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Revision: 1.52
Committed: Wed Sep 27 00:36:08 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.51: +8 -5 lines
Log Message:
* nuke op->contr when players log out, to avoid dereferencing them later :(
* also rename free to destroy
* do not create weird messages when people examine pseudo inventory objects

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.47 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25     sub/add_weight will transcend the environment updating the carrying
26     variable. */
27     #include <global.h>
28 root 1.28 #include <stdio.h>
29     #include <sys/types.h>
30     #include <sys/uio.h>
31 elmex 1.1 #include <object.h>
32     #include <funcpoint.h>
33     #include <loader.h>
34 root 1.28
35 elmex 1.1 int nrofallocobjects = 0;
36 root 1.39 static UUID uuid;
37     const uint64 UUID_SKIP = 1<<19;
38 elmex 1.1
39 root 1.24 object *active_objects; /* List of active objects that need to be processed */
40 elmex 1.1
41 root 1.24 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43     };
44     short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46     };
47     int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48     48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49     };
50     int freedir[SIZEOFFREE] = {
51     0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53     };
54 elmex 1.1
55 root 1.39 static void
56     write_uuid (void)
57     {
58     char filename1[MAX_BUF], filename2[MAX_BUF];
59    
60     sprintf (filename1, "%s/uuid", settings.localdir);
61     sprintf (filename2, "%s/uuid~", settings.localdir);
62    
63     FILE *fp;
64    
65     if (!(fp = fopen (filename2, "w")))
66     {
67     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68     return;
69     }
70    
71     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72     fclose (fp);
73     rename (filename2, filename1);
74     }
75    
76     static void
77     read_uuid (void)
78     {
79     char filename[MAX_BUF];
80    
81     sprintf (filename, "%s/uuid", settings.localdir);
82    
83     FILE *fp;
84    
85     if (!(fp = fopen (filename, "r")))
86     {
87     if (errno == ENOENT)
88     {
89     LOG (llevInfo, "RESET uid to 1\n");
90     uuid.seq = 0;
91     write_uuid ();
92     return;
93     }
94    
95     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96     _exit (1);
97     }
98    
99     int version;
100     unsigned long long uid;
101     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102     {
103     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104     _exit (1);
105     }
106    
107     uuid.seq = uid;
108     write_uuid ();
109     LOG (llevDebug, "read UID: %lld\n", uid);
110     fclose (fp);
111     }
112    
113     UUID
114     gen_uuid ()
115     {
116     UUID uid;
117    
118     uid.seq = ++uuid.seq;
119    
120     if (!(uuid.seq & (UUID_SKIP - 1)))
121     write_uuid ();
122    
123     return uid;
124     }
125    
126     void
127     init_uuid ()
128     {
129     read_uuid ();
130     }
131    
132 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133 root 1.24 static int
134     compare_ob_value_lists_one (const object *wants, const object *has)
135     {
136     key_value *wants_field;
137    
138     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
139     * objects with lists are rare, and lists stay short. If not, use a
140     * different structure or at least keep the lists sorted...
141     */
142    
143     /* For each field in wants, */
144     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145     {
146     key_value *has_field;
147    
148     /* Look for a field in has with the same key. */
149     has_field = get_ob_key_link (has, wants_field->key);
150    
151     if (has_field == NULL)
152     {
153     /* No field with that name. */
154     return FALSE;
155     }
156    
157     /* Found the matching field. */
158     if (has_field->value != wants_field->value)
159     {
160     /* Values don't match, so this half of the comparison is false. */
161     return FALSE;
162     }
163    
164     /* If we get here, we found a match. Now for the next field in wants. */
165 elmex 1.1 }
166 root 1.24
167     /* If we get here, every field in wants has a matching field in has. */
168     return TRUE;
169 elmex 1.1 }
170    
171     /* Returns TRUE if ob1 has the same key_values as ob2. */
172 root 1.24 static int
173     compare_ob_value_lists (const object *ob1, const object *ob2)
174     {
175     /* However, there may be fields in has which aren't partnered in wants,
176     * so we need to run the comparison *twice*. :(
177     */
178     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
179 elmex 1.1 }
180    
181     /* Function examines the 2 objects given to it, and returns true if
182     * they can be merged together.
183     *
184     * Note that this function appears a lot longer than the macro it
185     * replaces - this is mostly for clarity - a decent compiler should hopefully
186     * reduce this to the same efficiency.
187     *
188     * Check nrof variable *before* calling CAN_MERGE()
189     *
190     * Improvements made with merge: Better checking on potion, and also
191     * check weight
192     */
193    
194 root 1.24 bool object::can_merge (object *ob1, object *ob2)
195 root 1.16 {
196     /* A couple quicksanity checks */
197     if ((ob1 == ob2) || (ob1->type != ob2->type))
198     return 0;
199    
200     if (ob1->speed != ob2->speed)
201     return 0;
202    
203     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204     * value could not be stored in a sint32 (which unfortunately sometimes is
205     * used to store nrof).
206     */
207     if (ob1->nrof + ob2->nrof >= 1UL << 31)
208     return 0;
209    
210     /* If the objects have been identified, set the BEEN_APPLIED flag.
211     * This is to the comparison of the flags below will be OK. We
212     * just can't ignore the been applied or identified flags, as they
213     * are not equal - just if it has been identified, the been_applied
214     * flags lose any meaning.
215     */
216     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218    
219     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 elmex 1.1
222    
223 root 1.16 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224     * being locked in inventory should prevent merging.
225     * 0x4 in flags3 is CLIENT_SENT
226     */
227     if ((ob1->arch != ob2->arch) ||
228     (ob1->flags[0] != ob2->flags[0]) ||
229     (ob1->flags[1] != ob2->flags[1]) ||
230     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232     (ob1->name != ob2->name) ||
233     (ob1->title != ob2->title) ||
234     (ob1->msg != ob2->msg) ||
235     (ob1->weight != ob2->weight) ||
236     (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237     (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238     (ob1->attacktype != ob2->attacktype) ||
239     (ob1->magic != ob2->magic) ||
240     (ob1->slaying != ob2->slaying) ||
241     (ob1->skill != ob2->skill) ||
242     (ob1->value != ob2->value) ||
243     (ob1->animation_id != ob2->animation_id) ||
244     (ob1->client_type != ob2->client_type) ||
245     (ob1->materialname != ob2->materialname) ||
246     (ob1->lore != ob2->lore) ||
247     (ob1->subtype != ob2->subtype) ||
248     (ob1->move_type != ob2->move_type) ||
249     (ob1->move_block != ob2->move_block) ||
250     (ob1->move_allow != ob2->move_allow) ||
251     (ob1->move_on != ob2->move_on) ||
252 root 1.24 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 root 1.16 return 0;
254    
255     /* This is really a spellbook check - really, we should
256     * check all objects in the inventory.
257     */
258     if (ob1->inv || ob2->inv)
259     {
260     /* if one object has inventory but the other doesn't, not equiv */
261     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 root 1.24 return 0;
263 root 1.16
264     /* Now check to see if the two inventory objects could merge */
265     if (!CAN_MERGE (ob1->inv, ob2->inv))
266 root 1.24 return 0;
267 root 1.16
268     /* inventory ok - still need to check rest of this object to see
269     * if it is valid.
270     */
271     }
272 elmex 1.1
273 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
274     * it is possible for most any character to have more than one of
275     * some items equipped, and we don't want those to merge.
276     */
277     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278     return 0;
279 elmex 1.1
280 root 1.16 /* Note sure why the following is the case - either the object has to
281     * be animated or have a very low speed. Is this an attempted monster
282     * check?
283     */
284 root 1.24 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 root 1.16 return 0;
286 elmex 1.1
287 root 1.16 switch (ob1->type)
288     {
289 root 1.29 case SCROLL:
290     if (ob1->level != ob2->level)
291     return 0;
292     break;
293 root 1.16 }
294 elmex 1.1
295 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
296     {
297     /* At least one of these has key_values. */
298     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 root 1.24 /* One has fields, but the other one doesn't. */
300     return 0;
301 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
302 root 1.24 return 0;
303 elmex 1.1 }
304 root 1.16
305     //TODO: generate an event or call into perl for additional checks
306     if (ob1->self || ob2->self)
307     {
308     ob1->optimise ();
309     ob2->optimise ();
310    
311     if (ob1->self || ob2->self)
312 root 1.24 return 0;
313 elmex 1.1 }
314    
315 root 1.16 /* Everything passes, must be OK. */
316     return 1;
317 elmex 1.1 }
318 root 1.24
319 elmex 1.1 /*
320     * sum_weight() is a recursive function which calculates the weight
321     * an object is carrying. It goes through in figures out how much
322     * containers are carrying, and sums it up.
323     */
324 root 1.28 long
325 root 1.24 sum_weight (object *op)
326     {
327 root 1.28 long sum;
328 elmex 1.1 object *inv;
329 root 1.24
330     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331     {
332     if (inv->inv)
333     sum_weight (inv);
334     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335     }
336 root 1.37
337 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
338 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
339 root 1.37
340 root 1.24 if (op->carrying != sum)
341 elmex 1.1 op->carrying = sum;
342 root 1.37
343 elmex 1.1 return sum;
344     }
345    
346     /**
347     * Return the outermost environment object for a given object.
348     */
349    
350 root 1.24 object *
351     object_get_env_recursive (object *op)
352     {
353     while (op->env != NULL)
354     op = op->env;
355     return op;
356 elmex 1.1 }
357    
358     /*
359     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360     * a better check. We basically keeping traversing up until we can't
361     * or find a player.
362     */
363    
364 root 1.24 object *
365     is_player_inv (object *op)
366     {
367     for (; op != NULL && op->type != PLAYER; op = op->env)
368     if (op->env == op)
369     op->env = NULL;
370     return op;
371 elmex 1.1 }
372    
373     /*
374     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 root 1.11 * Some error messages.
376 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
377     */
378    
379 root 1.24 void
380     dump_object2 (object *op)
381     {
382     errmsg[0] = 0;
383     return;
384 root 1.10 //TODO//D#d#
385     #if 0
386 elmex 1.1 char *cp;
387 root 1.24
388 elmex 1.1 /* object *tmp;*/
389    
390 root 1.24 if (op->arch != NULL)
391     {
392     strcat (errmsg, "arch ");
393     strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394     strcat (errmsg, "\n");
395     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396     strcat (errmsg, cp);
397     # if 0
398 elmex 1.1 /* Don't dump player diffs - they are too long, mostly meaningless, and
399     * will overflow the buffer.
