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Revision: 1.53
Committed: Tue Nov 7 16:30:54 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.52: +27 -87 lines
Log Message:
re-implement dump and dumpbelow

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 1.53 char *
380 root 1.24 dump_object (object *op)
381     {
382 root 1.53 if (!op)
383     return strdup ("[NULLOBJ]");
384 elmex 1.1
385 root 1.53 object_freezer freezer;
386     save_object (freezer, op, 3);
387     return freezer.as_string ();
388 elmex 1.1 }
389    
390     /*
391     * get_nearest_part(multi-object, object 2) returns the part of the
392     * multi-object 1 which is closest to the second object.
393     * If it's not a multi-object, it is returned.
394     */
395    
396 root 1.24 object *
397     get_nearest_part (object *op, const object *pl)
398     {
399     object *tmp, *closest;
400     int last_dist, i;
401    
402     if (op->more == NULL)
403 elmex 1.1 return op;
404 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
405     if ((i = distance (tmp, pl)) < last_dist)
406     closest = tmp, last_dist = i;
407 elmex 1.1 return closest;
408     }
409    
410     /*
411     * Returns the object which has the count-variable equal to the argument.
412     */
413    
414 root 1.24 object *
415     find_object (tag_t i)
416     {
417 elmex 1.1 object *op;
418 root 1.24
419 root 1.45 for (op = object::first; op != NULL; op = op->next)
420 root 1.24 if (op->count == i)
421 elmex 1.1 break;
422 root 1.48
423 root 1.24 return op;
424 elmex 1.1 }
425    
426     /*
427     * Returns the first object which has a name equal to the argument.
428     * Used only by the patch command, but not all that useful.
429     * Enables features like "patch <name-of-other-player> food 999"
430     */
431    
432 root 1.24 object *
433     find_object_name (const char *str)
434     {
435 root 1.35 shstr_cmp str_ (str);
436 elmex 1.1 object *op;
437 root 1.24
438 root 1.45 for (op = object::first; op != NULL; op = op->next)
439 root 1.35 if (op->name == str_)
440 elmex 1.1 break;
441 root 1.11
442 elmex 1.1 return op;
443     }
444    
445 root 1.24 void
446     free_all_object_data ()
447 root 1.14 {
448     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
449 elmex 1.1 }
450    
451     /*
452     * Sets the owner and sets the skill and exp pointers to owner's current
453     * skill and experience objects.
454     */
455 root 1.24 void
456 root 1.30 object::set_owner (object *owner)
457 elmex 1.1 {
458 root 1.30 if (!owner)
459 root 1.24 return;
460    
461     /* next line added to allow objects which own objects */
462     /* Add a check for ownercounts in here, as I got into an endless loop
463     * with the fireball owning a poison cloud which then owned the
464     * fireball. I believe that was caused by one of the objects getting
465     * freed and then another object replacing it. Since the ownercounts
466     * didn't match, this check is valid and I believe that cause is valid.
467     */
468 root 1.30 while (owner->owner)
469 root 1.24 owner = owner->owner;
470 elmex 1.1
471 root 1.30 this->owner = owner;
472 elmex 1.1 }
473    
474     /* Zero the key_values on op, decrementing the shared-string
475     * refcounts and freeing the links.
476     */
477 root 1.24 static void
478     free_key_values (object *op)
479 root 1.11 {
480 root 1.24 for (key_value *i = op->key_values; i != 0;)
481 root 1.11 {
482     key_value *next = i->next;
483     delete i;
484 root 1.24
485 root 1.11 i = next;
486 elmex 1.1 }
487 root 1.24
488 root 1.11 op->key_values = 0;
489 elmex 1.1 }
490    
491 root 1.14 void object::clear ()
492     {
493     attachable_base::clear ();
494    
495     free_key_values (this);
496    
497 root 1.30 owner = 0;
498 root 1.24 name = 0;
499     name_pl = 0;
500     title = 0;
501     race = 0;
502     slaying = 0;
503     skill = 0;
504     msg = 0;
505     lore = 0;
506     custom_name = 0;
507 root 1.14 materialname = 0;
508 root 1.30 contr = 0;
509     below = 0;
510     above = 0;
511     inv = 0;
512     container = 0;
513     env = 0;
514     more = 0;
515     head = 0;
516     map = 0;
517     active_next = 0;
518     active_prev = 0;
519 root 1.14
520 root 1.30 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521 root 1.14
522     SET_FLAG (this, FLAG_REMOVED);
523 root 1.30
524     /* What is not cleared is next, prev, and count */
525    
526     expmul = 1.0;
527     face = blank_face;
528    
529     if (settings.casting_time)
530     casting_time = -1;
531 root 1.14 }
532    
533     void object::clone (object *destination)
534     {
535 root 1.30 *(object_copy *)destination = *this;
536     *(object_pod *)destination = *this;
537 root 1.14
538     if (self || cb)
539     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540     }
541    
542 elmex 1.1 /*
543     * copy object first frees everything allocated by the second object,
544     * and then copies the contends of the first object into the second
545     * object, allocating what needs to be allocated. Basically, any
546     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
547     * if the first object is freed, the pointers in the new object
548     * will point at garbage.
549     */
550 root 1.24 void
551     copy_object (object *op2, object *op)
552 root 1.11 {
553 root 1.24 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
554 root 1.14 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
555 root 1.11
556     op2->clone (op);
557    
558 root 1.24 if (is_freed)
559     SET_FLAG (op, FLAG_FREED);
560     if (is_removed)
561     SET_FLAG (op, FLAG_REMOVED);
562 elmex 1.1
563 root 1.11 if (op2->speed < 0)
564 root 1.24 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
565 elmex 1.1
566 root 1.11 /* Copy over key_values, if any. */
567 root 1.23 if (op2->key_values)
568 root 1.14 {
569 root 1.23 key_value *tail = 0;
570 root 1.11 key_value *i;
571 elmex 1.1
572 root 1.23 op->key_values = 0;
573 elmex 1.1
574 root 1.23 for (i = op2->key_values; i; i = i->next)
575 root 1.11 {
576     key_value *new_link = new key_value;
577 root 1.8
578 root 1.24 new_link->next = 0;
579     new_link->key = i->key;
580 root 1.11 new_link->value = i->value;
581    
582     /* Try and be clever here, too. */
583 root 1.23 if (!op->key_values)
584 root 1.11 {
585     op->key_values = new_link;
586     tail = new_link;
587 root 1.8 }
588 root 1.11 else
589     {
590     tail->next = new_link;
591     tail = new_link;
592     }
593 root 1.14 }
594     }
595 root 1.2
596 root 1.11 update_ob_speed (op);
597 elmex 1.1 }
598    
599     /*
600     * If an object with the IS_TURNABLE() flag needs to be turned due
601     * to the closest player being on the other side, this function can
602     * be called to update the face variable, _and_ how it looks on the map.
603     */
604    
605 root 1.24 void
606     update_turn_face (object *op)
607     {
608     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
609     return;
610     SET_ANIMATION (op, op->direction);
611     update_object (op, UP_OBJ_FACE);
612 elmex 1.1 }
613    
614     /*
615     * Updates the speed of an object. If the speed changes from 0 to another
616     * value, or vice versa, then add/remove the object from the active list.
617     * This function needs to be called whenever the speed of an object changes.
618     */
619 root 1.24 void
620     update_ob_speed (object *op)
621     {
622     extern int arch_init;
623 elmex 1.1
624 root 1.24 /* No reason putting the archetypes objects on the speed list,
625     * since they never really need to be updated.
626     */
627 elmex 1.1
628 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629     {
630     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
631 elmex 1.1 #ifdef MANY_CORES
632 root 1.24 abort ();
633 elmex 1.1 #else
634 root 1.24 op->speed = 0;
635 elmex 1.1 #endif
636     }
637 root 1.31
638 root 1.24 if (arch_init)
639 root 1.31 return;
640    
641 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642     {
643     /* If already on active list, don't do anything */
644     if (op->active_next || op->active_prev || op == active_objects)
645 root 1.8 return;
646 root 1.24
647     /* process_events() expects us to insert the object at the beginning
648     * of the list. */
649     op->active_next = active_objects;
650 root 1.31
651 root 1.24 if (op->active_next != NULL)
652     op->active_next->active_prev = op;
653 root 1.31
654 root 1.24 active_objects = op;
655 elmex 1.1 }
656 root 1.24 else
657     {
658     /* If not on the active list, nothing needs to be done */
659     if (!op->active_next && !op->active_prev && op != active_objects)
660     return;
661    
662     if (op->active_prev == NULL)
663     {
664     active_objects = op->active_next;
665 root 1.31
666 root 1.24 if (op->active_next != NULL)
667     op->active_next->active_prev = NULL;
668 root 1.8 }
669 root 1.24 else
670     {
671     op->active_prev->active_next = op->active_next;
672 root 1.31
673 root 1.24 if (op->active_next)
674     op->active_next->active_prev = op->active_prev;
675     }
676 root 1.31
677 root 1.24 op->active_next = NULL;
678     op->active_prev = NULL;
679 elmex 1.1 }
680     }
681    
682     /* This function removes object 'op' from the list of active
683     * objects.
