object if 'op' was merged with other object
1329     * NULL if 'op' was destroyed
1330     * just 'op' otherwise
1331     */
1332    
1333 root 1.24 object *
1334 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1335 elmex 1.1 {
1336 root 1.25 object *tmp, *top, *floor = NULL;
1337     sint16 x, y;
1338 elmex 1.1
1339 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1340     {
1341     LOG (llevError, "Trying to insert freed object!\n");
1342     return NULL;
1343     }
1344 root 1.25
1345 root 1.24 if (m == NULL)
1346     {
1347     dump_object (op);
1348     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1349     return op;
1350 elmex 1.1 }
1351 root 1.25
1352 root 1.24 if (out_of_map (m, op->x, op->y))
1353     {
1354     dump_object (op);
1355     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1356 elmex 1.1 #ifdef MANY_CORES
1357 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1358     * is likely to cause a crash. Better to find out where it is getting
1359     * improperly inserted.
1360     */
1361     abort ();
1362 elmex 1.1 #endif
1363 root 1.24 return op;
1364 elmex 1.1 }
1365 root 1.25
1366 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1367     {
1368     dump_object (op);
1369     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1370     return op;
1371     }
1372 root 1.25
1373 root 1.24 if (op->more != NULL)
1374     {
1375     /* The part may be on a different map. */
1376    
1377 root 1.26 object *more = op->more;
1378 root 1.24
1379     /* We really need the caller to normalize coordinates - if
1380     * we set the map, that doesn't work if the location is within
1381     * a map and this is straddling an edge. So only if coordinate
1382     * is clear wrong do we normalize it.
1383     */
1384     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1385 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1386 root 1.24 else if (!more->map)
1387     {
1388     /* For backwards compatibility - when not dealing with tiled maps,
1389     * more->map should always point to the parent.
1390     */
1391     more->map = m;
1392     }
1393    
1394     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1395     {
1396     if (!op->head)
1397     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1398 root 1.26
1399 root 1.24 return NULL;
1400 root 1.8 }
1401 root 1.24 }
1402 root 1.25
1403 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1404 root 1.8
1405 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1406     * of areas of callers (eg, anything that uses find_free_spot would now
1407     * need extra work
1408     */
1409     op->map = get_map_from_coord (m, &op->x, &op->y);
1410     x = op->x;
1411     y = op->y;
1412    
1413     /* this has to be done after we translate the coordinates.
1414     */
1415     if (op->nrof && !(flag & INS_NO_MERGE))
1416 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1417     if (CAN_MERGE (op, tmp))
1418     {
1419     op->nrof += tmp->nrof;
1420     remove_ob (tmp);
1421     free_object (tmp);
1422     }
1423 root 1.24
1424     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1425     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1426 root 1.25
1427 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1428     CLEAR_FLAG (op, FLAG_NO_STEAL);
1429    
1430     if (flag & INS_BELOW_ORIGINATOR)
1431     {
1432     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1433     {
1434     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1435     abort ();
1436     }
1437 root 1.25
1438 root 1.24 op->above = originator;
1439     op->below = originator->below;
1440 root 1.25
1441 root 1.24 if (op->below)
1442     op->below->above = op;
1443     else
1444     SET_MAP_OB (op->map, op->x, op->y, op);
1445 root 1.25
1446 root 1.24 /* since *below* originator, no need to update top */
1447     originator->below = op;
1448 elmex 1.1 }
1449 root 1.24 else
1450     {
1451     /* If there are other objects, then */
1452     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1453     {
1454 root 1.25 object *last = NULL;
1455 root 1.24
1456     /*
1457     * If there are multiple objects on this space, we do some trickier handling.
1458     * We've already dealt with merging if appropriate.
1459     * Generally, we want to put the new object on top. But if
1460     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1461     * floor, we want to insert above that and no further.
1462     * Also, if there are spell objects on this space, we stop processing
1463     * once we get to them. This reduces the need to traverse over all of
1464     * them when adding another one - this saves quite a bit of cpu time
1465     * when lots of spells are cast in one area. Currently, it is presumed
1466     * that flying non pickable objects are spell objects.
1467     */
1468 elmex 1.1
1469 root 1.24 while (top != NULL)
1470     {
1471     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1472     floor = top;
1473 root 1.26
1474 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))
1475     {
1476     /* We insert above top, so we want this object below this */
1477     top = top->below;
1478     break;
1479     }
1480 root 1.26
1481 root 1.24 last = top;
1482     top = top->above;
1483     }
1484 root 1.26
1485 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1486     top = last;
1487 root 1.8
1488 root 1.24 /* We let update_position deal with figuring out what the space
1489     * looks like instead of lots of conditions here.
1490     * makes things faster, and effectively the same result.
1491     */
1492    
1493     /* Have object 'fall below' other objects that block view.
1494     * Unless those objects are exits, type 66
1495     * If INS_ON_TOP is used, don't do this processing
1496     * Need to find the object that in fact blocks view, otherwise
1497     * stacking is a bit odd.
1498     */
1499     if (!(flag & INS_ON_TOP) &&
1500     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1501     {
1502     for (last = top; last != floor; last = last->below)
1503     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1504     break;
1505     /* Check to see if we found the object that blocks view,
1506     * and make sure we have a below pointer for it so that
1507     * we can get inserted below this one, which requires we
1508     * set top to the object below us.
1509     */
1510     if (last && last->below && last != floor)
1511     top = last->below;
1512 root 1.8 }
1513 root 1.24 } /* If objects on this space */
1514 root 1.25
1515 root 1.24 if (flag & INS_MAP_LOAD)
1516     top = GET_MAP_TOP (op->map, op->x, op->y);
1517 root 1.25
1518 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1519     top = floor;
1520    
1521     /* Top is the object that our object (op) is going to get inserted above.