400     * Changed so that we don't dump inventory either. This may
401     * also overflow the buffer.
402     */
403 root 1.24 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404     strcat (errmsg, cp);
405     for (tmp = op->inv; tmp; tmp = tmp->below)
406     dump_object2 (tmp);
407     # endif
408     strcat (errmsg, "end\n");
409     }
410     else
411     {
412     strcat (errmsg, "Object ");
413     if (op->name == NULL)
414     strcat (errmsg, "(null)");
415     else
416     strcat (errmsg, op->name);
417     strcat (errmsg, "\n");
418     # if 0
419     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420     strcat (errmsg, cp);
421     for (tmp = op->inv; tmp; tmp = tmp->below)
422     dump_object2 (tmp);
423     # endif
424     strcat (errmsg, "end\n");
425     }
426 root 1.10 #endif
427 elmex 1.1 }
428    
429     /*
430     * Dumps an object. Returns output in the static global errmsg array.
431     */
432    
433 root 1.24 void
434     dump_object (object *op)
435     {
436     if (op == NULL)
437     {
438     strcpy (errmsg, "[NULL pointer]");
439     return;
440     }
441     errmsg[0] = '\0';
442     dump_object2 (op);
443 elmex 1.1 }
444    
445 root 1.24 void
446     dump_all_objects (void)
447     {
448 elmex 1.1 object *op;
449 root 1.24
450 root 1.45 for (op = object::first; op != NULL; op = op->next)
451 root 1.24 {
452     dump_object (op);
453 root 1.48 fprintf (logfile, "Object %s\n", errmsg);
454 root 1.24 }
455 elmex 1.1 }
456    
457     /*
458     * get_nearest_part(multi-object, object 2) returns the part of the
459     * multi-object 1 which is closest to the second object.
460     * If it's not a multi-object, it is returned.
461     */
462    
463 root 1.24 object *
464     get_nearest_part (object *op, const object *pl)
465     {
466     object *tmp, *closest;
467     int last_dist, i;
468    
469     if (op->more == NULL)
470 elmex 1.1 return op;
471 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
472     if ((i = distance (tmp, pl)) < last_dist)
473     closest = tmp, last_dist = i;
474 elmex 1.1 return closest;
475     }
476    
477     /*
478     * Returns the object which has the count-variable equal to the argument.
479     */
480    
481 root 1.24 object *
482     find_object (tag_t i)
483     {
484 elmex 1.1 object *op;
485 root 1.24
486 root 1.45 for (op = object::first; op != NULL; op = op->next)
487 root 1.24 if (op->count == i)
488 elmex 1.1 break;
489 root 1.48
490 root 1.24 return op;
491 elmex 1.1 }
492    
493     /*
494     * Returns the first object which has a name equal to the argument.
495     * Used only by the patch command, but not all that useful.
496     * Enables features like "patch <name-of-other-player> food 999"
497     */
498    
499 root 1.24 object *
500     find_object_name (const char *str)
501     {
502 root 1.35 shstr_cmp str_ (str);
503 elmex 1.1 object *op;
504 root 1.24
505 root 1.45 for (op = object::first; op != NULL; op = op->next)
506 root 1.35 if (op->name == str_)
507 elmex 1.1 break;
508 root 1.11
509 elmex 1.1 return op;
510     }
511    
512 root 1.24 void
513     free_all_object_data ()
514 root 1.14 {
515     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
516 elmex 1.1 }
517    
518     /*
519     * Sets the owner and sets the skill and exp pointers to owner's current
520     * skill and experience objects.
521     */
522 root 1.24 void
523 root 1.30 object::set_owner (object *owner)
524 elmex 1.1 {
525 root 1.30 if (!owner)
526 root 1.24 return;
527    
528     /* next line added to allow objects which own objects */
529     /* Add a check for ownercounts in here, as I got into an endless loop
530     * with the fireball owning a poison cloud which then owned the
531     * fireball. I believe that was caused by one of the objects getting
532     * freed and then another object replacing it. Since the ownercounts
533     * didn't match, this check is valid and I believe that cause is valid.
534     */
535 root 1.30 while (owner->owner)
536 root 1.24 owner = owner->owner;
537 elmex 1.1
538 root 1.30 this->owner = owner;
539 elmex 1.1 }
540    
541     /* Zero the key_values on op, decrementing the shared-string
542     * refcounts and freeing the links.
543     */
544 root 1.24 static void
545     free_key_values (object *op)
546 root 1.11 {
547 root 1.24 for (key_value *i = op->key_values; i != 0;)
548 root 1.11 {
549     key_value *next = i->next;
550     delete i;
551 root 1.24
552 root 1.11 i = next;
553 elmex 1.1 }
554 root 1.24
555 root 1.11 op->key_values = 0;
556 elmex 1.1 }
557    
558 root 1.14 void object::clear ()
559     {
560     attachable_base::clear ();
561    
562     free_key_values (this);
563    
564 root 1.30 owner = 0;
565 root 1.24 name = 0;
566     name_pl = 0;
567     title = 0;
568     race = 0;
569     slaying = 0;
570     skill = 0;
571     msg = 0;
572     lore = 0;
573     custom_name = 0;
574 root 1.14 materialname = 0;
575 root 1.30 contr = 0;
576     below = 0;
577     above = 0;
578     inv = 0;
579     container = 0;
580     env = 0;
581     more = 0;
582     head = 0;
583     map = 0;
584     active_next = 0;
585     active_prev = 0;
586 root 1.14
587 root 1.30 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588 root 1.14
589     SET_FLAG (this, FLAG_REMOVED);
590 root 1.30
591     /* What is not cleared is next, prev, and count */
592    
593     expmul = 1.0;
594     face = blank_face;
595    
596     if (settings.casting_time)
597     casting_time = -1;
598 root 1.14 }
599    
600     void object::clone (object *destination)
601     {
602 root 1.30 *(object_copy *)destination = *this;
603     *(object_pod *)destination = *this;
604 root 1.14
605     if (self || cb)
606     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607     }
608    
609 elmex 1.1 /*
610     * copy object first frees everything allocated by the second object,
611     * and then copies the contends of the first object into the second
612     * object, allocating what needs to be allocated. Basically, any
613     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614     * if the first object is freed, the pointers in the new object
615     * will point at garbage.
616     */
617 root 1.24 void
618     copy_object (object *op2, object *op)
619 root 1.11 {
620 root 1.24 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 root 1.14 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
622 root 1.11
623     op2->clone (op);
624    
625 root 1.24 if (is_freed)
626     SET_FLAG (op, FLAG_FREED);
627     if (is_removed)
628     SET_FLAG (op, FLAG_REMOVED);
629 elmex 1.1
630 root 1.11 if (op2->speed < 0)
631 root 1.24 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
632 elmex 1.1
633 root 1.11 /* Copy over key_values, if any. */
634 root 1.23 if (op2->key_values)
635 root 1.14 {
636 root 1.23 key_value *tail = 0;
637 root 1.11 key_value *i;
638 elmex 1.1
639 root 1.23 op->key_values = 0;
640 elmex 1.1
641 root 1.23 for (i = op2->key_values; i; i = i->next)
642 root 1.11 {
643     key_value *new_link = new key_value;
644 root 1.8
645 root 1.24 new_link->next = 0;
646     new_link->key = i->key;
647 root 1.11 new_link->value = i->value;
648    
649     /* Try and be clever here, too. */
650 root 1.23 if (!op->key_values)
651 root 1.11 {
652     op->key_values = new_link;
653     tail = new_link;
654 root 1.8 }
655 root 1.11 else
656     {
657     tail->next = new_link;
658     tail = new_link;
659     }
660 root 1.14 }
661     }
662 root 1.2
663 root 1.11 update_ob_speed (op);
664 elmex 1.1 }
665    
666     /*
667     * If an object with the IS_TURNABLE() flag needs to be turned due
668     * to the closest player being on the other side, this function can
669     * be called to update the face variable, _and_ how it looks on the map.
670     */
671    
672 root 1.24 void
673     update_turn_face (object *op)
674     {
675     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
676     return;
677     SET_ANIMATION (op, op->direction);
678     update_object (op, UP_OBJ_FACE);
679 elmex 1.1 }
680    
681     /*
682     * Updates the speed of an object. If the speed changes from 0 to another
683     * value, or vice versa, then add/remove the object from the active list.
684     * This function needs to be called whenever the speed of an object changes.
685     */
686 root 1.24 void
687     update_ob_speed (object *op)
688     {
689     extern int arch_init;
690 elmex 1.1
691 root 1.24 /* No reason putting the archetypes objects on the speed list,
692     * since they never really need to be updated.
693     */
694 elmex 1.1
695 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696     {
697     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
698 elmex 1.1 #ifdef MANY_CORES
699 root 1.24 abort ();
700 elmex 1.1 #else
701 root 1.24 op->speed = 0;
702 elmex 1.1 #endif
703     }
704 root 1.31
705 root 1.24 if (arch_init)
706 root 1.31 return;
707    
708 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709     {
710     /* If already on active list, don't do anything */
711     if (op->active_next || op->active_prev || op == active_objects)
712 root 1.8 return;
713 root 1.24
714     /* process_events() expects us to insert the object at the beginning
715     * of the list. */
716     op->active_next = active_objects;
717 root 1.31
718 root 1.24 if (op->active_next != NULL)
719     op->active_next->active_prev = op;
720 root 1.31
721 root 1.24 active_objects = op;
722 elmex 1.1 }
723 root 1.24 else
724     {
725     /* If not on the active list, nothing needs to be done */
726     if (!op->active_next && !op->active_prev && op != active_objects)
727     return;
728    
729     if (op->active_prev == NULL)
730     {
731     active_objects = op->active_next;
732 root 1.31
733 root 1.24 if (op->active_next != NULL)
734     op->active_next->active_prev = NULL;
735 root 1.8 }
736 root 1.24 else
737     {
738     op->active_prev->active_next = op->active_next;
739 root 1.31
740 root 1.24 if (op->active_next)
741     op->active_next->active_prev = op->active_prev;
742     }
743 root 1.31
744 root 1.24 op->active_next = NULL;
745     op->active_prev = NULL;
746 elmex 1.1 }
747     }
748    
749     /* This function removes object 'op' from the list of active
750     * objects.