684     * This should only be used for style maps or other such
685     * reference maps where you don't want an object that isn't
686     * in play chewing up cpu time getting processed.
687     * The reverse of this is to call update_ob_speed, which
688     * will do the right thing based on the speed of the object.
689     */
690 root 1.24 void
691     remove_from_active_list (object *op)
692 elmex 1.1 {
693 root 1.24 /* If not on the active list, nothing needs to be done */
694     if (!op->active_next && !op->active_prev && op != active_objects)
695     return;
696 elmex 1.1
697 root 1.24 if (op->active_prev == NULL)
698     {
699     active_objects = op->active_next;
700     if (op->active_next != NULL)
701     op->active_next->active_prev = NULL;
702 elmex 1.1 }
703 root 1.24 else
704     {
705     op->active_prev->active_next = op->active_next;
706     if (op->active_next)
707     op->active_next->active_prev = op->active_prev;
708 elmex 1.1 }
709 root 1.24 op->active_next = NULL;
710     op->active_prev = NULL;
711 elmex 1.1 }
712    
713     /*
714     * update_object() updates the array which represents the map.
715     * It takes into account invisible objects (and represent squares covered
716     * by invisible objects by whatever is below them (unless it's another
717     * invisible object, etc...)
718     * If the object being updated is beneath a player, the look-window
719     * of that player is updated (this might be a suboptimal way of
720     * updating that window, though, since update_object() is called _often_)
721     *
722     * action is a hint of what the caller believes need to be done.
723     * For example, if the only thing that has changed is the face (due to
724     * an animation), we don't need to call update_position until that actually
725     * comes into view of a player. OTOH, many other things, like addition/removal
726     * of walls or living creatures may need us to update the flags now.
727     * current action are:
728     * UP_OBJ_INSERT: op was inserted
729     * UP_OBJ_REMOVE: op was removed
730     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731     * as that is easier than trying to look at what may have changed.
732     * UP_OBJ_FACE: only the objects face has changed.
733     */
734    
735 root 1.24 void
736     update_object (object *op, int action)
737     {
738     int update_now = 0, flags;
739     MoveType move_on, move_off, move_block, move_slow;
740    
741     if (op == NULL)
742     {
743     /* this should never happen */
744     LOG (llevDebug, "update_object() called for NULL object.\n");
745     return;
746 elmex 1.1 }
747 root 1.24
748     if (op->env != NULL)
749     {
750     /* Animation is currently handled by client, so nothing
751     * to do in this case.
752     */
753     return;
754 elmex 1.1 }
755    
756 root 1.24 /* If the map is saving, don't do anything as everything is
757     * going to get freed anyways.
758     */
759     if (!op->map || op->map->in_memory == MAP_SAVING)
760     return;
761    
762     /* make sure the object is within map boundaries */
763     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
764     {
765     LOG (llevError, "update_object() called for object out of map!\n");
766 elmex 1.1 #ifdef MANY_CORES
767 root 1.24 abort ();
768 elmex 1.1 #endif
769 root 1.24 return;
770 elmex 1.1 }
771    
772 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
773     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 elmex 1.1
779 root 1.24 if (action == UP_OBJ_INSERT)
780     {
781     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
782     update_now = 1;
783    
784     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
785     update_now = 1;
786 elmex 1.1
787 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
788     update_now = 1;
789 elmex 1.1
790 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791     update_now = 1;
792 elmex 1.1
793 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794     update_now = 1;
795 root 1.20
796 root 1.24 if ((move_on | op->move_on) != move_on)
797     update_now = 1;
798 root 1.20
799 root 1.24 if ((move_off | op->move_off) != move_off)
800     update_now = 1;
801 root 1.20
802 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
803     * to have move_allow right now.
804     */
805     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
806     update_now = 1;
807 root 1.20
808 root 1.24 if ((move_slow | op->move_slow) != move_slow)
809     update_now = 1;
810     }
811     /* if the object is being removed, we can't make intelligent
812     * decisions, because remove_ob can't really pass the object
813     * that is being removed.
814     */
815     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 root 1.27 update_now = 1;
817 root 1.24 else if (action == UP_OBJ_FACE)
818 root 1.29 /* Nothing to do for that case */ ;
819 root 1.24 else
820 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 elmex 1.1
822 root 1.24 if (update_now)
823     {
824     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825     update_position (op->map, op->x, op->y);
826 elmex 1.1 }
827    
828 root 1.24 if (op->more != NULL)
829     update_object (op->more, action);
830 elmex 1.1 }
831    
832 root 1.45 object::vector object::mortals;
833     object::vector object::objects; // not yet used
834     object *object::first;
835 root 1.21
836     void object::free_mortals ()
837     {
838 root 1.45 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 root 1.30 if ((*i)->refcnt)
840     ++i; // further delay freeing
841     else
842 root 1.25 {
843 root 1.40 delete *i;
844 root 1.25 mortals.erase (i);
845     }
846 root 1.30
847 root 1.42 static int lastmortals = 0;//D
848    
849 root 1.51 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 root 1.42 {
851     lastmortals = mortals.size ();//D
852     LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853     }
854 root 1.21 }
855    
856     object::object ()
857     {
858 root 1.22 SET_FLAG (this, FLAG_REMOVED);
859    
860     expmul = 1.0;
861     face = blank_face;
862     }
863    
864     object::~object ()
865     {
866     free_key_values (this);
867     }
868    
869 root 1.24 void object::link ()
870 root 1.22 {
871 root 1.21 count = ++ob_count;
872 root 1.41 uuid = gen_uuid ();
873 root 1.21
874     prev = 0;
875 root 1.45 next = object::first;
876 root 1.21
877 root 1.45 if (object::first)
878     object::first->prev = this;
879 root 1.21
880 root 1.45 object::first = this;
881 root 1.21 }
882    
883 root 1.24 void object::unlink ()
884 root 1.21 {
885 root 1.45 if (this == object::first)
886     object::first = next;
887 root 1.38
888 root 1.22 /* Remove this object from the list of used objects */
889 root 1.41 if (prev) prev->next = next;
890     if (next) next->prev = prev;
891 root 1.25
892 root 1.41 prev = 0;
893     next = 0;
894 root 1.24 }
895 root 1.21
896     object *object::create ()
897     {
898 root 1.42 object *op = new object;
899 root 1.22 op->link ();
900     return op;
901 root 1.21 }
902 elmex 1.1
903     /*
904     * free_object() frees everything allocated by an object, removes
905     * it from the list of used objects, and puts it on the list of
906     * free objects. The IS_FREED() flag is set in the object.
907     * The object must have been removed by remove_ob() first for
908     * this function to succeed.
909     *
910 root 1.52 * If destroy_inventory is set, free inventory as well. Else drop items in
911 elmex 1.1 * inventory to the ground.
912     */
913 root 1.52 void object::destroy (bool destroy_inventory)
914 root 1.14 {
915 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
916     return;
917    
918 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
919     remove_friendly_object (this);
920    
921 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
922 root 1.29 remove_ob (this);
923 root 1.14
924 root 1.29 SET_FLAG (this, FLAG_FREED);
925 root 1.14
926 root 1.21 if (more)
927 root 1.14 {
928 root 1.52 more->destroy (destroy_inventory);
929 root 1.21 more = 0;
930 elmex 1.1 }
931    
932 root 1.21 if (inv)
933 root 1.14 {
934     /* Only if the space blocks everything do we not process -
935 root 1.17 * if some form of movement is allowed, let objects
936 root 1.14 * drop on that space.