1522     */
1523    
1524     /* First object on this space */
1525     if (!top)
1526     {
1527     op->above = GET_MAP_OB (op->map, op->x, op->y);
1528 root 1.25
1529 root 1.24 if (op->above)
1530     op->above->below = op;
1531 root 1.25
1532 root 1.24 op->below = NULL;
1533     SET_MAP_OB (op->map, op->x, op->y, op);
1534     }
1535     else
1536     { /* get inserted into the stack above top */
1537     op->above = top->above;
1538 root 1.25
1539 root 1.24 if (op->above)
1540     op->above->below = op;
1541 root 1.25
1542 root 1.24 op->below = top;
1543     top->above = op;
1544     }
1545 root 1.25
1546 root 1.24 if (op->above == NULL)
1547     SET_MAP_TOP (op->map, op->x, op->y, op);
1548     } /* else not INS_BELOW_ORIGINATOR */
1549 root 1.8
1550 root 1.24 if (op->type == PLAYER)
1551     op->contr->do_los = 1;
1552    
1553     /* If we have a floor, we know the player, if any, will be above
1554     * it, so save a few ticks and start from there.
1555     */
1556     if (!(flag & INS_MAP_LOAD))
1557     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558 root 1.25 if (tmp->type == PLAYER)
1559     tmp->contr->socket.update_look = 1;
1560 root 1.24
1561     /* If this object glows, it may affect lighting conditions that are
1562     * visible to others on this map. But update_all_los is really
1563     * an inefficient way to do this, as it means los for all players
1564     * on the map will get recalculated. The players could very well
1565     * be far away from this change and not affected in any way -
1566     * this should get redone to only look for players within range,
1567     * or just updating the P_NEED_UPDATE for spaces within this area
1568     * of effect may be sufficient.
1569     */
1570     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1571     update_all_los (op->map, op->x, op->y);
1572    
1573     /* updates flags (blocked, alive, no magic, etc) for this map space */
1574     update_object (op, UP_OBJ_INSERT);
1575    
1576     /* Don't know if moving this to the end will break anything. However,
1577     * we want to have update_look set above before calling this.
1578     *
1579     * check_move_on() must be after this because code called from
1580     * check_move_on() depends on correct map flags (so functions like
1581     * blocked() and wall() work properly), and these flags are updated by
1582     * update_object().
1583     */
1584    
1585     /* if this is not the head or flag has been passed, don't check walk on status */
1586     if (!(flag & INS_NO_WALK_ON) && !op->head)
1587     {
1588     if (check_move_on (op, originator))
1589     return NULL;
1590 elmex 1.1
1591 root 1.24 /* If we are a multi part object, lets work our way through the check
1592     * walk on's.
1593     */
1594     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1595     if (check_move_on (tmp, originator))
1596     return NULL;
1597 elmex 1.1 }
1598 root 1.25
1599 root 1.24 return op;
1600 elmex 1.1 }
1601    
1602     /* this function inserts an object in the map, but if it
1603     * finds an object of its own type, it'll remove that one first.
1604     * op is the object to insert it under: supplies x and the map.
1605     */
1606 root 1.24 void
1607     replace_insert_ob_in_map (const char *arch_string, object *op)
1608     {
1609 root 1.29 object *
1610     tmp;
1611     object *
1612     tmp1;
1613 elmex 1.1
1614 root 1.24 /* first search for itself and remove any old instances */
1615 elmex 1.1
1616 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1617     {
1618     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1619     {
1620     remove_ob (tmp);
1621     free_object (tmp);
1622 root 1.8 }
1623 elmex 1.1 }
1624    
1625 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1626 elmex 1.1
1627 root 1.24 tmp1->x = op->x;
1628     tmp1->y = op->y;
1629     insert_ob_in_map (tmp1, op->map, op, 0);
1630     }
1631 elmex 1.1
1632     /*
1633     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1634     * is returned contains nr objects, and the remaining parts contains
1635     * the rest (or is removed and freed if that number is 0).
1636     * On failure, NULL is returned, and the reason put into the
1637     * global static errmsg array.
1638     */
1639    
1640 root 1.24 object *
1641     get_split_ob (object *orig_ob, uint32 nr)
1642     {
1643     object *
1644     newob;
1645     int
1646     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1647    
1648     if (orig_ob->nrof < nr)
1649     {
1650     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1651     return NULL;
1652     }
1653 root 1.29
1654 root 1.24 newob = object_create_clone (orig_ob);
1655 root 1.29
1656 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1657     {
1658     if (!is_removed)
1659     remove_ob (orig_ob);
1660     free_object2 (orig_ob, 1);
1661 elmex 1.1 }
1662 root 1.24 else if (!is_removed)
1663     {
1664     if (orig_ob->env != NULL)
1665     sub_weight (orig_ob->env, orig_ob->weight * nr);
1666     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1667     {
1668     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1669     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1670     return NULL;
1671 root 1.8 }
1672 elmex 1.1 }
1673 root 1.29
1674 root 1.24 newob->nrof = nr;
1675 elmex 1.1
1676 root 1.24 return newob;
1677 elmex 1.1 }
1678    
1679     /*
1680     * decrease_ob_nr(object, number) decreases a specified number from
1681     * the amount of an object. If the amount reaches 0, the object
1682     * is subsequently removed and freed.
1683     *
1684     * Return value: 'op' if something is left, NULL if the amount reached 0
1685     */
1686    
1687 root 1.24 object *
1688     decrease_ob_nr (object *op, uint32 i)
1689 elmex 1.1 {
1690 root 1.29 object *tmp;
1691     player *pl;
1692 elmex 1.1
1693 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1694     return op;
1695    
1696     if (i > op->nrof)
1697     i = op->nrof;
1698    
1699     if (QUERY_FLAG (op, FLAG_REMOVED))
1700 root 1.29 op->nrof -= i;
1701 root 1.24 else if (op->env != NULL)
1702     {
1703     /* is this object in the players inventory, or sub container
1704     * therein?
1705     */
1706     tmp = is_player_inv (op->env);
1707     /* nope. Is this a container the player has opened?
1708     * If so, set tmp to that player.