751     * This should only be used for style maps or other such
752     * reference maps where you don't want an object that isn't
753     * in play chewing up cpu time getting processed.
754     * The reverse of this is to call update_ob_speed, which
755     * will do the right thing based on the speed of the object.
756     */
757 root 1.24 void
758     remove_from_active_list (object *op)
759 elmex 1.1 {
760 root 1.24 /* If not on the active list, nothing needs to be done */
761     if (!op->active_next && !op->active_prev && op != active_objects)
762     return;
763 elmex 1.1
764 root 1.24 if (op->active_prev == NULL)
765     {
766     active_objects = op->active_next;
767     if (op->active_next != NULL)
768     op->active_next->active_prev = NULL;
769 elmex 1.1 }
770 root 1.24 else
771     {
772     op->active_prev->active_next = op->active_next;
773     if (op->active_next)
774     op->active_next->active_prev = op->active_prev;
775 elmex 1.1 }
776 root 1.24 op->active_next = NULL;
777     op->active_prev = NULL;
778 elmex 1.1 }
779    
780     /*
781     * update_object() updates the array which represents the map.
782     * It takes into account invisible objects (and represent squares covered
783     * by invisible objects by whatever is below them (unless it's another
784     * invisible object, etc...)
785     * If the object being updated is beneath a player, the look-window
786     * of that player is updated (this might be a suboptimal way of
787     * updating that window, though, since update_object() is called _often_)
788     *
789     * action is a hint of what the caller believes need to be done.
790     * For example, if the only thing that has changed is the face (due to
791     * an animation), we don't need to call update_position until that actually
792     * comes into view of a player. OTOH, many other things, like addition/removal
793     * of walls or living creatures may need us to update the flags now.
794     * current action are:
795     * UP_OBJ_INSERT: op was inserted
796     * UP_OBJ_REMOVE: op was removed
797     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798     * as that is easier than trying to look at what may have changed.
799     * UP_OBJ_FACE: only the objects face has changed.
800     */
801    
802 root 1.24 void
803     update_object (object *op, int action)
804     {
805     int update_now = 0, flags;
806     MoveType move_on, move_off, move_block, move_slow;
807    
808     if (op == NULL)
809     {
810     /* this should never happen */
811     LOG (llevDebug, "update_object() called for NULL object.\n");
812     return;
813 elmex 1.1 }
814 root 1.24
815     if (op->env != NULL)
816     {
817     /* Animation is currently handled by client, so nothing
818     * to do in this case.
819     */
820     return;
821 elmex 1.1 }
822    
823 root 1.24 /* If the map is saving, don't do anything as everything is
824     * going to get freed anyways.
825     */
826     if (!op->map || op->map->in_memory == MAP_SAVING)
827     return;
828    
829     /* make sure the object is within map boundaries */
830     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
831     {
832     LOG (llevError, "update_object() called for object out of map!\n");
833 elmex 1.1 #ifdef MANY_CORES
834 root 1.24 abort ();
835 elmex 1.1 #endif
836 root 1.24 return;
837 elmex 1.1 }
838    
839 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
840     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 elmex 1.1
846 root 1.24 if (action == UP_OBJ_INSERT)
847     {
848     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
849     update_now = 1;
850    
851     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
852     update_now = 1;
853 elmex 1.1
854 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
855     update_now = 1;
856 elmex 1.1
857 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858     update_now = 1;
859 elmex 1.1
860 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861     update_now = 1;
862 root 1.20
863 root 1.24 if ((move_on | op->move_on) != move_on)
864     update_now = 1;
865 root 1.20
866 root 1.24 if ((move_off | op->move_off) != move_off)
867     update_now = 1;
868 root 1.20
869 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
870     * to have move_allow right now.
871     */
872     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
873     update_now = 1;
874 root 1.20
875 root 1.24 if ((move_slow | op->move_slow) != move_slow)
876     update_now = 1;
877     }
878     /* if the object is being removed, we can't make intelligent
879     * decisions, because remove_ob can't really pass the object
880     * that is being removed.
881     */
882     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 root 1.27 update_now = 1;
884 root 1.24 else if (action == UP_OBJ_FACE)
885 root 1.29 /* Nothing to do for that case */ ;
886 root 1.24 else
887 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 elmex 1.1
889 root 1.24 if (update_now)
890     {
891     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892     update_position (op->map, op->x, op->y);
893 elmex 1.1 }
894    
895 root 1.24 if (op->more != NULL)
896     update_object (op->more, action);
897 elmex 1.1 }
898    
899 root 1.45 object::vector object::mortals;
900     object::vector object::objects; // not yet used
901     object *object::first;
902 root 1.21
903     void object::free_mortals ()
904     {
905 root 1.45 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 root 1.30 if ((*i)->refcnt)
907     ++i; // further delay freeing
908     else
909 root 1.25 {
910 root 1.40 delete *i;
911 root 1.25 mortals.erase (i);
912     }
913 root 1.30
914 root 1.42 static int lastmortals = 0;//D
915    
916 root 1.51 if (mortals.size() != lastmortals && lastmortals > 100)//D
917 root 1.42 {
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 root 1.52 * If destroy_inventory is set, free inventory as well. Else drop items in
978 elmex 1.1 * inventory to the ground.
979     */
980 root 1.52 void object::destroy (bool destroy_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 1.52 more->destroy (destroy_inventory);
996 root 1.21 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 1.52 if (destroy_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 1.52 op->destroy (destroy_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 1.52 // only relevant for players(?), but make sure of it anyways
1047     contr = 0;
1048    
1049 root 1.14 /* Remove object from the active list */
1050 root 1.21 speed = 0;
1051     update_ob_speed (this);
1052 elmex 1.1
1053 root 1.22 unlink ();
1054    
1055 root 1.21 mortals.push_back (this);
1056 elmex 1.1 }
1057    
1058     /*
1059     * sub_weight() recursively (outwards) subtracts a number from the
1060     * weight of an object (and what is carried by it's environment(s)).
1061     */
1062    
1063 root 1.24 void
1064     sub_weight (object *op, signed long weight)
1065     {
1066     while (op != NULL)
1067     {
1068     if (op->type == CONTAINER)
1069 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070    
1071 root 1.24 op->carrying -= weight;
1072     op = op->env;
1073 elmex 1.1 }
1074     }
1075    
1076     /* remove_ob(op):
1077     * This function removes the object op from the linked list of objects
1078     * which it is currently tied to. When this function is done, the
1079     * object will have no environment. If the object previously had an
1080     * environment, the x and y coordinates will be updated to
1081     * the previous environment.
1082     * Beware: This function is called from the editor as well!
1083     */
1084    
1085 root 1.24 void
1086     remove_ob (object *op)
1087     {
1088 root 1.45 object *tmp, *last = 0;
1089     object *otmp;
1090 root 1.26
1091 root 1.45 int check_walk_off;
1092 root 1.49 maptile *m;
1093 root 1.24
1094 root 1.45 sint16 x, y;
1095 root 1.24
1096     if (QUERY_FLAG (op, FLAG_REMOVED))
1097 root 1.29 return;
1098 root 1.24
1099 root 1.29 SET_FLAG (op, FLAG_REMOVED);
1100 root 1.26
1101 root 1.24 if (op->more != NULL)
1102     remove_ob (op->more);
1103    
1104     /*
1105     * In this case, the object to be removed is in someones
1106     * inventory.
1107     */
1108     if (op->env != NULL)
1109     {
1110     if (op->nrof)
1111     sub_weight (op->env, op->weight * op->nrof);
1112     else
1113     sub_weight (op->env, op->weight + op->carrying);
1114    
1115     /* NO_FIX_PLAYER is set when a great many changes are being
1116     * made to players inventory. If set, avoiding the call
1117     * to save cpu time.
1118     */
1119     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1120     fix_player (otmp);
1121    
1122     if (op->above != NULL)
1123     op->above->below = op->below;
1124     else
1125     op->env->inv = op->below;
1126    
1127     if (op->below != NULL)
1128     op->below->above = op->above;
1129    
1130     /* we set up values so that it could be inserted into
1131     * the map, but we don't actually do that - it is up
1132     * to the caller to decide what we want to do.
1133     */
1134     op->x = op->env->x, op->y = op->env->y;
1135     op->map = op->env->map;
1136     op->above = NULL, op->below = NULL;
1137     op->env = NULL;
1138     }
1139 root 1.29 else if (op->map)
1140     {
1141     x = op->x;
1142     y = op->y;
1143     m = get_map_from_coord (op->map, &x, &y);
1144    
1145     if (!m)
1146     {
1147     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1148     op->map->path, op->x, op->y);
1149     /* in old days, we used to set x and y to 0 and continue.
1150     * it seems if we get into this case, something is probablye
1151     * screwed up and should be fixed.
1152     */
1153     abort ();
1154     }
1155 root 1.24
1156 root 1.29 if (op->map != m)
1157     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158     op->map->path, m->path, op->x, op->y, x, y);
1159 root 1.24
1160 root 1.29 /* Re did the following section of code - it looks like it had
1161     * lots of logic for things we no longer care about
1162 root 1.24 */
1163 elmex 1.1
1164 root 1.29 /* link the object above us */
1165     if (op->above)
1166     op->above->below = op->below;
1167     else
1168     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1169 root 1.24
1170 root 1.29 /* Relink the object below us, if there is one */
1171     if (op->below)
1172     op->below->above = op->above;
1173     else
1174     {
1175     /* Nothing below, which means we need to relink map object for this space
1176     * use translated coordinates in case some oddness with map tiling is
1177     * evident
1178     */
1179     if (GET_MAP_OB (m, x, y) != op)
1180     {
1181     dump_object (op);
1182     LOG (llevError,
1183     "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1184     dump_object (GET_MAP_OB (m, x, y));
1185     LOG (llevError, "%s\n", errmsg);
1186     }
1187 elmex 1.1
1188 root 1.29 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1189 root 1.8 }
1190 root 1.26
1191 root 1.29 op->above = 0;
1192     op->below = 0;
1193 root 1.26
1194 root 1.29 if (op->map->in_memory == MAP_SAVING)
1195     return;
1196 elmex 1.1
1197 root 1.29 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1198 elmex 1.1
1199 root 1.29 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1200 root 1.24 {
1201 root 1.29 /* No point updating the players look faces if he is the object
1202     * being removed.