937     */
938 root 1.52 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
939 root 1.24 {
940 root 1.29 object *op = inv;
941 root 1.24
942     while (op)
943     {
944 root 1.29 object *tmp = op->below;
945 root 1.52 op->destroy (destroy_inventory);
946 root 1.24 op = tmp;
947     }
948     }
949 root 1.14 else
950 root 1.24 { /* Put objects in inventory onto this space */
951 root 1.29 object *op = inv;
952 root 1.24
953     while (op)
954     {
955 root 1.29 object *tmp = op->below;
956 root 1.14
957 root 1.24 remove_ob (op);
958    
959     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
960     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
961     free_object (op);
962     else
963     {
964     op->x = x;
965     op->y = y;
966     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
967     }
968    
969     op = tmp;
970     }
971     }
972 root 1.14 }
973    
974 root 1.44 // clear those pointers that likely might have circular references to us
975     owner = 0;
976     enemy = 0;
977     attacked_by = 0;
978 root 1.25
979 root 1.52 // only relevant for players(?), but make sure of it anyways
980     contr = 0;
981    
982 root 1.14 /* Remove object from the active list */
983 root 1.21 speed = 0;
984     update_ob_speed (this);
985 elmex 1.1
986 root 1.22 unlink ();
987    
988 root 1.21 mortals.push_back (this);
989 elmex 1.1 }
990    
991     /*
992     * sub_weight() recursively (outwards) subtracts a number from the
993     * weight of an object (and what is carried by it's environment(s)).
994     */
995    
996 root 1.24 void
997     sub_weight (object *op, signed long weight)
998     {
999     while (op != NULL)
1000     {
1001     if (op->type == CONTAINER)
1002 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1003    
1004 root 1.24 op->carrying -= weight;
1005     op = op->env;
1006 elmex 1.1 }
1007     }
1008    
1009     /* remove_ob(op):
1010     * This function removes the object op from the linked list of objects
1011     * which it is currently tied to. When this function is done, the
1012     * object will have no environment. If the object previously had an
1013     * environment, the x and y coordinates will be updated to
1014     * the previous environment.
1015     * Beware: This function is called from the editor as well!
1016     */
1017    
1018 root 1.24 void
1019     remove_ob (object *op)
1020     {
1021 root 1.45 object *tmp, *last = 0;
1022     object *otmp;
1023 root 1.26
1024 root 1.45 int check_walk_off;
1025 root 1.49 maptile *m;
1026 root 1.24
1027 root 1.45 sint16 x, y;
1028 root 1.24
1029     if (QUERY_FLAG (op, FLAG_REMOVED))
1030 root 1.29 return;
1031 root 1.24
1032 root 1.29 SET_FLAG (op, FLAG_REMOVED);
1033 root 1.26
1034 root 1.24 if (op->more != NULL)
1035     remove_ob (op->more);
1036    
1037     /*
1038     * In this case, the object to be removed is in someones
1039     * inventory.
1040     */
1041     if (op->env != NULL)
1042     {
1043     if (op->nrof)
1044     sub_weight (op->env, op->weight * op->nrof);
1045     else
1046     sub_weight (op->env, op->weight + op->carrying);
1047    
1048     /* NO_FIX_PLAYER is set when a great many changes are being
1049     * made to players inventory. If set, avoiding the call
1050     * to save cpu time.
1051     */
1052     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053     fix_player (otmp);
1054    
1055     if (op->above != NULL)
1056     op->above->below = op->below;
1057     else
1058     op->env->inv = op->below;
1059    
1060     if (op->below != NULL)
1061     op->below->above = op->above;
1062    
1063     /* we set up values so that it could be inserted into
1064     * the map, but we don't actually do that - it is up
1065     * to the caller to decide what we want to do.
1066     */
1067     op->x = op->env->x, op->y = op->env->y;
1068     op->map = op->env->map;
1069     op->above = NULL, op->below = NULL;
1070     op->env = NULL;
1071     }
1072 root 1.29 else if (op->map)
1073     {
1074     x = op->x;
1075     y = op->y;
1076     m = get_map_from_coord (op->map, &x, &y);
1077    
1078     if (!m)
1079     {
1080     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1081     op->map->path, op->x, op->y);
1082     /* in old days, we used to set x and y to 0 and continue.
1083     * it seems if we get into this case, something is probablye
1084     * screwed up and should be fixed.
1085     */
1086     abort ();
1087     }
1088 root 1.24
1089 root 1.29 if (op->map != m)
1090     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1091     op->map->path, m->path, op->x, op->y, x, y);
1092 root 1.24
1093 root 1.29 /* Re did the following section of code - it looks like it had
1094     * lots of logic for things we no longer care about
1095 root 1.24 */
1096 elmex 1.1
1097 root 1.29 /* link the object above us */
1098     if (op->above)
1099     op->above->below = op->below;
1100     else
1101     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1102 root 1.24
1103 root 1.29 /* Relink the object below us, if there is one */
1104     if (op->below)
1105     op->below->above = op->above;
1106     else
1107     {
1108     /* Nothing below, which means we need to relink map object for this space
1109     * use translated coordinates in case some oddness with map tiling is
1110     * evident
1111     */
1112     if (GET_MAP_OB (m, x, y) != op)
1113     {
1114 root 1.53 char *dump = dump_object (op);
1115 root 1.29 LOG (llevError,
1116 root 1.53 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1117     free (dump);
1118     dump = dump_object (GET_MAP_OB (m, x, y));
1119     LOG (llevError, "%s\n", dump);
1120     free (dump);
1121 root 1.29 }
1122 elmex 1.1
1123 root 1.29 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1124 root 1.8 }
1125 root 1.26
1126 root 1.29 op->above = 0;
1127     op->below = 0;
1128 root 1.26
1129 root 1.29 if (op->map->in_memory == MAP_SAVING)
1130     return;
1131 elmex 1.1
1132 root 1.29 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1133 elmex 1.1
1134 root 1.29 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1135 root 1.24 {
1136 root 1.29 /* No point updating the players look faces if he is the object
1137     * being removed.
1138 root 1.24 */
1139 root 1.29
1140     if (tmp->type == PLAYER && tmp != op)
1141 root 1.24 {
1142 root 1.29 /* If a container that the player is currently using somehow gets
1143     * removed (most likely destroyed), update the player view
1144     * appropriately.
1145     */
1146     if (tmp->container == op)
1147     {
1148     CLEAR_FLAG (op, FLAG_APPLIED);
1149     tmp->container = NULL;
1150     }
1151    
1152     tmp->contr->socket.update_look = 1;
1153 root 1.8 }
1154 root 1.26
1155 root 1.29 /* See if player moving off should effect something */
1156 root 1.50 if (check_walk_off
1157     && ((op->move_type & tmp->move_off)
1158     && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1159 root 1.29 {
1160     move_apply (tmp, op, NULL);
1161 root 1.24
1162 root 1.50 if (op->destroyed ())
1163     LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1164 root 1.8 }
1165    
1166 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1167    
1168     if (tmp->above == tmp)
1169     tmp->above = NULL;
1170 root 1.8
1171 root 1.29 last = tmp;
1172     }
1173 root 1.26
1174 root 1.29 /* last == NULL of there are no objects on this space */
1175     if (last == NULL)
1176     {
1177     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1178     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1179     * those out anyways, and if there are any flags set right now, they won't
1180     * be correct anyways.
1181     */
1182     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1183     update_position (op->map, op->x, op->y);
1184     }
1185     else
1186     update_object (last, UP_OBJ_REMOVE);
1187 root 1.26
1188 root 1.29 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1189     update_all_los (op->map, op->x, op->y);
1190 elmex 1.1 }
1191     }
1192    
1193     /*
1194     * merge_ob(op,top):
1195     *
1196     * This function goes through all objects below and including top, and
1197     * merges op to the first matching object.
1198     * If top is NULL, it is calculated.
1199     * Returns pointer to object if it succeded in the merge, otherwise NULL
1200     */
1201 root 1.24 object *
1202     merge_ob (object *op, object *top)
1203     {
1204     if (!op->nrof)
1205 elmex 1.1 return 0;
1206 root 1.29
1207 root 1.24 if (top == NULL)
1208     for (top = op; top != NULL && top->above != NULL; top = top->above);
1209 root 1.29
1210 root 1.24 for (; top != NULL; top = top->below)
1211 elmex 1.1 {
1212 root 1.24 if (top == op)
1213     continue;
1214     if (CAN_MERGE (op, top))
1215     {
1216     top->nrof += op->nrof;
1217    
1218 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1219 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1220     remove_ob (op);
1221     free_object (op);
1222     return top;
1223     }
1224 elmex 1.1 }
1225 root 1.29
1226 root 1.45 return 0;
1227 elmex 1.1 }
1228    
1229     /*
1230     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1231     * job preparing multi-part monsters
1232     */
1233 root 1.24 object *
1234 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1235 root 1.24 {
1236 root 1.29 object *tmp;
1237 root 1.24
1238     if (op->head)
1239     op = op->head;
1240 root 1.29
1241 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1242     {
1243     tmp->x = x + tmp->arch->clone.x;
1244     tmp->y = y + tmp->arch->clone.y;
1245 elmex 1.1 }
1246 root 1.29
1247 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1248 elmex 1.1 }
1249    
1250     /*
1251     * insert_ob_in_map (op, map, originator, flag):
1252     * This function inserts the object in the two-way linked list
1253     * which represents what is on a map.