1709     * IMO, searching through all the players will mostly
1710     * likely be quicker than following op->env to the map,
1711     * and then searching the map for a player.
1712     */
1713     if (!tmp)
1714     {
1715     for (pl = first_player; pl; pl = pl->next)
1716     if (pl->ob->container == op->env)
1717     break;
1718     if (pl)
1719     tmp = pl->ob;
1720     else
1721     tmp = NULL;
1722     }
1723 elmex 1.1
1724 root 1.24 if (i < op->nrof)
1725     {
1726     sub_weight (op->env, op->weight * i);
1727     op->nrof -= i;
1728     if (tmp)
1729     {
1730     esrv_send_item (tmp, op);
1731 elmex 1.1 }
1732 root 1.24 }
1733     else
1734     {
1735     remove_ob (op);
1736     op->nrof = 0;
1737     if (tmp)
1738     {
1739     esrv_del_item (tmp->contr, op->count);
1740 elmex 1.1 }
1741     }
1742     }
1743 root 1.24 else
1744 elmex 1.1 {
1745 root 1.29 object *above = op->above;
1746 elmex 1.1
1747 root 1.24 if (i < op->nrof)
1748 root 1.29 op->nrof -= i;
1749 root 1.24 else
1750     {
1751     remove_ob (op);
1752     op->nrof = 0;
1753     }
1754 root 1.29
1755 root 1.24 /* Since we just removed op, op->above is null */
1756     for (tmp = above; tmp != NULL; tmp = tmp->above)
1757     if (tmp->type == PLAYER)
1758     {
1759     if (op->nrof)
1760     esrv_send_item (tmp, op);
1761     else
1762     esrv_del_item (tmp->contr, op->count);
1763     }
1764 elmex 1.1 }
1765    
1766 root 1.24 if (op->nrof)
1767 root 1.29 return op;
1768 root 1.24 else
1769     {
1770     free_object (op);
1771     return NULL;
1772 elmex 1.1 }
1773     }
1774    
1775     /*
1776     * add_weight(object, weight) adds the specified weight to an object,
1777     * and also updates how much the environment(s) is/are carrying.
1778     */
1779    
1780 root 1.24 void
1781     add_weight (object *op, signed long weight)
1782     {
1783     while (op != NULL)
1784     {
1785     if (op->type == CONTAINER)
1786 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1787    
1788 root 1.24 op->carrying += weight;
1789     op = op->env;
1790     }
1791 elmex 1.1 }
1792    
1793     /*
1794     * insert_ob_in_ob(op,environment):
1795     * This function inserts the object op in the linked list
1796     * inside the object environment.
1797     *
1798     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1799     * the inventory at the last position or next to other objects of the same
1800     * type.
1801     * Frank: Now sorted by type, archetype and magic!
1802     *
1803     * The function returns now pointer to inserted item, and return value can
1804     * be != op, if items are merged. -Tero
1805     */
1806    
1807 root 1.24 object *
1808     insert_ob_in_ob (object *op, object *where)
1809     {
1810     object *
1811     tmp, *
1812     otmp;
1813    
1814     if (!QUERY_FLAG (op, FLAG_REMOVED))
1815     {
1816     dump_object (op);
1817     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1818     return op;
1819     }
1820 root 1.29
1821 root 1.24 if (where == NULL)
1822     {
1823     dump_object (op);
1824     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1825     return op;
1826     }
1827 root 1.29
1828 root 1.24 if (where->head)
1829     {
1830     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1831     where = where->head;
1832     }
1833 root 1.29
1834 root 1.24 if (op->more)
1835     {
1836     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1837     return op;
1838     }
1839 root 1.29
1840 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1841     CLEAR_FLAG (op, FLAG_REMOVED);
1842     if (op->nrof)
1843     {
1844     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1845     if (CAN_MERGE (tmp, op))
1846     {
1847     /* return the original object and remove inserted object
1848     (client needs the original object) */
1849     tmp->nrof += op->nrof;
1850     /* Weight handling gets pretty funky. Since we are adding to
1851     * tmp->nrof, we need to increase the weight.
1852     */
1853     add_weight (where, op->weight * op->nrof);
1854     SET_FLAG (op, FLAG_REMOVED);
1855     free_object (op); /* free the inserted object */
1856     op = tmp;
1857     remove_ob (op); /* and fix old object's links */
1858     CLEAR_FLAG (op, FLAG_REMOVED);
1859     break;
1860     }
1861    
1862     /* I assume combined objects have no inventory
1863     * We add the weight - this object could have just been removed
1864     * (if it was possible to merge). calling remove_ob will subtract
1865     * the weight, so we need to add it in again, since we actually do
1866     * the linking below
1867     */
1868     add_weight (where, op->weight * op->nrof);
1869     }
1870     else
1871     add_weight (where, (op->weight + op->carrying));
1872 elmex 1.1
1873 root 1.24 otmp = is_player_inv (where);
1874     if (otmp && otmp->contr != NULL)
1875     {
1876     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1877     fix_player (otmp);
1878     }
1879 elmex 1.1
1880 root 1.24 op->map = NULL;
1881     op->env = where;
1882     op->above = NULL;
1883     op->below = NULL;
1884     op->x = 0, op->y = 0;
1885 elmex 1.1
1886     /* reset the light list and los of the players on the map */
1887 root 1.24 if ((op->glow_radius != 0) && where->map)
1888     {
1889 elmex 1.1 #ifdef DEBUG_LIGHTS
1890 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1891     #endif /* DEBUG_LIGHTS */
1892     if (MAP_DARKNESS (where->map))
1893     update_all_los (where->map, where->x, where->y);
1894     }
1895 elmex 1.1
1896     /* Client has no idea of ordering so lets not bother ordering it here.
1897     * It sure simplifies this function...
1898     */
1899 root 1.24 if (where->inv == NULL)
1900     where->inv = op;
1901     else
1902     {
1903 elmex 1.1 op->below = where->inv;
1904     op->below->above = op;
1905     where->inv = op;
1906 root 1.24 }
1907 elmex 1.1 return op;
1908     }
1909    
1910     /*
1911     * Checks if any objects has a move_type that matches objects
1912     * that effect this object on this space. Call apply() to process
1913     * these events.