1203 root 1.24 */
1204 root 1.29
1205     if (tmp->type == PLAYER && tmp != op)
1206 root 1.24 {
1207 root 1.29 /* If a container that the player is currently using somehow gets
1208     * removed (most likely destroyed), update the player view
1209     * appropriately.
1210     */
1211     if (tmp->container == op)
1212     {
1213     CLEAR_FLAG (op, FLAG_APPLIED);
1214     tmp->container = NULL;
1215     }
1216    
1217     tmp->contr->socket.update_look = 1;
1218 root 1.8 }
1219 root 1.26
1220 root 1.29 /* See if player moving off should effect something */
1221 root 1.50 if (check_walk_off
1222     && ((op->move_type & tmp->move_off)
1223     && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 root 1.29 {
1225     move_apply (tmp, op, NULL);
1226 root 1.24
1227 root 1.50 if (op->destroyed ())
1228     LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1229 root 1.8 }
1230    
1231 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1232    
1233     if (tmp->above == tmp)
1234     tmp->above = NULL;
1235 root 1.8
1236 root 1.29 last = tmp;
1237     }
1238 root 1.26
1239 root 1.29 /* last == NULL of there are no objects on this space */
1240     if (last == NULL)
1241     {
1242     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1243     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1244     * those out anyways, and if there are any flags set right now, they won't
1245     * be correct anyways.
1246     */
1247     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1248     update_position (op->map, op->x, op->y);
1249     }
1250     else
1251     update_object (last, UP_OBJ_REMOVE);
1252 root 1.26
1253 root 1.29 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1254     update_all_los (op->map, op->x, op->y);
1255 elmex 1.1 }
1256     }
1257    
1258     /*
1259     * merge_ob(op,top):
1260     *
1261     * This function goes through all objects below and including top, and
1262     * merges op to the first matching object.
1263     * If top is NULL, it is calculated.
1264     * Returns pointer to object if it succeded in the merge, otherwise NULL
1265     */
1266 root 1.24 object *
1267     merge_ob (object *op, object *top)
1268     {
1269     if (!op->nrof)
1270 elmex 1.1 return 0;
1271 root 1.29
1272 root 1.24 if (top == NULL)
1273     for (top = op; top != NULL && top->above != NULL; top = top->above);
1274 root 1.29
1275 root 1.24 for (; top != NULL; top = top->below)
1276 elmex 1.1 {
1277 root 1.24 if (top == op)
1278     continue;
1279     if (CAN_MERGE (op, top))
1280     {
1281     top->nrof += op->nrof;
1282    
1283 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1284 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1285     remove_ob (op);
1286     free_object (op);
1287     return top;
1288     }
1289 elmex 1.1 }
1290 root 1.29
1291 root 1.45 return 0;
1292 elmex 1.1 }
1293    
1294     /*
1295     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1296     * job preparing multi-part monsters
1297     */
1298 root 1.24 object *
1299 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1300 root 1.24 {
1301 root 1.29 object *tmp;
1302 root 1.24
1303     if (op->head)
1304     op = op->head;
1305 root 1.29
1306 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1307     {
1308     tmp->x = x + tmp->arch->clone.x;
1309     tmp->y = y + tmp->arch->clone.y;
1310 elmex 1.1 }
1311 root 1.29
1312 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1313 elmex 1.1 }
1314    
1315     /*
1316     * insert_ob_in_map (op, map, originator, flag):
1317     * This function inserts the object in the two-way linked list
1318     * which represents what is on a map.
1319     * The second argument specifies the map, and the x and y variables
1320     * in the object about to be inserted specifies the position.
1321     *
1322     * originator: Player, monster or other object that caused 'op' to be inserted
1323     * into 'map'. May be NULL.
1324     *
1325     * flag is a bitmask about special things to do (or not do) when this
1326     * function is called. see the object.h file for the INS_ values.
1327     * Passing 0 for flag gives proper default values, so flag really only needs
1328     * to be set if special handling is needed.
1329     *
1330     * Return value:
1331     * new object if 'op' was merged with other object
1332     * NULL if 'op' was destroyed
1333     * just 'op' otherwise
1334     */
1335    
1336 root 1.24 object *
1337 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1338 elmex 1.1 {
1339 root 1.25 object *tmp, *top, *floor = NULL;
1340     sint16 x, y;
1341 elmex 1.1
1342 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1343     {
1344     LOG (llevError, "Trying to insert freed object!\n");
1345     return NULL;
1346     }
1347 root 1.25
1348 root 1.24 if (m == NULL)
1349     {
1350     dump_object (op);
1351     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1352     return op;
1353 elmex 1.1 }
1354 root 1.25
1355 root 1.24 if (out_of_map (m, op->x, op->y))
1356     {
1357     dump_object (op);
1358     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1359 elmex 1.1 #ifdef MANY_CORES
1360 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1361     * is likely to cause a crash. Better to find out where it is getting
1362     * improperly inserted.
1363     */
1364     abort ();
1365 elmex 1.1 #endif
1366 root 1.24 return op;
1367 elmex 1.1 }
1368 root 1.25
1369 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1370     {
1371     dump_object (op);
1372     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1373     return op;
1374     }
1375 root 1.25
1376 root 1.24 if (op->more != NULL)
1377     {
1378     /* The part may be on a different map. */
1379    
1380 root 1.26 object *more = op->more;
1381 root 1.24
1382     /* We really need the caller to normalize coordinates - if
1383     * we set the map, that doesn't work if the location is within
1384     * a map and this is straddling an edge. So only if coordinate
1385     * is clear wrong do we normalize it.
1386     */
1387     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1388 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1389 root 1.24 else if (!more->map)
1390     {
1391     /* For backwards compatibility - when not dealing with tiled maps,
1392     * more->map should always point to the parent.
1393     */
1394     more->map = m;
1395     }
1396    
1397     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1398     {
1399     if (!op->head)
1400     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1401 root 1.26
1402 root 1.24 return NULL;
1403 root 1.8 }
1404 root 1.24 }
1405 root 1.25
1406 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1407 root 1.8
1408 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1409     * of areas of callers (eg, anything that uses find_free_spot would now
1410     * need extra work
1411     */
1412     op->map = get_map_from_coord (m, &op->x, &op->y);
1413     x = op->x;
1414     y = op->y;
1415    
1416     /* this has to be done after we translate the coordinates.
1417     */
1418     if (op->nrof && !(flag & INS_NO_MERGE))
1419 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1420     if (CAN_MERGE (op, tmp))
1421     {
1422     op->nrof += tmp->nrof;
1423     remove_ob (tmp);
1424     free_object (tmp);
1425     }
1426 root 1.24
1427     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1428     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1429 root 1.25
1430 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1431     CLEAR_FLAG (op, FLAG_NO_STEAL);
1432    
1433     if (flag & INS_BELOW_ORIGINATOR)
1434     {
1435     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1436     {
1437     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1438     abort ();
1439     }
1440 root 1.25
1441 root 1.24 op->above = originator;
1442     op->below = originator->below;
1443 root 1.25
1444 root 1.24 if (op->below)
1445     op->below->above = op;
1446     else
1447     SET_MAP_OB (op->map, op->x, op->y, op);
1448 root 1.25
1449 root 1.24 /* since *below* originator, no need to update top */
1450     originator->below = op;
1451 elmex 1.1 }
1452 root 1.24 else
1453     {
1454     /* If there are other objects, then */
1455     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1456     {
1457 root 1.25 object *last = NULL;
1458 root 1.24
1459     /*
1460     * If there are multiple objects on this space, we do some trickier handling.
1461     * We've already dealt with merging if appropriate.
1462     * Generally, we want to put the new object on top. But if
1463     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1464     * floor, we want to insert above that and no further.
1465     * Also, if there are spell objects on this space, we stop processing
1466     * once we get to them. This reduces the need to traverse over all of
1467     * them when adding another one - this saves quite a bit of cpu time
1468     * when lots of spells are cast in one area. Currently, it is presumed
1469     * that flying non pickable objects are spell objects.
1470     */
1471 elmex 1.1
1472 root 1.24 while (top != NULL)
1473     {
1474     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1475     floor = top;
1476 root 1.26
1477 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))
1478     {
1479     /* We insert above top, so we want this object below this */
1480     top = top->below;
1481     break;
1482     }
1483 root 1.26
1484 root 1.24 last = top;
1485     top = top->above;
1486     }
1487 root 1.26
1488 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1489     top = last;
1490 root 1.8
1491 root 1.24 /* We let update_position deal with figuring out what the space
1492     * looks like instead of lots of conditions here.
1493     * makes things faster, and effectively the same result.
1494     */
1495    
1496     /* Have object 'fall below' other objects that block view.
1497     * Unless those objects are exits, type 66
1498     * If INS_ON_TOP is used, don't do this processing
1499     * Need to find the object that in fact blocks view, otherwise
1500     * stacking is a bit odd.
1501     */
1502     if (!(flag & INS_ON_TOP) &&
1503     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1504     {
1505     for (last = top; last != floor; last = last->below)
1506     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1507     break;
1508     /* Check to see if we found the object that blocks view,
1509     * and make sure we have a below pointer for it so that
1510     * we can get inserted below this one, which requires we
1511     * set top to the object below us.
1512     */
1513     if (last && last->below && last != floor)
1514     top = last->below;
1515 root 1.8 }
1516 root 1.24 } /* If objects on this space */
1517 root 1.25
1518 root 1.24 if (flag & INS_MAP_LOAD)
1519     top = GET_MAP_TOP (op->map, op->x, op->y);
1520 root 1.25
1521 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1522     top = floor;
1523    
1524     /* Top is the object that our object (op) is going to get inserted above.