1254     * The second argument specifies the map, and the x and y variables
1255     * in the object about to be inserted specifies the position.
1256     *
1257     * originator: Player, monster or other object that caused 'op' to be inserted
1258     * into 'map'. May be NULL.
1259     *
1260     * flag is a bitmask about special things to do (or not do) when this
1261     * function is called. see the object.h file for the INS_ values.
1262     * Passing 0 for flag gives proper default values, so flag really only needs
1263     * to be set if special handling is needed.
1264     *
1265     * Return value:
1266     * new object if 'op' was merged with other object
1267     * NULL if 'op' was destroyed
1268     * just 'op' otherwise
1269     */
1270    
1271 root 1.24 object *
1272 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273 elmex 1.1 {
1274 root 1.25 object *tmp, *top, *floor = NULL;
1275     sint16 x, y;
1276 elmex 1.1
1277 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1278     {
1279     LOG (llevError, "Trying to insert freed object!\n");
1280     return NULL;
1281     }
1282 root 1.25
1283 root 1.24 if (m == NULL)
1284     {
1285 root 1.53 char *dump = dump_object (op);
1286     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1287     free (dump);
1288 root 1.24 return op;
1289 elmex 1.1 }
1290 root 1.25
1291 root 1.24 if (out_of_map (m, op->x, op->y))
1292     {
1293 root 1.53 char *dump = dump_object (op);
1294     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1295 elmex 1.1 #ifdef MANY_CORES
1296 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1297     * is likely to cause a crash. Better to find out where it is getting
1298     * improperly inserted.
1299     */
1300     abort ();
1301 elmex 1.1 #endif
1302 root 1.53 free (dump);
1303 root 1.24 return op;
1304 elmex 1.1 }
1305 root 1.25
1306 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1307     {
1308 root 1.53 char *dump = dump_object (op);
1309     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1310     free (dump);
1311 root 1.24 return op;
1312     }
1313 root 1.25
1314 root 1.24 if (op->more != NULL)
1315     {
1316     /* The part may be on a different map. */
1317    
1318 root 1.26 object *more = op->more;
1319 root 1.24
1320     /* We really need the caller to normalize coordinates - if
1321     * we set the map, that doesn't work if the location is within
1322     * a map and this is straddling an edge. So only if coordinate
1323     * is clear wrong do we normalize it.
1324     */
1325     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1326 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1327 root 1.24 else if (!more->map)
1328     {
1329     /* For backwards compatibility - when not dealing with tiled maps,
1330     * more->map should always point to the parent.
1331     */
1332     more->map = m;
1333     }
1334    
1335     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1336     {
1337     if (!op->head)
1338     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1339 root 1.26
1340 root 1.24 return NULL;
1341 root 1.8 }
1342 root 1.24 }
1343 root 1.25
1344 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1345 root 1.8
1346 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1347     * of areas of callers (eg, anything that uses find_free_spot would now
1348     * need extra work
1349     */
1350     op->map = get_map_from_coord (m, &op->x, &op->y);
1351     x = op->x;
1352     y = op->y;
1353    
1354     /* this has to be done after we translate the coordinates.
1355     */
1356     if (op->nrof && !(flag & INS_NO_MERGE))
1357 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1358     if (CAN_MERGE (op, tmp))
1359     {
1360     op->nrof += tmp->nrof;
1361     remove_ob (tmp);
1362     free_object (tmp);
1363     }
1364 root 1.24
1365     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367 root 1.25
1368 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1369     CLEAR_FLAG (op, FLAG_NO_STEAL);
1370    
1371     if (flag & INS_BELOW_ORIGINATOR)
1372     {
1373     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1374     {
1375     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1376     abort ();
1377     }
1378 root 1.25
1379 root 1.24 op->above = originator;
1380     op->below = originator->below;
1381 root 1.25
1382 root 1.24 if (op->below)
1383     op->below->above = op;
1384     else
1385     SET_MAP_OB (op->map, op->x, op->y, op);
1386 root 1.25
1387 root 1.24 /* since *below* originator, no need to update top */
1388     originator->below = op;
1389 elmex 1.1 }
1390 root 1.24 else
1391     {
1392     /* If there are other objects, then */
1393     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1394     {
1395 root 1.25 object *last = NULL;
1396 root 1.24
1397     /*
1398     * If there are multiple objects on this space, we do some trickier handling.
1399     * We've already dealt with merging if appropriate.
1400     * Generally, we want to put the new object on top. But if
1401     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1402     * floor, we want to insert above that and no further.
1403     * Also, if there are spell objects on this space, we stop processing
1404     * once we get to them. This reduces the need to traverse over all of
1405     * them when adding another one - this saves quite a bit of cpu time
1406     * when lots of spells are cast in one area. Currently, it is presumed
1407     * that flying non pickable objects are spell objects.
1408     */
1409 elmex 1.1
1410 root 1.24 while (top != NULL)
1411     {
1412     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1413     floor = top;
1414 root 1.26
1415 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))
1416     {
1417     /* We insert above top, so we want this object below this */
1418     top = top->below;
1419     break;
1420     }
1421 root 1.26
1422 root 1.24 last = top;
1423     top = top->above;
1424     }
1425 root 1.26
1426 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1427     top = last;
1428 root 1.8
1429 root 1.24 /* We let update_position deal with figuring out what the space
1430     * looks like instead of lots of conditions here.
1431     * makes things faster, and effectively the same result.
1432     */
1433    
1434     /* Have object 'fall below' other objects that block view.
1435     * Unless those objects are exits, type 66
1436     * If INS_ON_TOP is used, don't do this processing
1437     * Need to find the object that in fact blocks view, otherwise
1438     * stacking is a bit odd.
1439     */
1440     if (!(flag & INS_ON_TOP) &&
1441     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1442     {
1443     for (last = top; last != floor; last = last->below)
1444     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1445     break;
1446     /* Check to see if we found the object that blocks view,
1447     * and make sure we have a below pointer for it so that
1448     * we can get inserted below this one, which requires we
1449     * set top to the object below us.
1450     */
1451     if (last && last->below && last != floor)
1452     top = last->below;
1453 root 1.8 }
1454 root 1.24 } /* If objects on this space */
1455 root 1.25
1456 root 1.24 if (flag & INS_MAP_LOAD)
1457     top = GET_MAP_TOP (op->map, op->x, op->y);
1458 root 1.25
1459 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1460     top = floor;
1461    
1462     /* Top is the object that our object (op) is going to get inserted above.
1463     */
1464    
1465     /* First object on this space */
1466     if (!top)
1467     {
1468     op->above = GET_MAP_OB (op->map, op->x, op->y);
1469 root 1.25
1470 root 1.24 if (op->above)
1471     op->above->below = op;
1472 root 1.25
1473 root 1.24 op->below = NULL;
1474     SET_MAP_OB (op->map, op->x, op->y, op);
1475     }
1476     else
1477     { /* get inserted into the stack above top */
1478     op->above = top->above;
1479 root 1.25
1480 root 1.24 if (op->above)
1481     op->above->below = op;
1482 root 1.25
1483 root 1.24 op->below = top;
1484     top->above = op;
1485     }
1486 root 1.25
1487 root 1.24 if (op->above == NULL)
1488     SET_MAP_TOP (op->map, op->x, op->y, op);
1489     } /* else not INS_BELOW_ORIGINATOR */
1490 root 1.8
1491 root 1.24 if (op->type == PLAYER)
1492     op->contr->do_los = 1;
1493    
1494     /* If we have a floor, we know the player, if any, will be above
1495     * it, so save a few ticks and start from there.
1496     */
1497     if (!(flag & INS_MAP_LOAD))
1498     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1499 root 1.25 if (tmp->type == PLAYER)
1500     tmp->contr->socket.update_look = 1;
1501 root 1.24
1502     /* If this object glows, it may affect lighting conditions that are
1503     * visible to others on this map. But update_all_los is really
1504     * an inefficient way to do this, as it means los for all players
1505     * on the map will get recalculated. The players could very well
1506     * be far away from this change and not affected in any way -
1507     * this should get redone to only look for players within range,
1508     * or just updating the P_NEED_UPDATE for spaces within this area
1509     * of effect may be sufficient.
1510     */
1511     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1512     update_all_los (op->map, op->x, op->y);
1513    
1514     /* updates flags (blocked, alive, no magic, etc) for this map space */
1515     update_object (op, UP_OBJ_INSERT);
1516    
1517     /* Don't know if moving this to the end will break anything. However,
1518     * we want to have update_look set above before calling this.