1914     *
1915     * Any speed-modification due to SLOW_MOVE() of other present objects
1916     * will affect the speed_left of the object.
1917     *
1918     * originator: Player, monster or other object that caused 'op' to be inserted
1919     * into 'map'. May be NULL.
1920     *
1921     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1922     *
1923     * 4-21-95 added code to check if appropriate skill was readied - this will
1924     * permit faster movement by the player through this terrain. -b.t.
1925     *
1926     * MSW 2001-07-08: Check all objects on space, not just those below
1927     * object being inserted. insert_ob_in_map may not put new objects
1928     * on top.
1929     */
1930    
1931 root 1.24 int
1932     check_move_on (object *op, object *originator)
1933 elmex 1.1 {
1934 root 1.48 object *tmp;
1935 root 1.49 maptile *m = op->map;
1936 root 1.48 int x = op->x, y = op->y;
1937 root 1.26
1938 root 1.48 MoveType move_on, move_slow, move_block;
1939 root 1.24
1940     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1941     return 0;
1942    
1943     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1944     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1945     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1946    
1947     /* if nothing on this space will slow op down or be applied,
1948     * no need to do checking below. have to make sure move_type
1949     * is set, as lots of objects don't have it set - we treat that
1950     * as walking.
1951     */
1952     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1953     return 0;
1954 elmex 1.1
1955 root 1.24 /* This is basically inverse logic of that below - basically,
1956     * if the object can avoid the move on or slow move, they do so,
1957     * but can't do it if the alternate movement they are using is
1958     * blocked. Logic on this seems confusing, but does seem correct.
1959     */
1960     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1961     return 0;
1962    
1963     /* The objects have to be checked from top to bottom.
1964     * Hence, we first go to the top:
1965     */
1966    
1967     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1968     {
1969     /* Trim the search when we find the first other spell effect
1970     * this helps performance so that if a space has 50 spell objects,
1971     * we don't need to check all of them.
1972     */
1973     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1974     break;
1975     }
1976 root 1.26
1977     for (; tmp; tmp = tmp->below)
1978 root 1.24 {
1979     if (tmp == op)
1980     continue; /* Can't apply yourself */
1981 elmex 1.1
1982 root 1.24 /* Check to see if one of the movement types should be slowed down.
1983     * Second check makes sure that the movement types not being slowed
1984     * (~slow_move) is not blocked on this space - just because the
1985     * space doesn't slow down swimming (for example), if you can't actually
1986     * swim on that space, can't use it to avoid the penalty.
1987     */
1988     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1989     {
1990     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1991     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1992     {
1993 elmex 1.1
1994 root 1.29 float
1995     diff = tmp->move_slow_penalty * FABS (op->speed);
1996 elmex 1.1
1997 root 1.24 if (op->type == PLAYER)
1998 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1999     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2000     diff /= 4.0;
2001    
2002 root 1.24 op->speed_left -= diff;
2003 root 1.8 }
2004     }
2005 elmex 1.1
2006 root 1.24 /* Basically same logic as above, except now for actual apply. */
2007     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2008     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2009     {
2010 root 1.26 move_apply (tmp, op, originator);
2011 root 1.24
2012 root 1.48 if (op->destroyed ())
2013 root 1.24 return 1;
2014    
2015     /* what the person/creature stepped onto has moved the object
2016     * someplace new. Don't process any further - if we did,
2017     * have a feeling strange problems would result.
2018     */
2019     if (op->map != m || op->x != x || op->y != y)
2020     return 0;
2021 root 1.8 }
2022 elmex 1.1 }
2023 root 1.26
2024 root 1.24 return 0;
2025 elmex 1.1 }
2026    
2027     /*
2028     * present_arch(arch, map, x, y) searches for any objects with
2029     * a matching archetype at the given map and coordinates.
2030     * The first matching object is returned, or NULL if none.
2031     */
2032    
2033 root 1.24 object *
2034 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
2035 root 1.24 {
2036     object *
2037     tmp;
2038    
2039     if (m == NULL || out_of_map (m, x, y))
2040     {
2041     LOG (llevError, "Present_arch called outside map.\n");
2042     return NULL;
2043     }
2044     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2045     if (tmp->arch == at)
2046 elmex 1.1 return tmp;
2047     return NULL;
2048     }
2049    
2050     /*
2051     * present(type, map, x, y) searches for any objects with
2052     * a matching type variable at the given map and coordinates.
2053     * The first matching object is returned, or NULL if none.
2054     */
2055    
2056 root 1.24 object *
2057 root 1.49 present (unsigned char type, maptile *m, int x, int y)
2058 root 1.24 {
2059     object *
2060     tmp;
2061    
2062     if (out_of_map (m, x, y))
2063     {
2064     LOG (llevError, "Present called outside map.\n");
2065     return NULL;
2066     }
2067     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2068     if (tmp->type == type)
2069 elmex 1.1 return tmp;
2070     return NULL;
2071     }
2072    
2073     /*
2074     * present_in_ob(type, object) searches for any objects with
2075     * a matching type variable in the inventory of the given object.
2076     * The first matching object is returned, or NULL if none.
2077     */
2078    
2079 root 1.24 object *
2080     present_in_ob (unsigned char type, const object *op)
2081     {
2082     object *
2083     tmp;
2084    
2085     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2086     if (tmp->type == type)
2087 elmex 1.1 return tmp;
2088     return NULL;
2089     }
2090    
2091     /*
2092     * present_in_ob (type, str, object) searches for any objects with
2093     * a matching type & name variable in the inventory of the given object.
2094     * The first matching object is returned, or NULL if none.
2095     * This is mostly used by spell effect code, so that we only
2096     * have one spell effect at a time.