1525     */
1526    
1527     /* First object on this space */
1528     if (!top)
1529     {
1530     op->above = GET_MAP_OB (op->map, op->x, op->y);
1531 root 1.25
1532 root 1.24 if (op->above)
1533     op->above->below = op;
1534 root 1.25
1535 root 1.24 op->below = NULL;
1536     SET_MAP_OB (op->map, op->x, op->y, op);
1537     }
1538     else
1539     { /* get inserted into the stack above top */
1540     op->above = top->above;
1541 root 1.25
1542 root 1.24 if (op->above)
1543     op->above->below = op;
1544 root 1.25
1545 root 1.24 op->below = top;
1546     top->above = op;
1547     }
1548 root 1.25
1549 root 1.24 if (op->above == NULL)
1550     SET_MAP_TOP (op->map, op->x, op->y, op);
1551     } /* else not INS_BELOW_ORIGINATOR */
1552 root 1.8
1553 root 1.24 if (op->type == PLAYER)
1554     op->contr->do_los = 1;
1555    
1556     /* If we have a floor, we know the player, if any, will be above
1557     * it, so save a few ticks and start from there.
1558     */
1559     if (!(flag & INS_MAP_LOAD))
1560     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1561 root 1.25 if (tmp->type == PLAYER)
1562     tmp->contr->socket.update_look = 1;
1563 root 1.24
1564     /* If this object glows, it may affect lighting conditions that are
1565     * visible to others on this map. But update_all_los is really
1566     * an inefficient way to do this, as it means los for all players
1567     * on the map will get recalculated. The players could very well
1568     * be far away from this change and not affected in any way -
1569     * this should get redone to only look for players within range,
1570     * or just updating the P_NEED_UPDATE for spaces within this area
1571     * of effect may be sufficient.
1572     */
1573     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1574     update_all_los (op->map, op->x, op->y);
1575    
1576     /* updates flags (blocked, alive, no magic, etc) for this map space */
1577     update_object (op, UP_OBJ_INSERT);
1578    
1579     /* Don't know if moving this to the end will break anything. However,
1580     * we want to have update_look set above before calling this.
1581     *
1582     * check_move_on() must be after this because code called from
1583     * check_move_on() depends on correct map flags (so functions like
1584     * blocked() and wall() work properly), and these flags are updated by
1585     * update_object().
1586     */
1587    
1588     /* if this is not the head or flag has been passed, don't check walk on status */
1589     if (!(flag & INS_NO_WALK_ON) && !op->head)
1590     {
1591     if (check_move_on (op, originator))
1592     return NULL;
1593 elmex 1.1
1594 root 1.24 /* If we are a multi part object, lets work our way through the check
1595     * walk on's.
1596     */
1597     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1598     if (check_move_on (tmp, originator))
1599     return NULL;
1600 elmex 1.1 }
1601 root 1.25
1602 root 1.24 return op;
1603 elmex 1.1 }
1604    
1605     /* this function inserts an object in the map, but if it
1606     * finds an object of its own type, it'll remove that one first.
1607     * op is the object to insert it under: supplies x and the map.
1608     */
1609 root 1.24 void
1610     replace_insert_ob_in_map (const char *arch_string, object *op)
1611     {
1612 root 1.29 object *
1613     tmp;
1614     object *
1615     tmp1;
1616 elmex 1.1
1617 root 1.24 /* first search for itself and remove any old instances */
1618 elmex 1.1
1619 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1620     {
1621     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1622     {
1623     remove_ob (tmp);
1624     free_object (tmp);
1625 root 1.8 }
1626 elmex 1.1 }
1627    
1628 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1629 elmex 1.1
1630 root 1.24 tmp1->x = op->x;
1631     tmp1->y = op->y;
1632     insert_ob_in_map (tmp1, op->map, op, 0);
1633     }
1634 elmex 1.1
1635     /*
1636     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1637     * is returned contains nr objects, and the remaining parts contains
1638     * the rest (or is removed and freed if that number is 0).
1639     * On failure, NULL is returned, and the reason put into the
1640     * global static errmsg array.
1641     */
1642    
1643 root 1.24 object *
1644     get_split_ob (object *orig_ob, uint32 nr)
1645     {
1646     object *
1647     newob;
1648     int
1649     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1650    
1651     if (orig_ob->nrof < nr)
1652     {
1653     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1654     return NULL;
1655     }
1656 root 1.29
1657 root 1.24 newob = object_create_clone (orig_ob);
1658 root 1.29
1659 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1660     {
1661     if (!is_removed)
1662     remove_ob (orig_ob);
1663     free_object2 (orig_ob, 1);
1664 elmex 1.1 }
1665 root 1.24 else if (!is_removed)
1666     {
1667     if (orig_ob->env != NULL)
1668     sub_weight (orig_ob->env, orig_ob->weight * nr);
1669     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1670     {
1671     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1672     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1673     return NULL;
1674 root 1.8 }
1675 elmex 1.1 }
1676 root 1.29
1677 root 1.24 newob->nrof = nr;
1678 elmex 1.1
1679 root 1.24 return newob;
1680 elmex 1.1 }
1681    
1682     /*
1683     * decrease_ob_nr(object, number) decreases a specified number from
1684     * the amount of an object. If the amount reaches 0, the object
1685     * is subsequently removed and freed.
1686     *
1687     * Return value: 'op' if something is left, NULL if the amount reached 0
1688     */
1689    
1690 root 1.24 object *
1691     decrease_ob_nr (object *op, uint32 i)
1692 elmex 1.1 {
1693 root 1.29 object *tmp;
1694     player *pl;
1695 elmex 1.1
1696 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1697     return op;
1698    
1699     if (i > op->nrof)
1700     i = op->nrof;
1701    
1702     if (QUERY_FLAG (op, FLAG_REMOVED))
1703 root 1.29 op->nrof -= i;
1704 root 1.24 else if (op->env != NULL)
1705     {
1706     /* is this object in the players inventory, or sub container
1707     * therein?
1708     */
1709     tmp = is_player_inv (op->env);
1710     /* nope. Is this a container the player has opened?
1711     * If so, set tmp to that player.
1712     * IMO, searching through all the players will mostly
1713     * likely be quicker than following op->env to the map,
1714     * and then searching the map for a player.
1715     */
1716     if (!tmp)
1717     {
1718     for (pl = first_player; pl; pl = pl->next)
1719     if (pl->ob->container == op->env)
1720     break;
1721     if (pl)
1722     tmp = pl->ob;
1723     else
1724     tmp = NULL;
1725     }
1726 elmex 1.1
1727 root 1.24 if (i < op->nrof)
1728     {
1729     sub_weight (op->env, op->weight * i);
1730     op->nrof -= i;
1731     if (tmp)
1732     {
1733     esrv_send_item (tmp, op);
1734 elmex 1.1 }
1735 root 1.24 }
1736     else
1737     {
1738     remove_ob (op);
1739     op->nrof = 0;
1740     if (tmp)
1741     {
1742     esrv_del_item (tmp->contr, op->count);
1743 elmex 1.1 }
1744     }
1745     }
1746 root 1.24 else
1747 elmex 1.1 {
1748 root 1.29 object *above = op->above;
1749 elmex 1.1
1750 root 1.24 if (i < op->nrof)
1751 root 1.29 op->nrof -= i;
1752 root 1.24 else
1753     {
1754     remove_ob (op);
1755     op->nrof = 0;
1756     }
1757 root 1.29
1758 root 1.24 /* Since we just removed op, op->above is null */
1759     for (tmp = above; tmp != NULL; tmp = tmp->above)
1760     if (tmp->type == PLAYER)
1761     {
1762     if (op->nrof)
1763     esrv_send_item (tmp, op);
1764     else
1765     esrv_del_item (tmp->contr, op->count);
1766     }
1767 elmex 1.1 }
1768    
1769 root 1.24 if (op->nrof)
1770 root 1.29 return op;
1771 root 1.24 else
1772     {
1773     free_object (op);
1774     return NULL;
1775 elmex 1.1 }
1776     }
1777    
1778     /*
1779     * add_weight(object, weight) adds the specified weight to an object,
1780     * and also updates how much the environment(s) is/are carrying.
1781     */
1782    
1783 root 1.24 void
1784     add_weight (object *op, signed long weight)
1785     {
1786     while (op != NULL)
1787     {
1788     if (op->type == CONTAINER)
1789 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1790    
1791 root 1.24 op->carrying += weight;
1792     op = op->env;
1793     }
1794 elmex 1.1 }
1795    
1796     /*
1797     * insert_ob_in_ob(op,environment):
1798     * This function inserts the object op in the linked list
1799     * inside the object environment.
1800     *
1801     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1802     * the inventory at the last position or next to other objects of the same
1803     * type.
1804     * Frank: Now sorted by type, archetype and magic!
1805     *
1806     * The function returns now pointer to inserted item, and return value can
1807     * be != op, if items are merged. -Tero
1808     */
1809    
1810 root 1.24 object *
1811     insert_ob_in_ob (object *op, object *where)
1812     {
1813     object *
1814     tmp, *
1815     otmp;
1816    
1817     if (!QUERY_FLAG (op, FLAG_REMOVED))
1818     {
1819     dump_object (op);
1820     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1821     return op;
1822     }
1823 root 1.29
1824 root 1.24 if (where == NULL)
1825     {
1826     dump_object (op);
1827     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1828     return op;
1829     }
1830 root 1.29
1831 root 1.24 if (where->head)
1832     {
1833     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1834     where = where->head;
1835     }
1836 root 1.29
1837 root 1.24 if (op->more)
1838     {
1839     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1840     return op;
1841     }
1842 root 1.29
1843 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1844     CLEAR_FLAG (op, FLAG_REMOVED);
1845     if (op->nrof)
1846     {
1847     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1848     if (CAN_MERGE (tmp, op))
1849     {
1850     /* return the original object and remove inserted object
1851     (client needs the original object) */
1852     tmp->nrof += op->nrof;
1853     /* Weight handling gets pretty funky. Since we are adding to
1854     * tmp->nrof, we need to increase the weight.