1519     *
1520     * check_move_on() must be after this because code called from
1521     * check_move_on() depends on correct map flags (so functions like
1522     * blocked() and wall() work properly), and these flags are updated by
1523     * update_object().
1524     */
1525    
1526     /* if this is not the head or flag has been passed, don't check walk on status */
1527     if (!(flag & INS_NO_WALK_ON) && !op->head)
1528     {
1529     if (check_move_on (op, originator))
1530     return NULL;
1531 elmex 1.1
1532 root 1.24 /* If we are a multi part object, lets work our way through the check
1533     * walk on's.
1534     */
1535     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1536     if (check_move_on (tmp, originator))
1537     return NULL;
1538 elmex 1.1 }
1539 root 1.25
1540 root 1.24 return op;
1541 elmex 1.1 }
1542    
1543     /* this function inserts an object in the map, but if it
1544     * finds an object of its own type, it'll remove that one first.
1545     * op is the object to insert it under: supplies x and the map.
1546     */
1547 root 1.24 void
1548     replace_insert_ob_in_map (const char *arch_string, object *op)
1549     {
1550 root 1.29 object *
1551     tmp;
1552     object *
1553     tmp1;
1554 elmex 1.1
1555 root 1.24 /* first search for itself and remove any old instances */
1556 elmex 1.1
1557 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558     {
1559     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1560     {
1561     remove_ob (tmp);
1562     free_object (tmp);
1563 root 1.8 }
1564 elmex 1.1 }
1565    
1566 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1567 elmex 1.1
1568 root 1.24 tmp1->x = op->x;
1569     tmp1->y = op->y;
1570     insert_ob_in_map (tmp1, op->map, op, 0);
1571     }
1572 elmex 1.1
1573     /*
1574     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1575     * is returned contains nr objects, and the remaining parts contains
1576     * the rest (or is removed and freed if that number is 0).
1577     * On failure, NULL is returned, and the reason put into the
1578     * global static errmsg array.
1579     */
1580    
1581 root 1.24 object *
1582     get_split_ob (object *orig_ob, uint32 nr)
1583     {
1584     object *
1585     newob;
1586     int
1587     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1588    
1589     if (orig_ob->nrof < nr)
1590     {
1591     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1592     return NULL;
1593     }
1594 root 1.29
1595 root 1.24 newob = object_create_clone (orig_ob);
1596 root 1.29
1597 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1598     {
1599     if (!is_removed)
1600     remove_ob (orig_ob);
1601     free_object2 (orig_ob, 1);
1602 elmex 1.1 }
1603 root 1.24 else if (!is_removed)
1604     {
1605     if (orig_ob->env != NULL)
1606     sub_weight (orig_ob->env, orig_ob->weight * nr);
1607     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1608     {
1609     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1610     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1611     return NULL;
1612 root 1.8 }
1613 elmex 1.1 }
1614 root 1.29
1615 root 1.24 newob->nrof = nr;
1616 elmex 1.1
1617 root 1.24 return newob;
1618 elmex 1.1 }
1619    
1620     /*
1621     * decrease_ob_nr(object, number) decreases a specified number from
1622     * the amount of an object. If the amount reaches 0, the object
1623     * is subsequently removed and freed.
1624     *
1625     * Return value: 'op' if something is left, NULL if the amount reached 0
1626     */
1627    
1628 root 1.24 object *
1629     decrease_ob_nr (object *op, uint32 i)
1630 elmex 1.1 {
1631 root 1.29 object *tmp;
1632     player *pl;
1633 elmex 1.1
1634 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1635     return op;
1636    
1637     if (i > op->nrof)
1638     i = op->nrof;
1639    
1640     if (QUERY_FLAG (op, FLAG_REMOVED))
1641 root 1.29 op->nrof -= i;
1642 root 1.24 else if (op->env != NULL)
1643     {
1644     /* is this object in the players inventory, or sub container
1645     * therein?
1646     */
1647     tmp = is_player_inv (op->env);
1648     /* nope. Is this a container the player has opened?
1649     * If so, set tmp to that player.
1650     * IMO, searching through all the players will mostly
1651     * likely be quicker than following op->env to the map,
1652     * and then searching the map for a player.
1653     */
1654     if (!tmp)
1655     {
1656     for (pl = first_player; pl; pl = pl->next)
1657     if (pl->ob->container == op->env)
1658     break;
1659     if (pl)
1660     tmp = pl->ob;
1661     else
1662     tmp = NULL;
1663     }
1664 elmex 1.1
1665 root 1.24 if (i < op->nrof)
1666     {
1667     sub_weight (op->env, op->weight * i);
1668     op->nrof -= i;
1669     if (tmp)
1670     {
1671     esrv_send_item (tmp, op);
1672 elmex 1.1 }
1673 root 1.24 }
1674     else
1675     {
1676     remove_ob (op);
1677     op->nrof = 0;
1678     if (tmp)
1679     {
1680     esrv_del_item (tmp->contr, op->count);
1681 elmex 1.1 }
1682     }
1683     }
1684 root 1.24 else
1685 elmex 1.1 {
1686 root 1.29 object *above = op->above;
1687 elmex 1.1
1688 root 1.24 if (i < op->nrof)
1689 root 1.29 op->nrof -= i;
1690 root 1.24 else
1691     {
1692     remove_ob (op);
1693     op->nrof = 0;
1694     }
1695 root 1.29
1696 root 1.24 /* Since we just removed op, op->above is null */
1697     for (tmp = above; tmp != NULL; tmp = tmp->above)
1698     if (tmp->type == PLAYER)
1699     {
1700     if (op->nrof)
1701     esrv_send_item (tmp, op);
1702     else
1703     esrv_del_item (tmp->contr, op->count);
1704     }
1705 elmex 1.1 }
1706    
1707 root 1.24 if (op->nrof)
1708 root 1.29 return op;
1709 root 1.24 else
1710     {
1711     free_object (op);
1712     return NULL;
1713 elmex 1.1 }
1714     }
1715    
1716     /*
1717     * add_weight(object, weight) adds the specified weight to an object,
1718     * and also updates how much the environment(s) is/are carrying.
1719     */
1720    
1721 root 1.24 void
1722     add_weight (object *op, signed long weight)
1723     {
1724     while (op != NULL)
1725     {
1726     if (op->type == CONTAINER)
1727 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1728    
1729 root 1.24 op->carrying += weight;
1730     op = op->env;
1731     }
1732 elmex 1.1 }
1733    
1734     /*
1735     * insert_ob_in_ob(op,environment):
1736     * This function inserts the object op in the linked list
1737     * inside the object environment.
1738     *
1739     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1740     * the inventory at the last position or next to other objects of the same
1741     * type.
1742     * Frank: Now sorted by type, archetype and magic!
1743     *
1744     * The function returns now pointer to inserted item, and return value can
1745     * be != op, if items are merged. -Tero
1746     */
1747    
1748 root 1.24 object *
1749     insert_ob_in_ob (object *op, object *where)
1750     {
1751     object *
1752     tmp, *
1753     otmp;
1754    
1755     if (!QUERY_FLAG (op, FLAG_REMOVED))
1756     {
1757 root 1.53 char *dump = dump_object (op);
1758     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759     free (dump);
1760 root 1.24 return op;
1761     }
1762 root 1.29
1763 root 1.24 if (where == NULL)
1764     {
1765 root 1.53 char *dump = dump_object (op);
1766     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767     free (dump);
1768 root 1.24 return op;
1769     }
1770 root 1.29
1771 root 1.24 if (where->head)
1772     {
1773     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1774     where = where->head;
1775     }
1776 root 1.29
1777 root 1.24 if (op->more)
1778     {
1779     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1780     return op;
1781     }
1782 root 1.29
1783 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1784     CLEAR_FLAG (op, FLAG_REMOVED);
1785     if (op->nrof)
1786     {
1787     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1788     if (CAN_MERGE (tmp, op))
1789     {
1790     /* return the original object and remove inserted object
1791     (client needs the original object) */
1792     tmp->nrof += op->nrof;
1793     /* Weight handling gets pretty funky. Since we are adding to
1794     * tmp->nrof, we need to increase the weight.