2097     * type can be used to narrow the search - if type is set,
2098     * the type must also match. -1 can be passed for the type,
2099     * in which case the type does not need to pass.
2100     * str is the string to match against. Note that we match against
2101     * the object name, not the archetype name. this is so that the
2102     * spell code can use one object type (force), but change it's name
2103     * to be unique.
2104     */
2105    
2106 root 1.24 object *
2107     present_in_ob_by_name (int type, const char *str, const object *op)
2108     {
2109     object *
2110     tmp;
2111 elmex 1.1
2112 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2113     {
2114     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2115     return tmp;
2116 elmex 1.1 }
2117 root 1.24 return NULL;
2118 elmex 1.1 }
2119    
2120     /*
2121     * present_arch_in_ob(archetype, object) searches for any objects with
2122     * a matching archetype in the inventory of the given object.
2123     * The first matching object is returned, or NULL if none.
2124     */
2125    
2126 root 1.24 object *
2127     present_arch_in_ob (const archetype *at, const object *op)
2128     {
2129     object *
2130     tmp;
2131    
2132     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2133     if (tmp->arch == at)
2134 elmex 1.1 return tmp;
2135     return NULL;
2136     }
2137    
2138     /*
2139     * activate recursively a flag on an object inventory
2140     */
2141 root 1.24 void
2142     flag_inv (object *op, int flag)
2143     {
2144     object *
2145     tmp;
2146    
2147     if (op->inv)
2148     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2149     {
2150     SET_FLAG (tmp, flag);
2151     flag_inv (tmp, flag);
2152 elmex 1.1 }
2153 root 1.24 } /*
2154     * desactivate recursively a flag on an object inventory
2155     */
2156     void
2157     unflag_inv (object *op, int flag)
2158     {
2159     object *
2160     tmp;
2161    
2162     if (op->inv)
2163     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164     {
2165     CLEAR_FLAG (tmp, flag);
2166     unflag_inv (tmp, flag);
2167 elmex 1.1 }
2168     }
2169    
2170     /*
2171     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2172     * all it's inventory (recursively).
2173     * If checksums are used, a player will get set_cheat called for
2174     * him/her-self and all object carried by a call to this function.
2175     */
2176    
2177 root 1.24 void
2178     set_cheat (object *op)
2179     {
2180     SET_FLAG (op, FLAG_WAS_WIZ);
2181     flag_inv (op, FLAG_WAS_WIZ);
2182 elmex 1.1 }
2183    
2184     /*
2185     * find_free_spot(object, map, x, y, start, stop) will search for
2186     * a spot at the given map and coordinates which will be able to contain
2187     * the given object. start and stop specifies how many squares
2188     * to search (see the freearr_x/y[] definition).
2189     * It returns a random choice among the alternatives found.
2190     * start and stop are where to start relative to the free_arr array (1,9
2191     * does all 4 immediate directions). This returns the index into the
2192     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2193     * Note - this only checks to see if there is space for the head of the
2194     * object - if it is a multispace object, this should be called for all
2195     * pieces.
2196     * Note2: This function does correctly handle tiled maps, but does not
2197     * inform the caller. However, insert_ob_in_map will update as
2198     * necessary, so the caller shouldn't need to do any special work.
2199     * Note - updated to take an object instead of archetype - this is necessary
2200     * because arch_blocked (now ob_blocked) needs to know the movement type
2201     * to know if the space in question will block the object. We can't use
2202     * the archetype because that isn't correct if the monster has been
2203     * customized, changed states, etc.
2204     */
2205    
2206 root 1.24 int
2207 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2208 root 1.24 {
2209     int
2210     i,
2211     index = 0, flag;
2212     static int
2213     altern[SIZEOFFREE];
2214    
2215     for (i = start; i < stop; i++)
2216     {
2217     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2218     if (!flag)
2219     altern[index++] = i;
2220    
2221     /* Basically, if we find a wall on a space, we cut down the search size.
2222     * In this way, we won't return spaces that are on another side of a wall.
2223     * This mostly work, but it cuts down the search size in all directions -
2224     * if the space being examined only has a wall to the north and empty
2225     * spaces in all the other directions, this will reduce the search space
2226     * to only the spaces immediately surrounding the target area, and
2227     * won't look 2 spaces south of the target space.
2228     */
2229     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2230     stop = maxfree[i];
2231 elmex 1.1 }
2232 root 1.24 if (!index)
2233     return -1;
2234     return altern[RANDOM () % index];
2235 elmex 1.1 }
2236    
2237     /*
2238 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2239 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2240     * But it will return the first available spot, not a random choice.
2241     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2242     */
2243    
2244 root 1.24 int
2245 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2246 root 1.24 {
2247     int
2248     i;
2249    
2250     for (i = 0; i < SIZEOFFREE; i++)
2251     {
2252     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2253     return i;
2254 elmex 1.1 }
2255 root 1.24 return -1;
2256 elmex 1.1 }
2257    
2258     /*
2259     * The function permute(arr, begin, end) randomly reorders the array
2260     * arr[begin..end-1].
2261     */
2262 root 1.24 static void
2263     permute (int *arr, int begin, int end)
2264 elmex 1.1 {
2265 root 1.24 int
2266     i,
2267     j,
2268     tmp,
2269     len;
2270 elmex 1.1
2271 root 1.24 len = end - begin;
2272     for (i = begin; i < end; i++)
2273 elmex 1.1 {
2274 root 1.24 j = begin + RANDOM () % len;
2275 elmex 1.1
2276 root 1.24 tmp = arr[i];
2277     arr[i] = arr[j];
2278     arr[j] = tmp;
2279 elmex 1.1 }
2280     }
2281    
2282     /* new function to make monster searching more efficient, and effective!
2283     * This basically returns a randomized array (in the passed pointer) of
2284     * the spaces to find monsters. In this way, it won't always look for
2285     * monsters to the north first. However, the size of the array passed
2286     * covers all the spaces, so within that size, all the spaces within
2287     * the 3x3 area will be searched, just not in a predictable order.