1855     */
1856     add_weight (where, op->weight * op->nrof);
1857     SET_FLAG (op, FLAG_REMOVED);
1858     free_object (op); /* free the inserted object */
1859     op = tmp;
1860     remove_ob (op); /* and fix old object's links */
1861     CLEAR_FLAG (op, FLAG_REMOVED);
1862     break;
1863     }
1864    
1865     /* I assume combined objects have no inventory
1866     * We add the weight - this object could have just been removed
1867     * (if it was possible to merge). calling remove_ob will subtract
1868     * the weight, so we need to add it in again, since we actually do
1869     * the linking below
1870     */
1871     add_weight (where, op->weight * op->nrof);
1872     }
1873     else
1874     add_weight (where, (op->weight + op->carrying));
1875 elmex 1.1
1876 root 1.24 otmp = is_player_inv (where);
1877     if (otmp && otmp->contr != NULL)
1878     {
1879     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1880     fix_player (otmp);
1881     }
1882 elmex 1.1
1883 root 1.24 op->map = NULL;
1884     op->env = where;
1885     op->above = NULL;
1886     op->below = NULL;
1887     op->x = 0, op->y = 0;
1888 elmex 1.1
1889     /* reset the light list and los of the players on the map */
1890 root 1.24 if ((op->glow_radius != 0) && where->map)
1891     {
1892 elmex 1.1 #ifdef DEBUG_LIGHTS
1893 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1894     #endif /* DEBUG_LIGHTS */
1895     if (MAP_DARKNESS (where->map))
1896     update_all_los (where->map, where->x, where->y);
1897     }
1898 elmex 1.1
1899     /* Client has no idea of ordering so lets not bother ordering it here.
1900     * It sure simplifies this function...
1901     */
1902 root 1.24 if (where->inv == NULL)
1903     where->inv = op;
1904     else
1905     {
1906 elmex 1.1 op->below = where->inv;
1907     op->below->above = op;
1908     where->inv = op;
1909 root 1.24 }
1910 elmex 1.1 return op;
1911     }
1912    
1913     /*
1914     * Checks if any objects has a move_type that matches objects
1915     * that effect this object on this space. Call apply() to process
1916     * these events.
1917     *
1918     * Any speed-modification due to SLOW_MOVE() of other present objects
1919     * will affect the speed_left of the object.
1920     *
1921     * originator: Player, monster or other object that caused 'op' to be inserted
1922     * into 'map'. May be NULL.
1923     *
1924     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1925     *
1926     * 4-21-95 added code to check if appropriate skill was readied - this will
1927     * permit faster movement by the player through this terrain. -b.t.
1928     *
1929     * MSW 2001-07-08: Check all objects on space, not just those below
1930     * object being inserted. insert_ob_in_map may not put new objects
1931     * on top.
1932     */
1933    
1934 root 1.24 int
1935     check_move_on (object *op, object *originator)
1936 elmex 1.1 {
1937 root 1.48 object *tmp;
1938 root 1.49 maptile *m = op->map;
1939 root 1.48 int x = op->x, y = op->y;
1940 root 1.26
1941 root 1.48 MoveType move_on, move_slow, move_block;
1942 root 1.24
1943     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1944     return 0;
1945    
1946     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1947     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1948     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1949    
1950     /* if nothing on this space will slow op down or be applied,
1951     * no need to do checking below. have to make sure move_type
1952     * is set, as lots of objects don't have it set - we treat that
1953     * as walking.
1954     */
1955     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1956     return 0;
1957 elmex 1.1
1958 root 1.24 /* This is basically inverse logic of that below - basically,
1959     * if the object can avoid the move on or slow move, they do so,
1960     * but can't do it if the alternate movement they are using is
1961     * blocked. Logic on this seems confusing, but does seem correct.
1962     */
1963     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1964     return 0;
1965    
1966     /* The objects have to be checked from top to bottom.
1967     * Hence, we first go to the top:
1968     */
1969    
1970     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1971     {
1972     /* Trim the search when we find the first other spell effect
1973     * this helps performance so that if a space has 50 spell objects,
1974     * we don't need to check all of them.
1975     */
1976     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1977     break;
1978     }
1979 root 1.26
1980     for (; tmp; tmp = tmp->below)
1981 root 1.24 {
1982     if (tmp == op)
1983     continue; /* Can't apply yourself */
1984 elmex 1.1
1985 root 1.24 /* Check to see if one of the movement types should be slowed down.
1986     * Second check makes sure that the movement types not being slowed
1987     * (~slow_move) is not blocked on this space - just because the
1988     * space doesn't slow down swimming (for example), if you can't actually
1989     * swim on that space, can't use it to avoid the penalty.
1990     */
1991     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1992     {
1993     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1994     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1995     {
1996 elmex 1.1
1997 root 1.29 float
1998     diff = tmp->move_slow_penalty * FABS (op->speed);
1999 elmex 1.1
2000 root 1.24 if (op->type == PLAYER)
2001 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2002     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2003     diff /= 4.0;
2004    
2005 root 1.24 op->speed_left -= diff;
2006 root 1.8 }
2007     }
2008 elmex 1.1
2009 root 1.24 /* Basically same logic as above, except now for actual apply. */
2010     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2011     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2012     {
2013 root 1.26 move_apply (tmp, op, originator);
2014 root 1.24
2015 root 1.48 if (op->destroyed ())
2016 root 1.24 return 1;
2017    
2018     /* what the person/creature stepped onto has moved the object
2019     * someplace new. Don't process any further - if we did,
2020     * have a feeling strange problems would result.
2021     */
2022     if (op->map != m || op->x != x || op->y != y)
2023     return 0;
2024 root 1.8 }
2025 elmex 1.1 }
2026 root 1.26
2027 root 1.24 return 0;
2028 elmex 1.1 }
2029    
2030     /*
2031     * present_arch(arch, map, x, y) searches for any objects with
2032     * a matching archetype at the given map and coordinates.
2033     * The first matching object is returned, or NULL if none.
2034     */
2035    
2036 root 1.24 object *
2037 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
2038 root 1.24 {
2039     object *
2040     tmp;
2041    
2042     if (m == NULL || out_of_map (m, x, y))
2043     {
2044     LOG (llevError, "Present_arch called outside map.\n");
2045     return NULL;
2046     }
2047     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2048     if (tmp->arch == at)
2049 elmex 1.1 return tmp;
2050     return NULL;
2051     }
2052    
2053     /*
2054     * present(type, map, x, y) searches for any objects with
2055     * a matching type variable at the given map and coordinates.
2056     * The first matching object is returned, or NULL if none.
2057     */
2058    
2059 root 1.24 object *
2060 root 1.49 present (unsigned char type, maptile *m, int x, int y)
2061 root 1.24 {
2062     object *
2063     tmp;
2064    
2065     if (out_of_map (m, x, y))
2066     {
2067     LOG (llevError, "Present called outside map.\n");
2068     return NULL;
2069     }
2070     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2071     if (tmp->type == type)
2072 elmex 1.1 return tmp;
2073     return NULL;
2074     }
2075    
2076     /*
2077     * present_in_ob(type, object) searches for any objects with
2078     * a matching type variable in the inventory of the given object.
2079     * The first matching object is returned, or NULL if none.
2080     */
2081    
2082 root 1.24 object *
2083     present_in_ob (unsigned char type, const object *op)
2084     {
2085     object *
2086     tmp;
2087    
2088     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2089     if (tmp->type == type)
2090 elmex 1.1 return tmp;
2091     return NULL;
2092     }
2093    
2094     /*
2095     * present_in_ob (type, str, object) searches for any objects with
2096     * a matching type & name variable in the inventory of the given object.
2097     * The first matching object is returned, or NULL if none.
2098     * This is mostly used by spell effect code, so that we only
2099     * have one spell effect at a time.
2100     * type can be used to narrow the search - if type is set,
2101     * the type must also match. -1 can be passed for the type,
2102     * in which case the type does not need to pass.
2103     * str is the string to match against. Note that we match against
2104     * the object name, not the archetype name. this is so that the
2105     * spell code can use one object type (force), but change it's name
2106     * to be unique.
2107     */
2108    
2109 root 1.24 object *
2110     present_in_ob_by_name (int type, const char *str, const object *op)
2111     {
2112     object *
2113     tmp;
2114 elmex 1.1
2115 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2116     {
2117     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2118     return tmp;
2119 elmex 1.1 }
2120 root 1.24 return NULL;
2121 elmex 1.1 }
2122    
2123     /*
2124     * present_arch_in_ob(archetype, object) searches for any objects with
2125     * a matching archetype in the inventory of the given object.
2126     * The first matching object is returned, or NULL if none.
2127     */
2128    
2129 root 1.24 object *
2130     present_arch_in_ob (const archetype *at, const object *op)
2131     {
2132     object *
2133     tmp;
2134    
2135     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2136     if (tmp->arch == at)
2137 elmex 1.1 return tmp;
2138     return NULL;
2139     }
2140    
2141     /*
2142     * activate recursively a flag on an object inventory
2143     */
2144 root 1.24 void
2145     flag_inv (object *op, int flag)
2146     {
2147     object *
2148     tmp;
2149    
2150     if (op->inv)
2151     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2152     {
2153     SET_FLAG (tmp, flag);
2154     flag_inv (tmp, flag);
2155 elmex 1.1 }
2156 root 1.24 } /*
2157     * desactivate recursively a flag on an object inventory
2158     */
2159     void
2160     unflag_inv (object *op, int flag)
2161     {
2162     object *
2163     tmp;
2164    
2165     if (op->inv)
2166     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2167     {
2168     CLEAR_FLAG (tmp, flag);
2169     unflag_inv (tmp, flag);
2170 elmex 1.1 }
2171     }
2172    
2173     /*
2174     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2175     * all it's inventory (recursively).
2176     * If checksums are used, a player will get set_cheat called for
2177     * him/her-self and all object carried by a call to this function.
2178     */
2179    
2180 root 1.24 void
2181     set_cheat (object *op)
2182     {
2183     SET_FLAG (op, FLAG_WAS_WIZ);
2184     flag_inv (op, FLAG_WAS_WIZ);
2185 elmex 1.1 }
2186    
2187     /*
2188     * find_free_spot(object, map, x, y, start, stop) will search for
2189     * a spot at the given map and coordinates which will be able to contain
2190     * the given object. start and stop specifies how many squares
2191     * to search (see the freearr_x/y[] definition).
2192     * It returns a random choice among the alternatives found.
2193     * start and stop are where to start relative to the free_arr array (1,9
2194     * does all 4 immediate directions). This returns the index into the
2195     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2196     * Note - this only checks to see if there is space for the head of the
2197     * object - if it is a multispace object, this should be called for all
2198     * pieces.
2199     * Note2: This function does correctly handle tiled maps, but does not
2200     * inform the caller. However, insert_ob_in_map will update as
2201     * necessary, so the caller shouldn't need to do any special work.