1795     */
1796     add_weight (where, op->weight * op->nrof);
1797     SET_FLAG (op, FLAG_REMOVED);
1798     free_object (op); /* free the inserted object */
1799     op = tmp;
1800     remove_ob (op); /* and fix old object's links */
1801     CLEAR_FLAG (op, FLAG_REMOVED);
1802     break;
1803     }
1804    
1805     /* I assume combined objects have no inventory
1806     * We add the weight - this object could have just been removed
1807     * (if it was possible to merge). calling remove_ob will subtract
1808     * the weight, so we need to add it in again, since we actually do
1809     * the linking below
1810     */
1811     add_weight (where, op->weight * op->nrof);
1812     }
1813     else
1814     add_weight (where, (op->weight + op->carrying));
1815 elmex 1.1
1816 root 1.24 otmp = is_player_inv (where);
1817     if (otmp && otmp->contr != NULL)
1818     {
1819     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1820     fix_player (otmp);
1821     }
1822 elmex 1.1
1823 root 1.24 op->map = NULL;
1824     op->env = where;
1825     op->above = NULL;
1826     op->below = NULL;
1827     op->x = 0, op->y = 0;
1828 elmex 1.1
1829     /* reset the light list and los of the players on the map */
1830 root 1.24 if ((op->glow_radius != 0) && where->map)
1831     {
1832 elmex 1.1 #ifdef DEBUG_LIGHTS
1833 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1834     #endif /* DEBUG_LIGHTS */
1835     if (MAP_DARKNESS (where->map))
1836     update_all_los (where->map, where->x, where->y);
1837     }
1838 elmex 1.1
1839     /* Client has no idea of ordering so lets not bother ordering it here.
1840     * It sure simplifies this function...
1841     */
1842 root 1.24 if (where->inv == NULL)
1843     where->inv = op;
1844     else
1845     {
1846 elmex 1.1 op->below = where->inv;
1847     op->below->above = op;
1848     where->inv = op;
1849 root 1.24 }
1850 elmex 1.1 return op;
1851     }
1852    
1853     /*
1854     * Checks if any objects has a move_type that matches objects
1855     * that effect this object on this space. Call apply() to process
1856     * these events.
1857     *
1858     * Any speed-modification due to SLOW_MOVE() of other present objects
1859     * will affect the speed_left of the object.
1860     *
1861     * originator: Player, monster or other object that caused 'op' to be inserted
1862     * into 'map'. May be NULL.
1863     *
1864     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1865     *
1866     * 4-21-95 added code to check if appropriate skill was readied - this will
1867     * permit faster movement by the player through this terrain. -b.t.
1868     *
1869     * MSW 2001-07-08: Check all objects on space, not just those below
1870     * object being inserted. insert_ob_in_map may not put new objects
1871     * on top.
1872     */
1873    
1874 root 1.24 int
1875     check_move_on (object *op, object *originator)
1876 elmex 1.1 {
1877 root 1.48 object *tmp;
1878 root 1.49 maptile *m = op->map;
1879 root 1.48 int x = op->x, y = op->y;
1880 root 1.26
1881 root 1.48 MoveType move_on, move_slow, move_block;
1882 root 1.24
1883     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1884     return 0;
1885    
1886     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1887     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1888     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1889    
1890     /* if nothing on this space will slow op down or be applied,
1891     * no need to do checking below. have to make sure move_type
1892     * is set, as lots of objects don't have it set - we treat that
1893     * as walking.
1894     */
1895     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1896     return 0;
1897 elmex 1.1
1898 root 1.24 /* This is basically inverse logic of that below - basically,
1899     * if the object can avoid the move on or slow move, they do so,
1900     * but can't do it if the alternate movement they are using is
1901     * blocked. Logic on this seems confusing, but does seem correct.
1902     */
1903     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1904     return 0;
1905    
1906     /* The objects have to be checked from top to bottom.
1907     * Hence, we first go to the top:
1908     */
1909    
1910     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1911     {
1912     /* Trim the search when we find the first other spell effect
1913     * this helps performance so that if a space has 50 spell objects,
1914     * we don't need to check all of them.
1915     */
1916     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1917     break;
1918     }
1919 root 1.26
1920     for (; tmp; tmp = tmp->below)
1921 root 1.24 {
1922     if (tmp == op)
1923     continue; /* Can't apply yourself */
1924 elmex 1.1
1925 root 1.24 /* Check to see if one of the movement types should be slowed down.
1926     * Second check makes sure that the movement types not being slowed
1927     * (~slow_move) is not blocked on this space - just because the
1928     * space doesn't slow down swimming (for example), if you can't actually
1929     * swim on that space, can't use it to avoid the penalty.
1930     */
1931     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1932     {
1933     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1934     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1935     {
1936 elmex 1.1
1937 root 1.29 float
1938     diff = tmp->move_slow_penalty * FABS (op->speed);
1939 elmex 1.1
1940 root 1.24 if (op->type == PLAYER)
1941 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1942     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1943     diff /= 4.0;
1944    
1945 root 1.24 op->speed_left -= diff;
1946 root 1.8 }
1947     }
1948 elmex 1.1
1949 root 1.24 /* Basically same logic as above, except now for actual apply. */
1950     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1951     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1952     {
1953 root 1.26 move_apply (tmp, op, originator);
1954 root 1.24
1955 root 1.48 if (op->destroyed ())
1956 root 1.24 return 1;
1957    
1958     /* what the person/creature stepped onto has moved the object
1959     * someplace new. Don't process any further - if we did,
1960     * have a feeling strange problems would result.
1961     */
1962     if (op->map != m || op->x != x || op->y != y)
1963     return 0;
1964 root 1.8 }
1965 elmex 1.1 }
1966 root 1.26
1967 root 1.24 return 0;
1968 elmex 1.1 }
1969    
1970     /*
1971     * present_arch(arch, map, x, y) searches for any objects with
1972     * a matching archetype at the given map and coordinates.
1973     * The first matching object is returned, or NULL if none.
1974     */
1975    
1976 root 1.24 object *
1977 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1978 root 1.24 {
1979     object *
1980     tmp;
1981    
1982     if (m == NULL || out_of_map (m, x, y))
1983     {
1984     LOG (llevError, "Present_arch called outside map.\n");
1985     return NULL;
1986     }
1987     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1988     if (tmp->arch == at)
1989 elmex 1.1 return tmp;
1990     return NULL;
1991     }
1992    
1993     /*
1994     * present(type, map, x, y) searches for any objects with
1995     * a matching type variable at the given map and coordinates.
1996     * The first matching object is returned, or NULL if none.
1997     */
1998    
1999 root 1.24 object *
2000 root 1.49 present (unsigned char type, maptile *m, int x, int y)
2001 root 1.24 {
2002     object *
2003     tmp;
2004    
2005     if (out_of_map (m, x, y))
2006     {
2007     LOG (llevError, "Present called outside map.\n");
2008     return NULL;
2009     }
2010     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2011     if (tmp->type == type)
2012 elmex 1.1 return tmp;
2013     return NULL;
2014     }
2015    
2016     /*
2017     * present_in_ob(type, object) searches for any objects with
2018     * a matching type variable in the inventory of the given object.
2019     * The first matching object is returned, or NULL if none.
2020     */
2021    
2022 root 1.24 object *
2023     present_in_ob (unsigned char type, const object *op)
2024     {
2025     object *
2026     tmp;
2027    
2028     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029     if (tmp->type == type)
2030 elmex 1.1 return tmp;
2031     return NULL;
2032     }
2033    
2034     /*
2035     * present_in_ob (type, str, object) searches for any objects with
2036     * a matching type & name variable in the inventory of the given object.
2037     * The first matching object is returned, or NULL if none.
2038     * This is mostly used by spell effect code, so that we only
2039     * have one spell effect at a time.
2040     * type can be used to narrow the search - if type is set,
2041     * the type must also match. -1 can be passed for the type,
2042     * in which case the type does not need to pass.
2043     * str is the string to match against. Note that we match against
2044     * the object name, not the archetype name. this is so that the
2045     * spell code can use one object type (force), but change it's name
2046     * to be unique.
2047     */
2048    
2049 root 1.24 object *
2050     present_in_ob_by_name (int type, const char *str, const object *op)
2051     {
2052     object *
2053     tmp;
2054 elmex 1.1
2055 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2056     {
2057     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2058     return tmp;
2059 elmex 1.1 }
2060 root 1.24 return NULL;
2061 elmex 1.1 }
2062    
2063     /*
2064     * present_arch_in_ob(archetype, object) searches for any objects with
2065     * a matching archetype in the inventory of the given object.
2066     * The first matching object is returned, or NULL if none.