2288     */
2289 root 1.24 void
2290     get_search_arr (int *search_arr)
2291 elmex 1.1 {
2292 root 1.24 int
2293     i;
2294 elmex 1.1
2295 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2296 elmex 1.1 {
2297 root 1.24 search_arr[i] = i;
2298 elmex 1.1 }
2299    
2300 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2301     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2302     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2303 elmex 1.1 }
2304    
2305     /*
2306     * find_dir(map, x, y, exclude) will search some close squares in the
2307     * given map at the given coordinates for live objects.
2308     * It will not considered the object given as exclude among possible
2309     * live objects.
2310     * It returns the direction toward the first/closest live object if finds
2311     * any, otherwise 0.
2312     * Perhaps incorrectly, but I'm making the assumption that exclude
2313     * is actually want is going to try and move there. We need this info
2314     * because we have to know what movement the thing looking to move
2315     * there is capable of.
2316     */
2317    
2318 root 1.24 int
2319 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2320 root 1.24 {
2321     int
2322     i,
2323     max = SIZEOFFREE, mflags;
2324 root 1.29
2325     sint16 nx, ny;
2326 root 1.24 object *
2327     tmp;
2328 root 1.49 maptile *
2329 root 1.24 mp;
2330 root 1.29
2331     MoveType blocked, move_type;
2332 root 1.24
2333     if (exclude && exclude->head)
2334     {
2335     exclude = exclude->head;
2336     move_type = exclude->move_type;
2337     }
2338     else
2339     {
2340     /* If we don't have anything, presume it can use all movement types. */
2341     move_type = MOVE_ALL;
2342     }
2343    
2344     for (i = 1; i < max; i++)
2345     {
2346     mp = m;
2347     nx = x + freearr_x[i];
2348     ny = y + freearr_y[i];
2349    
2350     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2351     if (mflags & P_OUT_OF_MAP)
2352     {
2353     max = maxfree[i];
2354     }
2355     else
2356     {
2357     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2358    
2359     if ((move_type & blocked) == move_type)
2360     {
2361     max = maxfree[i];
2362     }
2363     else if (mflags & P_IS_ALIVE)
2364     {
2365     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2366     {
2367     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2368     {
2369     break;
2370 root 1.8 }
2371     }
2372 root 1.24 if (tmp)
2373     {
2374     return freedir[i];
2375 root 1.8 }
2376     }
2377     }
2378 elmex 1.1 }
2379 root 1.24 return 0;
2380 elmex 1.1 }
2381    
2382     /*
2383     * distance(object 1, object 2) will return the square of the
2384     * distance between the two given objects.
2385     */
2386    
2387 root 1.24 int
2388     distance (const object *ob1, const object *ob2)
2389     {
2390     int
2391     i;
2392    
2393     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2394 elmex 1.1 return i;
2395     }
2396    
2397     /*
2398     * find_dir_2(delta-x,delta-y) will return a direction in which
2399     * an object which has subtracted the x and y coordinates of another
2400     * object, needs to travel toward it.
2401     */
2402    
2403 root 1.24 int
2404     find_dir_2 (int x, int y)
2405     {
2406     int
2407     q;
2408 elmex 1.1
2409 root 1.24 if (y)
2410     q = x * 100 / y;
2411 elmex 1.1 else if (x)
2412 root 1.24 q = -300 * x;
2413 elmex 1.1 else
2414     return 0;
2415    
2416 root 1.24 if (y > 0)
2417     {
2418     if (q < -242)
2419     return 3;
2420     if (q < -41)
2421     return 2;
2422     if (q < 41)
2423     return 1;
2424     if (q < 242)
2425     return 8;
2426     return 7;
2427     }
2428 elmex 1.1
2429     if (q < -242)
2430 root 1.24 return 7;
2431 elmex 1.1 if (q < -41)
2432 root 1.24 return 6;
2433 elmex 1.1 if (q < 41)
2434 root 1.24 return 5;
2435 elmex 1.1 if (q < 242)
2436 root 1.24 return 4;
2437 elmex 1.1
2438 root 1.24 return 3;
2439 elmex 1.1 }
2440    
2441     /*
2442     * absdir(int): Returns a number between 1 and 8, which represent
2443     * the "absolute" direction of a number (it actually takes care of
2444     * "overflow" in previous calculations of a direction).
2445     */
2446    
2447 root 1.24 int
2448     absdir (int d)
2449     {
2450     while (d < 1)
2451     d += 8;
2452     while (d > 8)
2453     d -= 8;
2454 elmex 1.1 return d;
2455     }
2456    
2457     /*
2458     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2459     * between two directions (which are expected to be absolute (see absdir())
2460     */
2461    
2462 root 1.24 int
2463     dirdiff (int dir1, int dir2)
2464     {
2465     int
2466     d;
2467    
2468     d = abs (dir1 - dir2);
2469     if (d > 4)
2470 elmex 1.1 d = 8 - d;
2471     return d;
2472     }
2473    
2474     /* peterm:
2475     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2476     * Basically, this is a table of directions, and what directions
2477     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2478     * This basically means that if direction is 15, then it could either go
2479     * direction 4, 14, or 16 to get back to where we are.
2480     * Moved from spell_util.c to object.c with the other related direction
2481     * functions.