2202     * Note - updated to take an object instead of archetype - this is necessary
2203     * because arch_blocked (now ob_blocked) needs to know the movement type
2204     * to know if the space in question will block the object. We can't use
2205     * the archetype because that isn't correct if the monster has been
2206     * customized, changed states, etc.
2207     */
2208    
2209 root 1.24 int
2210 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2211 root 1.24 {
2212     int
2213     i,
2214     index = 0, flag;
2215     static int
2216     altern[SIZEOFFREE];
2217    
2218     for (i = start; i < stop; i++)
2219     {
2220     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2221     if (!flag)
2222     altern[index++] = i;
2223    
2224     /* Basically, if we find a wall on a space, we cut down the search size.
2225     * In this way, we won't return spaces that are on another side of a wall.
2226     * This mostly work, but it cuts down the search size in all directions -
2227     * if the space being examined only has a wall to the north and empty
2228     * spaces in all the other directions, this will reduce the search space
2229     * to only the spaces immediately surrounding the target area, and
2230     * won't look 2 spaces south of the target space.
2231     */
2232     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2233     stop = maxfree[i];
2234 elmex 1.1 }
2235 root 1.24 if (!index)
2236     return -1;
2237     return altern[RANDOM () % index];
2238 elmex 1.1 }
2239    
2240     /*
2241 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2242 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2243     * But it will return the first available spot, not a random choice.
2244     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2245     */
2246    
2247 root 1.24 int
2248 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2249 root 1.24 {
2250     int
2251     i;
2252    
2253     for (i = 0; i < SIZEOFFREE; i++)
2254     {
2255     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2256     return i;
2257 elmex 1.1 }
2258 root 1.24 return -1;
2259 elmex 1.1 }
2260    
2261     /*
2262     * The function permute(arr, begin, end) randomly reorders the array
2263     * arr[begin..end-1].
2264     */
2265 root 1.24 static void
2266     permute (int *arr, int begin, int end)
2267 elmex 1.1 {
2268 root 1.24 int
2269     i,
2270     j,
2271     tmp,
2272     len;
2273 elmex 1.1
2274 root 1.24 len = end - begin;
2275     for (i = begin; i < end; i++)
2276 elmex 1.1 {
2277 root 1.24 j = begin + RANDOM () % len;
2278 elmex 1.1
2279 root 1.24 tmp = arr[i];
2280     arr[i] = arr[j];
2281     arr[j] = tmp;
2282 elmex 1.1 }
2283     }
2284    
2285     /* new function to make monster searching more efficient, and effective!
2286     * This basically returns a randomized array (in the passed pointer) of
2287     * the spaces to find monsters. In this way, it won't always look for
2288     * monsters to the north first. However, the size of the array passed
2289     * covers all the spaces, so within that size, all the spaces within
2290     * the 3x3 area will be searched, just not in a predictable order.
2291     */
2292 root 1.24 void
2293     get_search_arr (int *search_arr)
2294 elmex 1.1 {
2295 root 1.24 int
2296     i;
2297 elmex 1.1
2298 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2299 elmex 1.1 {
2300 root 1.24 search_arr[i] = i;
2301 elmex 1.1 }
2302    
2303 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2304     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2305     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2306 elmex 1.1 }
2307    
2308     /*
2309     * find_dir(map, x, y, exclude) will search some close squares in the
2310     * given map at the given coordinates for live objects.
2311     * It will not considered the object given as exclude among possible
2312     * live objects.
2313     * It returns the direction toward the first/closest live object if finds
2314     * any, otherwise 0.
2315     * Perhaps incorrectly, but I'm making the assumption that exclude
2316     * is actually want is going to try and move there. We need this info
2317     * because we have to know what movement the thing looking to move
2318     * there is capable of.
2319     */
2320    
2321 root 1.24 int
2322 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2323 root 1.24 {
2324     int
2325     i,
2326     max = SIZEOFFREE, mflags;
2327 root 1.29
2328     sint16 nx, ny;
2329 root 1.24 object *
2330     tmp;
2331 root 1.49 maptile *
2332 root 1.24 mp;
2333 root 1.29
2334     MoveType blocked, move_type;
2335 root 1.24
2336     if (exclude && exclude->head)
2337     {
2338     exclude = exclude->head;
2339     move_type = exclude->move_type;
2340     }
2341     else
2342     {
2343     /* If we don't have anything, presume it can use all movement types. */
2344     move_type = MOVE_ALL;
2345     }
2346    
2347     for (i = 1; i < max; i++)
2348     {
2349     mp = m;
2350     nx = x + freearr_x[i];
2351     ny = y + freearr_y[i];
2352    
2353     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2354     if (mflags & P_OUT_OF_MAP)
2355     {
2356     max = maxfree[i];
2357     }
2358     else
2359     {
2360     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2361    
2362     if ((move_type & blocked) == move_type)
2363     {
2364     max = maxfree[i];
2365     }
2366     else if (mflags & P_IS_ALIVE)
2367     {
2368     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2369     {
2370     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2371     {
2372     break;
2373 root 1.8 }
2374     }
2375 root 1.24 if (tmp)
2376     {
2377     return freedir[i];
2378 root 1.8 }
2379     }
2380     }
2381 elmex 1.1 }
2382 root 1.24 return 0;
2383 elmex 1.1 }
2384    
2385     /*
2386     * distance(object 1, object 2) will return the square of the
2387     * distance between the two given objects.
2388     */
2389    
2390 root 1.24 int
2391     distance (const object *ob1, const object *ob2)
2392     {
2393     int
2394     i;
2395    
2396     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2397 elmex 1.1 return i;
2398     }
2399    
2400     /*
2401     * find_dir_2(delta-x,delta-y) will return a direction in which
2402     * an object which has subtracted the x and y coordinates of another
2403     * object, needs to travel toward it.
2404     */
2405    
2406 root 1.24 int
2407     find_dir_2 (int x, int y)
2408     {
2409     int
2410     q;
2411 elmex 1.1
2412 root 1.24 if (y)
2413     q = x * 100 / y;
2414 elmex 1.1 else if (x)
2415 root 1.24 q = -300 * x;
2416 elmex 1.1 else
2417     return 0;
2418    
2419 root 1.24 if (y > 0)
2420     {
2421     if (q < -242)
2422     return 3;
2423     if (q < -41)
2424     return 2;
2425     if (q < 41)
2426     return 1;
2427     if (q < 242)
2428     return 8;
2429     return 7;
2430     }
2431 elmex 1.1
2432     if (q < -242)
2433 root 1.24 return 7;
2434 elmex 1.1 if (q < -41)
2435 root 1.24 return 6;
2436 elmex 1.1 if (q < 41)
2437 root 1.24 return 5;
2438 elmex 1.1 if (q < 242)
2439 root 1.24 return 4;
2440 elmex 1.1
2441 root 1.24 return 3;
2442 elmex 1.1 }
2443    
2444     /*
2445     * absdir(int): Returns a number between 1 and 8, which represent
2446     * the "absolute" direction of a number (it actually takes care of
2447     * "overflow" in previous calculations of a direction).
2448     */
2449    
2450 root 1.24 int
2451     absdir (int d)
2452     {
2453     while (d < 1)
2454     d += 8;
2455     while (d > 8)
2456     d -= 8;
2457 elmex 1.1 return d;
2458     }
2459    
2460     /*
2461     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2462     * between two directions (which are expected to be absolute (see absdir())
2463     */
2464    
2465 root 1.24 int
2466     dirdiff (int dir1, int dir2)
2467     {
2468     int
2469     d;
2470    
2471     d = abs (dir1 - dir2);
2472     if (d > 4)
2473 elmex 1.1 d = 8 - d;
2474     return d;
2475     }
2476    
2477     /* peterm:
2478     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2479     * Basically, this is a table of directions, and what directions
2480     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2481     * This basically means that if direction is 15, then it could either go
2482     * direction 4, 14, or 16 to get back to where we are.
2483     * Moved from spell_util.c to object.c with the other related direction
2484     * functions.
2485     */
2486    
2487 root 1.24 int
2488     reduction_dir[SIZEOFFREE][3] = {
2489     {0, 0, 0}, /* 0 */
2490     {0, 0, 0}, /* 1 */
2491     {0, 0, 0}, /* 2 */
2492     {0, 0, 0}, /* 3 */
2493     {0, 0, 0}, /* 4 */
2494     {0, 0, 0}, /* 5 */
2495     {0, 0, 0}, /* 6 */
2496     {0, 0, 0}, /* 7 */
2497     {0, 0, 0}, /* 8 */
2498     {8, 1, 2}, /* 9 */
2499     {1, 2, -1}, /* 10 */
2500     {2, 10, 12}, /* 11 */
2501     {2, 3, -1}, /* 12 */
2502     {2, 3, 4}, /* 13 */
2503     {3, 4, -1}, /* 14 */
2504     {4, 14, 16}, /* 15 */
2505     {5, 4, -1}, /* 16 */
2506     {4, 5, 6}, /* 17 */
2507     {6, 5, -1}, /* 18 */
2508     {6, 20, 18}, /* 19 */
2509     {7, 6, -1}, /* 20 */
2510     {6, 7, 8}, /* 21 */
2511     {7, 8, -1}, /* 22 */
2512     {8, 22, 24}, /* 23 */
2513     {8, 1, -1}, /* 24 */
2514     {24, 9, 10}, /* 25 */
2515     {9, 10, -1}, /* 26 */
2516     {10, 11, -1}, /* 27 */
2517     {27, 11, 29}, /* 28 */
2518     {11, 12, -1}, /* 29 */
2519     {12, 13, -1}, /* 30 */
2520     {12, 13, 14}, /* 31 */
2521     {13, 14, -1}, /* 32 */
2522     {14, 15, -1}, /* 33 */
2523     {33, 15, 35}, /* 34 */
2524     {16, 15, -1}, /* 35 */
2525     {17, 16, -1}, /* 36 */
2526     {18, 17, 16}, /* 37 */
2527     {18, 17, -1}, /* 38 */
2528     {18, 19, -1}, /* 39 */
2529     {41, 19, 39}, /* 40 */
2530     {19, 20, -1}, /* 41 */
2531     {20, 21, -1}, /* 42 */
2532     {20, 21, 22}, /* 43 */
2533     {21, 22, -1}, /* 44 */
2534     {23, 22, -1}, /* 45 */
2535     {45, 47, 23}, /* 46 */
2536     {23, 24, -1}, /* 47 */
2537     {24, 9, -1}
2538     }; /* 48 */
2539 elmex 1.1
2540     /* Recursive routine to step back and see if we can
2541     * find a path to that monster that we found. If not,
2542     * we don't bother going toward it. Returns 1 if we
2543     * can see a direct way to get it
2544     * Modified to be map tile aware -.MSW
2545     */
2546    
2547 root 1.24
2548     int
2549 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2550 root 1.24 {
2551 root 1.29 sint16 dx, dy;
2552 root 1.24 int
2553     mflags;
2554    
2555     if (dir < 0)
2556     return 0; /* exit condition: invalid direction */
2557    
2558     dx = x + freearr_x[dir];
2559     dy = y + freearr_y[dir];
2560    
2561     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2562    
2563     /* This functional arguably was incorrect before - it was
2564     * checking for P_WALL - that was basically seeing if
2565     * we could move to the monster - this is being more
2566     * literal on if we can see it. To know if we can actually
2567     * move to the monster, we'd need the monster passed in or
2568     * at least its move type.