2067     */
2068    
2069 root 1.24 object *
2070     present_arch_in_ob (const archetype *at, const object *op)
2071     {
2072     object *
2073     tmp;
2074    
2075     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2076     if (tmp->arch == at)
2077 elmex 1.1 return tmp;
2078     return NULL;
2079     }
2080    
2081     /*
2082     * activate recursively a flag on an object inventory
2083     */
2084 root 1.24 void
2085     flag_inv (object *op, int flag)
2086     {
2087     object *
2088     tmp;
2089    
2090     if (op->inv)
2091     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2092     {
2093     SET_FLAG (tmp, flag);
2094     flag_inv (tmp, flag);
2095 elmex 1.1 }
2096 root 1.24 } /*
2097     * desactivate recursively a flag on an object inventory
2098     */
2099     void
2100     unflag_inv (object *op, int flag)
2101     {
2102     object *
2103     tmp;
2104    
2105     if (op->inv)
2106     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2107     {
2108     CLEAR_FLAG (tmp, flag);
2109     unflag_inv (tmp, flag);
2110 elmex 1.1 }
2111     }
2112    
2113     /*
2114     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2115     * all it's inventory (recursively).
2116     * If checksums are used, a player will get set_cheat called for
2117     * him/her-self and all object carried by a call to this function.
2118     */
2119    
2120 root 1.24 void
2121     set_cheat (object *op)
2122     {
2123     SET_FLAG (op, FLAG_WAS_WIZ);
2124     flag_inv (op, FLAG_WAS_WIZ);
2125 elmex 1.1 }
2126    
2127     /*
2128     * find_free_spot(object, map, x, y, start, stop) will search for
2129     * a spot at the given map and coordinates which will be able to contain
2130     * the given object. start and stop specifies how many squares
2131     * to search (see the freearr_x/y[] definition).
2132     * It returns a random choice among the alternatives found.
2133     * start and stop are where to start relative to the free_arr array (1,9
2134     * does all 4 immediate directions). This returns the index into the
2135     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2136     * Note - this only checks to see if there is space for the head of the
2137     * object - if it is a multispace object, this should be called for all
2138     * pieces.
2139     * Note2: This function does correctly handle tiled maps, but does not
2140     * inform the caller. However, insert_ob_in_map will update as
2141     * necessary, so the caller shouldn't need to do any special work.
2142     * Note - updated to take an object instead of archetype - this is necessary
2143     * because arch_blocked (now ob_blocked) needs to know the movement type
2144     * to know if the space in question will block the object. We can't use
2145     * the archetype because that isn't correct if the monster has been
2146     * customized, changed states, etc.
2147     */
2148    
2149 root 1.24 int
2150 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2151 root 1.24 {
2152     int
2153     i,
2154     index = 0, flag;
2155     static int
2156     altern[SIZEOFFREE];
2157    
2158     for (i = start; i < stop; i++)
2159     {
2160     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2161     if (!flag)
2162     altern[index++] = i;
2163    
2164     /* Basically, if we find a wall on a space, we cut down the search size.
2165     * In this way, we won't return spaces that are on another side of a wall.
2166     * This mostly work, but it cuts down the search size in all directions -
2167     * if the space being examined only has a wall to the north and empty
2168     * spaces in all the other directions, this will reduce the search space
2169     * to only the spaces immediately surrounding the target area, and
2170     * won't look 2 spaces south of the target space.
2171     */
2172     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2173     stop = maxfree[i];
2174 elmex 1.1 }
2175 root 1.24 if (!index)
2176     return -1;
2177     return altern[RANDOM () % index];
2178 elmex 1.1 }
2179    
2180     /*
2181 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2182 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2183     * But it will return the first available spot, not a random choice.
2184     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2185     */
2186    
2187 root 1.24 int
2188 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2189 root 1.24 {
2190     int
2191     i;
2192    
2193     for (i = 0; i < SIZEOFFREE; i++)
2194     {
2195     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2196     return i;
2197 elmex 1.1 }
2198 root 1.24 return -1;
2199 elmex 1.1 }
2200    
2201     /*
2202     * The function permute(arr, begin, end) randomly reorders the array
2203     * arr[begin..end-1].
2204     */
2205 root 1.24 static void
2206     permute (int *arr, int begin, int end)
2207 elmex 1.1 {
2208 root 1.24 int
2209     i,
2210     j,
2211     tmp,
2212     len;
2213 elmex 1.1
2214 root 1.24 len = end - begin;
2215     for (i = begin; i < end; i++)
2216 elmex 1.1 {
2217 root 1.24 j = begin + RANDOM () % len;
2218 elmex 1.1
2219 root 1.24 tmp = arr[i];
2220     arr[i] = arr[j];
2221     arr[j] = tmp;
2222 elmex 1.1 }
2223     }
2224    
2225     /* new function to make monster searching more efficient, and effective!
2226     * This basically returns a randomized array (in the passed pointer) of
2227     * the spaces to find monsters. In this way, it won't always look for
2228     * monsters to the north first. However, the size of the array passed
2229     * covers all the spaces, so within that size, all the spaces within
2230     * the 3x3 area will be searched, just not in a predictable order.
2231     */
2232 root 1.24 void
2233     get_search_arr (int *search_arr)
2234 elmex 1.1 {
2235 root 1.24 int
2236     i;
2237 elmex 1.1
2238 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2239 elmex 1.1 {
2240 root 1.24 search_arr[i] = i;
2241 elmex 1.1 }
2242    
2243 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2244     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2245     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2246 elmex 1.1 }
2247    
2248     /*
2249     * find_dir(map, x, y, exclude) will search some close squares in the
2250     * given map at the given coordinates for live objects.
2251     * It will not considered the object given as exclude among possible
2252     * live objects.
2253     * It returns the direction toward the first/closest live object if finds
2254     * any, otherwise 0.
2255     * Perhaps incorrectly, but I'm making the assumption that exclude
2256     * is actually want is going to try and move there. We need this info
2257     * because we have to know what movement the thing looking to move
2258     * there is capable of.
2259     */
2260    
2261 root 1.24 int
2262 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2263 root 1.24 {
2264     int
2265     i,
2266     max = SIZEOFFREE, mflags;
2267 root 1.29
2268     sint16 nx, ny;
2269 root 1.24 object *
2270     tmp;
2271 root 1.49 maptile *
2272 root 1.24 mp;
2273 root 1.29
2274     MoveType blocked, move_type;
2275 root 1.24
2276     if (exclude && exclude->head)
2277     {
2278     exclude = exclude->head;
2279     move_type = exclude->move_type;
2280     }
2281     else
2282     {
2283     /* If we don't have anything, presume it can use all movement types. */
2284     move_type = MOVE_ALL;
2285     }
2286    
2287     for (i = 1; i < max; i++)
2288     {
2289     mp = m;
2290     nx = x + freearr_x[i];
2291     ny = y + freearr_y[i];
2292    
2293     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2294     if (mflags & P_OUT_OF_MAP)
2295     {
2296     max = maxfree[i];
2297     }
2298     else
2299     {
2300     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2301    
2302     if ((move_type & blocked) == move_type)
2303     {
2304     max = maxfree[i];
2305     }
2306     else if (mflags & P_IS_ALIVE)
2307     {
2308     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2309     {
2310     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2311     {
2312     break;
2313 root 1.8 }
2314     }
2315 root 1.24 if (tmp)
2316     {
2317     return freedir[i];
2318 root 1.8 }
2319     }
2320     }
2321 elmex 1.1 }
2322 root 1.24 return 0;
2323 elmex 1.1 }
2324    
2325     /*
2326     * distance(object 1, object 2) will return the square of the
2327     * distance between the two given objects.
2328     */
2329    
2330 root 1.24 int
2331     distance (const object *ob1, const object *ob2)
2332     {
2333     int
2334     i;
2335    
2336     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2337 elmex 1.1 return i;
2338     }
2339    
2340     /*
2341     * find_dir_2(delta-x,delta-y) will return a direction in which
2342     * an object which has subtracted the x and y coordinates of another
2343     * object, needs to travel toward it.
2344     */
2345    
2346 root 1.24 int
2347     find_dir_2 (int x, int y)
2348     {
2349     int
2350     q;
2351 elmex 1.1
2352 root 1.24 if (y)
2353     q = x * 100 / y;
2354 elmex 1.1 else if (x)
2355 root 1.24 q = -300 * x;
2356 elmex 1.1 else
2357     return 0;
2358    
2359 root 1.24 if (y > 0)
2360     {
2361     if (q < -242)
2362     return 3;
2363     if (q < -41)
2364     return 2;
2365     if (q < 41)
2366     return 1;
2367     if (q < 242)
2368     return 8;
2369     return 7;
2370     }
2371 elmex 1.1
2372     if (q < -242)
2373 root 1.24 return 7;
2374 elmex 1.1 if (q < -41)
2375 root 1.24 return 6;
2376 elmex 1.1 if (q < 41)
2377 root 1.24 return 5;
2378 elmex 1.1 if (q < 242)
2379 root 1.24 return 4;
2380 elmex 1.1
2381 root 1.24 return 3;
2382 elmex 1.1 }
2383    
2384     /*
2385     * absdir(int): Returns a number between 1 and 8, which represent
2386     * the "absolute" direction of a number (it actually takes care of
2387     * "overflow" in previous calculations of a direction).