2482     */
2483    
2484 root 1.24 int
2485     reduction_dir[SIZEOFFREE][3] = {
2486     {0, 0, 0}, /* 0 */
2487     {0, 0, 0}, /* 1 */
2488     {0, 0, 0}, /* 2 */
2489     {0, 0, 0}, /* 3 */
2490     {0, 0, 0}, /* 4 */
2491     {0, 0, 0}, /* 5 */
2492     {0, 0, 0}, /* 6 */
2493     {0, 0, 0}, /* 7 */
2494     {0, 0, 0}, /* 8 */
2495     {8, 1, 2}, /* 9 */
2496     {1, 2, -1}, /* 10 */
2497     {2, 10, 12}, /* 11 */
2498     {2, 3, -1}, /* 12 */
2499     {2, 3, 4}, /* 13 */
2500     {3, 4, -1}, /* 14 */
2501     {4, 14, 16}, /* 15 */
2502     {5, 4, -1}, /* 16 */
2503     {4, 5, 6}, /* 17 */
2504     {6, 5, -1}, /* 18 */
2505     {6, 20, 18}, /* 19 */
2506     {7, 6, -1}, /* 20 */
2507     {6, 7, 8}, /* 21 */
2508     {7, 8, -1}, /* 22 */
2509     {8, 22, 24}, /* 23 */
2510     {8, 1, -1}, /* 24 */
2511     {24, 9, 10}, /* 25 */
2512     {9, 10, -1}, /* 26 */
2513     {10, 11, -1}, /* 27 */
2514     {27, 11, 29}, /* 28 */
2515     {11, 12, -1}, /* 29 */
2516     {12, 13, -1}, /* 30 */
2517     {12, 13, 14}, /* 31 */
2518     {13, 14, -1}, /* 32 */
2519     {14, 15, -1}, /* 33 */
2520     {33, 15, 35}, /* 34 */
2521     {16, 15, -1}, /* 35 */
2522     {17, 16, -1}, /* 36 */
2523     {18, 17, 16}, /* 37 */
2524     {18, 17, -1}, /* 38 */
2525     {18, 19, -1}, /* 39 */
2526     {41, 19, 39}, /* 40 */
2527     {19, 20, -1}, /* 41 */
2528     {20, 21, -1}, /* 42 */
2529     {20, 21, 22}, /* 43 */
2530     {21, 22, -1}, /* 44 */
2531     {23, 22, -1}, /* 45 */
2532     {45, 47, 23}, /* 46 */
2533     {23, 24, -1}, /* 47 */
2534     {24, 9, -1}
2535     }; /* 48 */
2536 elmex 1.1
2537     /* Recursive routine to step back and see if we can
2538     * find a path to that monster that we found. If not,
2539     * we don't bother going toward it. Returns 1 if we
2540     * can see a direct way to get it
2541     * Modified to be map tile aware -.MSW
2542     */
2543    
2544 root 1.24
2545     int
2546 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2547 root 1.24 {
2548 root 1.29 sint16 dx, dy;
2549 root 1.24 int
2550     mflags;
2551    
2552     if (dir < 0)
2553     return 0; /* exit condition: invalid direction */
2554    
2555     dx = x + freearr_x[dir];
2556     dy = y + freearr_y[dir];
2557    
2558     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2559    
2560     /* This functional arguably was incorrect before - it was
2561     * checking for P_WALL - that was basically seeing if
2562     * we could move to the monster - this is being more
2563     * literal on if we can see it. To know if we can actually
2564     * move to the monster, we'd need the monster passed in or
2565     * at least its move type.
2566     */
2567     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2568     return 0;
2569    
2570     /* yes, can see. */
2571     if (dir < 9)
2572     return 1;
2573     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2574     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2575     }
2576    
2577    
2578    
2579 elmex 1.1 /*
2580     * can_pick(picker, item): finds out if an object is possible to be
2581     * picked up by the picker. Returnes 1 if it can be
2582     * picked up, otherwise 0.
2583     *
2584     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2585     * core dumps if they do.
2586     *
2587     * Add a check so we can't pick up invisible objects (0.93.8)
2588     */
2589    
2590 root 1.24 int
2591     can_pick (const object *who, const object *item)
2592     {
2593     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2594     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2595     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2596 elmex 1.1 }
2597    
2598    
2599     /*
2600     * create clone from object to another
2601     */
2602 root 1.24 object *
2603     object_create_clone (object *asrc)
2604     {
2605     object *
2606     dst = NULL, *tmp, *src, *part, *prev, *item;
2607 elmex 1.1
2608 root 1.24 if (!asrc)
2609     return NULL;
2610     src = asrc;
2611     if (src->head)
2612     src = src->head;
2613    
2614     prev = NULL;
2615     for (part = src; part; part = part->more)
2616     {
2617     tmp = get_object ();
2618     copy_object (part, tmp);
2619     tmp->x -= src->x;
2620     tmp->y -= src->y;
2621     if (!part->head)
2622     {
2623     dst = tmp;
2624     tmp->head = NULL;
2625     }
2626     else
2627     {
2628     tmp->head = dst;
2629     }
2630     tmp->more = NULL;
2631     if (prev)
2632     prev->more = tmp;
2633     prev = tmp;
2634 elmex 1.1 }
2635 root 1.24
2636     for (item = src->inv; item; item = item->below)
2637 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2638 elmex 1.1
2639 root 1.24 return dst;
2640 elmex 1.1 }
2641    
2642     /* GROS - Creates an object using a string representing its content. */
2643     /* Basically, we save the content of the string to a temp file, then call */
2644     /* load_object on it. I admit it is a highly inefficient way to make things, */
2645     /* but it was simple to make and allows reusing the load_object function. */
2646     /* Remember not to use load_object_str in a time-critical situation. */
2647     /* Also remember that multiparts objects are not supported for now. */
2648    
2649 root 1.24 object *
2650     load_object_str (const char *obstr)
2651 elmex 1.1 {
2652 root 1.48 object *op;
2653     char filename[MAX_BUF];
2654 root 1.9
2655 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2656    
2657 root 1.48 FILE *tempfile = fopen (filename, "w");
2658 root 1.24
2659     if (tempfile == NULL)
2660 elmex 1.1 {
2661 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2662     return NULL;
2663 root 1.41 }
2664    
2665 root 1.24 fprintf (tempfile, obstr);
2666     fclose (tempfile);
2667 elmex 1.1
2668 root 1.24 op = get_object ();
2669 elmex 1.1
2670 root 1.29 object_thawer thawer (filename);
2671 root 1.13
2672 root 1.24 if (thawer)
2673     load_object (thawer, op, 0);
2674 root 1.13
2675 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2676     CLEAR_FLAG (op, FLAG_REMOVED);
2677 root 1.9
2678 root 1.24 return op;
2679 elmex 1.1 }
2680    
2681     /* This returns the first object in who's inventory that
2682     * has the same type and subtype match.