2569     */
2570     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2571     return 0;
2572    
2573     /* yes, can see. */
2574     if (dir < 9)
2575     return 1;
2576     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2577     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2578     }
2579    
2580    
2581    
2582 elmex 1.1 /*
2583     * can_pick(picker, item): finds out if an object is possible to be
2584     * picked up by the picker. Returnes 1 if it can be
2585     * picked up, otherwise 0.
2586     *
2587     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2588     * core dumps if they do.
2589     *
2590     * Add a check so we can't pick up invisible objects (0.93.8)
2591     */
2592    
2593 root 1.24 int
2594     can_pick (const object *who, const object *item)
2595     {
2596     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2597     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2598     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2599 elmex 1.1 }
2600    
2601    
2602     /*
2603     * create clone from object to another
2604     */
2605 root 1.24 object *
2606     object_create_clone (object *asrc)
2607     {
2608     object *
2609     dst = NULL, *tmp, *src, *part, *prev, *item;
2610 elmex 1.1
2611 root 1.24 if (!asrc)
2612     return NULL;
2613     src = asrc;
2614     if (src->head)
2615     src = src->head;
2616    
2617     prev = NULL;
2618     for (part = src; part; part = part->more)
2619     {
2620     tmp = get_object ();
2621     copy_object (part, tmp);
2622     tmp->x -= src->x;
2623     tmp->y -= src->y;
2624     if (!part->head)
2625     {
2626     dst = tmp;
2627     tmp->head = NULL;
2628     }
2629     else
2630     {
2631     tmp->head = dst;
2632     }
2633     tmp->more = NULL;
2634     if (prev)
2635     prev->more = tmp;
2636     prev = tmp;
2637 elmex 1.1 }
2638 root 1.24
2639     for (item = src->inv; item; item = item->below)
2640 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2641 elmex 1.1
2642 root 1.24 return dst;
2643 elmex 1.1 }
2644    
2645     /* GROS - Creates an object using a string representing its content. */
2646     /* Basically, we save the content of the string to a temp file, then call */
2647     /* load_object on it. I admit it is a highly inefficient way to make things, */
2648     /* but it was simple to make and allows reusing the load_object function. */
2649     /* Remember not to use load_object_str in a time-critical situation. */
2650     /* Also remember that multiparts objects are not supported for now. */
2651    
2652 root 1.24 object *
2653     load_object_str (const char *obstr)
2654 elmex 1.1 {
2655 root 1.48 object *op;
2656     char filename[MAX_BUF];
2657 root 1.9
2658 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2659    
2660 root 1.48 FILE *tempfile = fopen (filename, "w");
2661 root 1.24
2662     if (tempfile == NULL)
2663 elmex 1.1 {
2664 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2665     return NULL;
2666 root 1.41 }
2667    
2668 root 1.24 fprintf (tempfile, obstr);
2669     fclose (tempfile);
2670 elmex 1.1
2671 root 1.24 op = get_object ();
2672 elmex 1.1
2673 root 1.29 object_thawer thawer (filename);
2674 root 1.13
2675 root 1.24 if (thawer)
2676     load_object (thawer, op, 0);
2677 root 1.13
2678 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2679     CLEAR_FLAG (op, FLAG_REMOVED);
2680 root 1.9
2681 root 1.24 return op;
2682 elmex 1.1 }
2683    
2684     /* This returns the first object in who's inventory that
2685     * has the same type and subtype match.
2686     * returns NULL if no match.
2687     */
2688 root 1.24 object *
2689     find_obj_by_type_subtype (const object *who, int type, int subtype)
2690 elmex 1.1 {
2691 root 1.48 object *tmp;
2692 elmex 1.1
2693 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2694     if (tmp->type == type && tmp->subtype == subtype)
2695     return tmp;
2696 elmex 1.1
2697 root 1.24 return NULL;
2698 elmex 1.1 }
2699    
2700     /* If ob has a field named key, return the link from the list,
2701     * otherwise return NULL.
2702     *
2703     * key must be a passed in shared string - otherwise, this won't
2704     * do the desired thing.
2705     */
2706 root 1.24 key_value *
2707     get_ob_key_link (const object *ob, const char *key)
2708     {
2709 root 1.48 key_value *link;
2710 root 1.24
2711     for (link = ob->key_values; link != NULL; link = link->next)
2712 root 1.48 if (link->key == key)
2713     return link;
2714 root 1.24
2715     return NULL;
2716     }
2717 elmex 1.1
2718     /*
2719     * Returns the value of op has an extra_field for key, or NULL.
2720     *
2721     * The argument doesn't need to be a shared string.
2722     *
2723     * The returned string is shared.
2724     */
2725 root 1.24 const char *
2726     get_ob_key_value (const object *op, const char *const key)
2727     {
2728 root 1.35 key_value *link;
2729     shstr_cmp canonical_key (key);
2730 root 1.24
2731 root 1.35 if (!canonical_key)
2732 root 1.24 {
2733     /* 1. There being a field named key on any object
2734     * implies there'd be a shared string to find.
2735     * 2. Since there isn't, no object has this field.
2736     * 3. Therefore, *this* object doesn't have this field.
2737     */
2738 root 1.35 return 0;
2739 elmex 1.1 }
2740    
2741 root 1.24 /* This is copied from get_ob_key_link() above -
2742     * only 4 lines, and saves the function call overhead.
2743     */
2744 root 1.35 for (link = op->key_values; link; link = link->next)
2745     if (link->key == canonical_key)
2746     return link->value;
2747    
2748     return 0;
2749 elmex 1.1 }
2750    
2751    
2752     /*
2753     * Updates the canonical_key in op to value.
2754     *
2755     * canonical_key is a shared string (value doesn't have to be).
2756     *
2757     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2758     * keys.
2759     *
2760     * Returns TRUE on success.
2761     */
2762 root 1.24 int
2763     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2764     {
2765     key_value *
2766     field = NULL, *last = NULL;
2767    
2768     for (field = op->key_values; field != NULL; field = field->next)
2769     {
2770     if (field->key != canonical_key)
2771     {
2772     last = field;
2773     continue;
2774     }
2775    
2776     if (value)
2777     field->value = value;
2778     else
2779     {
2780     /* Basically, if the archetype has this key set,
2781     * we need to store the null value so when we save
2782     * it, we save the empty value so that when we load,
2783     * we get this value back again.
2784     */
2785     if (get_ob_key_link (&op->arch->clone, canonical_key))
2786     field->value = 0;
2787     else
2788     {
2789     if (last)
2790     last->next = field->next;
2791     else
2792     op->key_values = field->next;
2793    
2794 root 1.29 delete field;
2795 root 1.24 }
2796     }
2797     return TRUE;
2798     }
2799     /* IF we get here, key doesn't exist */
2800    
2801     /* No field, we'll have to add it. */
2802    
2803     if (!add_key)
2804     {
2805     return FALSE;
2806     }
2807     /* There isn't any good reason to store a null
2808     * value in the key/value list. If the archetype has
2809     * this key, then we should also have it, so shouldn't
2810     * be here. If user wants to store empty strings,
2811     * should pass in ""
2812     */
2813     if (value == NULL)
2814 elmex 1.1 return TRUE;
2815 root 1.24
2816     field = new key_value;
2817    
2818     field->key = canonical_key;
2819     field->value = value;
2820     /* Usual prepend-addition. */
2821     field->next = op->key_values;
2822     op->key_values = field;
2823    
2824     return TRUE;
2825 elmex 1.1 }
2826    
2827     /*
2828     * Updates the key in op to value.
2829     *
2830     * If add_key is FALSE, this will only update existing keys,
2831     * and not add new ones.
2832     * In general, should be little reason FALSE is ever passed in for add_key
2833     *
2834     * Returns TRUE on success.
2835     */
2836 root 1.24 int
2837     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2838 root 1.11 {
2839 root 1.29 shstr key_ (key);
2840 root 1.24
2841 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2842 elmex 1.1 }
2843 root 1.31
2844 root 1.34 object::depth_iterator::depth_iterator (object *container)
2845     : iterator_base (container)
2846     {
2847     while (item->inv)
2848     item = item->inv;
2849     }
2850    
2851 root 1.31 void
2852 root 1.34 object::depth_iterator::next ()
2853 root 1.31 {
2854 root 1.34 if (item->below)
2855     {
2856     item = item->below;
2857    
2858     while (item->inv)
2859     item = item->inv;
2860     }
2861 root 1.31 else
2862 root 1.34 item = item->env;
2863 root 1.31 }
2864 root 1.34
2865 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2866     const char *
2867     object::debug_desc (char *info) const
2868     {
2869     char info2[256 * 3];
2870     char *p = info;
2871    
2872     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2873     count,
2874     &name,
2875     title ? " " : "",
2876     title ? (const char *)title : "");
2877    
2878     if (env)
2879     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2880    
2881     if (map)
2882     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2883    
2884     return info;
2885     }
2886    
2887     const char *
2888     object::debug_desc () const
2889     {
2890     static char info[256 * 3];
2891     return debug_desc (info);
2892     }
2893