2683     * returns NULL if no match.
2684     */
2685 root 1.24 object *
2686     find_obj_by_type_subtype (const object *who, int type, int subtype)
2687 elmex 1.1 {
2688 root 1.48 object *tmp;
2689 elmex 1.1
2690 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2691     if (tmp->type == type && tmp->subtype == subtype)
2692     return tmp;
2693 elmex 1.1
2694 root 1.24 return NULL;
2695 elmex 1.1 }
2696    
2697     /* If ob has a field named key, return the link from the list,
2698     * otherwise return NULL.
2699     *
2700     * key must be a passed in shared string - otherwise, this won't
2701     * do the desired thing.
2702     */
2703 root 1.24 key_value *
2704     get_ob_key_link (const object *ob, const char *key)
2705     {
2706 root 1.48 key_value *link;
2707 root 1.24
2708     for (link = ob->key_values; link != NULL; link = link->next)
2709 root 1.48 if (link->key == key)
2710     return link;
2711 root 1.24
2712     return NULL;
2713     }
2714 elmex 1.1
2715     /*
2716     * Returns the value of op has an extra_field for key, or NULL.
2717     *
2718     * The argument doesn't need to be a shared string.
2719     *
2720     * The returned string is shared.
2721     */
2722 root 1.24 const char *
2723     get_ob_key_value (const object *op, const char *const key)
2724     {
2725 root 1.35 key_value *link;
2726     shstr_cmp canonical_key (key);
2727 root 1.24
2728 root 1.35 if (!canonical_key)
2729 root 1.24 {
2730     /* 1. There being a field named key on any object
2731     * implies there'd be a shared string to find.
2732     * 2. Since there isn't, no object has this field.
2733     * 3. Therefore, *this* object doesn't have this field.
2734     */
2735 root 1.35 return 0;
2736 elmex 1.1 }
2737    
2738 root 1.24 /* This is copied from get_ob_key_link() above -
2739     * only 4 lines, and saves the function call overhead.
2740     */
2741 root 1.35 for (link = op->key_values; link; link = link->next)
2742     if (link->key == canonical_key)
2743     return link->value;
2744    
2745     return 0;
2746 elmex 1.1 }
2747    
2748    
2749     /*
2750     * Updates the canonical_key in op to value.
2751     *
2752     * canonical_key is a shared string (value doesn't have to be).
2753     *
2754     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2755     * keys.
2756     *
2757     * Returns TRUE on success.
2758     */
2759 root 1.24 int
2760     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2761     {
2762     key_value *
2763     field = NULL, *last = NULL;
2764    
2765     for (field = op->key_values; field != NULL; field = field->next)
2766     {
2767     if (field->key != canonical_key)
2768     {
2769     last = field;
2770     continue;
2771     }
2772    
2773     if (value)
2774     field->value = value;
2775     else
2776     {
2777     /* Basically, if the archetype has this key set,
2778     * we need to store the null value so when we save
2779     * it, we save the empty value so that when we load,
2780     * we get this value back again.
2781     */
2782     if (get_ob_key_link (&op->arch->clone, canonical_key))
2783     field->value = 0;
2784     else
2785     {
2786     if (last)
2787     last->next = field->next;
2788     else
2789     op->key_values = field->next;
2790    
2791 root 1.29 delete field;
2792 root 1.24 }
2793     }
2794     return TRUE;
2795     }
2796     /* IF we get here, key doesn't exist */
2797    
2798     /* No field, we'll have to add it. */
2799    
2800     if (!add_key)
2801     {
2802     return FALSE;
2803     }
2804     /* There isn't any good reason to store a null
2805     * value in the key/value list. If the archetype has
2806     * this key, then we should also have it, so shouldn't
2807     * be here. If user wants to store empty strings,
2808     * should pass in ""
2809     */
2810     if (value == NULL)
2811 elmex 1.1 return TRUE;
2812 root 1.24
2813     field = new key_value;
2814    
2815     field->key = canonical_key;
2816     field->value = value;
2817     /* Usual prepend-addition. */
2818     field->next = op->key_values;
2819     op->key_values = field;
2820    
2821     return TRUE;
2822 elmex 1.1 }
2823    
2824     /*
2825     * Updates the key in op to value.
2826     *
2827     * If add_key is FALSE, this will only update existing keys,
2828     * and not add new ones.
2829     * In general, should be little reason FALSE is ever passed in for add_key
2830     *
2831     * Returns TRUE on success.
2832     */
2833 root 1.24 int
2834     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2835 root 1.11 {
2836 root 1.29 shstr key_ (key);
2837 root 1.24
2838 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2839 elmex 1.1 }
2840 root 1.31
2841 root 1.34 object::depth_iterator::depth_iterator (object *container)
2842     : iterator_base (container)
2843     {
2844     while (item->inv)
2845     item = item->inv;
2846     }
2847    
2848 root 1.31 void
2849 root 1.34 object::depth_iterator::next ()
2850 root 1.31 {
2851 root 1.34 if (item->below)
2852     {
2853     item = item->below;
2854    
2855     while (item->inv)
2856     item = item->inv;
2857     }
2858 root 1.31 else
2859 root 1.34 item = item->env;
2860 root 1.31 }
2861 root 1.34
2862 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2863     const char *
2864     object::debug_desc (char *info) const
2865     {
2866     char info2[256 * 3];
2867     char *p = info;
2868    
2869     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2870     count,
2871     &name,
2872     title ? " " : "",
2873     title ? (const char *)title : "");
2874    
2875     if (env)
2876     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2877    
2878     if (map)
2879     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2880    
2881     return info;
2882     }
2883    
2884     const char *
2885     object::debug_desc () const
2886     {
2887     static char info[256 * 3];
2888     return debug_desc (info);
2889     }
2890