2388     */
2389    
2390 root 1.24 int
2391     absdir (int d)
2392     {
2393     while (d < 1)
2394     d += 8;
2395     while (d > 8)
2396     d -= 8;
2397 elmex 1.1 return d;
2398     }
2399    
2400     /*
2401     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2402     * between two directions (which are expected to be absolute (see absdir())
2403     */
2404    
2405 root 1.24 int
2406     dirdiff (int dir1, int dir2)
2407     {
2408     int
2409     d;
2410    
2411     d = abs (dir1 - dir2);
2412     if (d > 4)
2413 elmex 1.1 d = 8 - d;
2414     return d;
2415     }
2416    
2417     /* peterm:
2418     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2419     * Basically, this is a table of directions, and what directions
2420     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2421     * This basically means that if direction is 15, then it could either go
2422     * direction 4, 14, or 16 to get back to where we are.
2423     * Moved from spell_util.c to object.c with the other related direction
2424     * functions.
2425     */
2426    
2427 root 1.24 int
2428     reduction_dir[SIZEOFFREE][3] = {
2429     {0, 0, 0}, /* 0 */
2430     {0, 0, 0}, /* 1 */
2431     {0, 0, 0}, /* 2 */
2432     {0, 0, 0}, /* 3 */
2433     {0, 0, 0}, /* 4 */
2434     {0, 0, 0}, /* 5 */
2435     {0, 0, 0}, /* 6 */
2436     {0, 0, 0}, /* 7 */
2437     {0, 0, 0}, /* 8 */
2438     {8, 1, 2}, /* 9 */
2439     {1, 2, -1}, /* 10 */
2440     {2, 10, 12}, /* 11 */
2441     {2, 3, -1}, /* 12 */
2442     {2, 3, 4}, /* 13 */
2443     {3, 4, -1}, /* 14 */
2444     {4, 14, 16}, /* 15 */
2445     {5, 4, -1}, /* 16 */
2446     {4, 5, 6}, /* 17 */
2447     {6, 5, -1}, /* 18 */
2448     {6, 20, 18}, /* 19 */
2449     {7, 6, -1}, /* 20 */
2450     {6, 7, 8}, /* 21 */
2451     {7, 8, -1}, /* 22 */
2452     {8, 22, 24}, /* 23 */
2453     {8, 1, -1}, /* 24 */
2454     {24, 9, 10}, /* 25 */
2455     {9, 10, -1}, /* 26 */
2456     {10, 11, -1}, /* 27 */
2457     {27, 11, 29}, /* 28 */
2458     {11, 12, -1}, /* 29 */
2459     {12, 13, -1}, /* 30 */
2460     {12, 13, 14}, /* 31 */
2461     {13, 14, -1}, /* 32 */
2462     {14, 15, -1}, /* 33 */
2463     {33, 15, 35}, /* 34 */
2464     {16, 15, -1}, /* 35 */
2465     {17, 16, -1}, /* 36 */
2466     {18, 17, 16}, /* 37 */
2467     {18, 17, -1}, /* 38 */
2468     {18, 19, -1}, /* 39 */
2469     {41, 19, 39}, /* 40 */
2470     {19, 20, -1}, /* 41 */
2471     {20, 21, -1}, /* 42 */
2472     {20, 21, 22}, /* 43 */
2473     {21, 22, -1}, /* 44 */
2474     {23, 22, -1}, /* 45 */
2475     {45, 47, 23}, /* 46 */
2476     {23, 24, -1}, /* 47 */
2477     {24, 9, -1}
2478     }; /* 48 */
2479 elmex 1.1
2480     /* Recursive routine to step back and see if we can
2481     * find a path to that monster that we found. If not,
2482     * we don't bother going toward it. Returns 1 if we
2483     * can see a direct way to get it
2484     * Modified to be map tile aware -.MSW
2485     */
2486    
2487 root 1.24
2488     int
2489 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2490 root 1.24 {
2491 root 1.29 sint16 dx, dy;
2492 root 1.24 int
2493     mflags;
2494    
2495     if (dir < 0)
2496     return 0; /* exit condition: invalid direction */
2497    
2498     dx = x + freearr_x[dir];
2499     dy = y + freearr_y[dir];
2500    
2501     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2502    
2503     /* This functional arguably was incorrect before - it was
2504     * checking for P_WALL - that was basically seeing if
2505     * we could move to the monster - this is being more
2506     * literal on if we can see it. To know if we can actually
2507     * move to the monster, we'd need the monster passed in or
2508     * at least its move type.
2509     */
2510     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2511     return 0;
2512    
2513     /* yes, can see. */
2514     if (dir < 9)
2515     return 1;
2516     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2517     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2518     }
2519    
2520    
2521    
2522 elmex 1.1 /*
2523     * can_pick(picker, item): finds out if an object is possible to be
2524     * picked up by the picker. Returnes 1 if it can be
2525     * picked up, otherwise 0.
2526     *
2527     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2528     * core dumps if they do.
2529     *
2530     * Add a check so we can't pick up invisible objects (0.93.8)
2531     */
2532    
2533 root 1.24 int
2534     can_pick (const object *who, const object *item)
2535     {
2536     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2537     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2538     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2539 elmex 1.1 }
2540    
2541    
2542     /*
2543     * create clone from object to another
2544     */
2545 root 1.24 object *
2546     object_create_clone (object *asrc)
2547     {
2548     object *
2549     dst = NULL, *tmp, *src, *part, *prev, *item;
2550 elmex 1.1
2551 root 1.24 if (!asrc)
2552     return NULL;
2553     src = asrc;
2554     if (src->head)
2555     src = src->head;
2556    
2557     prev = NULL;
2558     for (part = src; part; part = part->more)
2559     {
2560     tmp = get_object ();
2561     copy_object (part, tmp);
2562     tmp->x -= src->x;
2563     tmp->y -= src->y;
2564     if (!part->head)
2565     {
2566     dst = tmp;
2567     tmp->head = NULL;
2568     }
2569     else
2570     {
2571     tmp->head = dst;
2572     }
2573     tmp->more = NULL;
2574     if (prev)
2575     prev->more = tmp;
2576     prev = tmp;
2577 elmex 1.1 }
2578 root 1.24
2579     for (item = src->inv; item; item = item->below)
2580 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2581 elmex 1.1
2582 root 1.24 return dst;
2583 elmex 1.1 }
2584    
2585     /* GROS - Creates an object using a string representing its content. */
2586     /* Basically, we save the content of the string to a temp file, then call */
2587     /* load_object on it. I admit it is a highly inefficient way to make things, */
2588     /* but it was simple to make and allows reusing the load_object function. */
2589     /* Remember not to use load_object_str in a time-critical situation. */
2590     /* Also remember that multiparts objects are not supported for now. */
2591    
2592 root 1.24 object *
2593     load_object_str (const char *obstr)
2594 elmex 1.1 {
2595 root 1.48 object *op;
2596     char filename[MAX_BUF];
2597 root 1.9
2598 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2599    
2600 root 1.48 FILE *tempfile = fopen (filename, "w");
2601 root 1.24
2602     if (tempfile == NULL)
2603 elmex 1.1 {
2604 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2605     return NULL;
2606 root 1.41 }
2607    
2608 root 1.24 fprintf (tempfile, obstr);
2609     fclose (tempfile);
2610 elmex 1.1
2611 root 1.24 op = get_object ();
2612 elmex 1.1
2613 root 1.29 object_thawer thawer (filename);
2614 root 1.13
2615 root 1.24 if (thawer)
2616     load_object (thawer, op, 0);
2617 root 1.13
2618 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2619     CLEAR_FLAG (op, FLAG_REMOVED);
2620 root 1.9
2621 root 1.24 return op;
2622 elmex 1.1 }
2623    
2624     /* This returns the first object in who's inventory that
2625     * has the same type and subtype match.
2626     * returns NULL if no match.
2627     */
2628 root 1.24 object *
2629     find_obj_by_type_subtype (const object *who, int type, int subtype)
2630 elmex 1.1 {
2631 root 1.48 object *tmp;
2632 elmex 1.1
2633 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2634     if (tmp->type == type && tmp->subtype == subtype)
2635     return tmp;
2636 elmex 1.1
2637 root 1.24 return NULL;
2638 elmex 1.1 }
2639    
2640     /* If ob has a field named key, return the link from the list,
2641     * otherwise return NULL.
2642     *
2643     * key must be a passed in shared string - otherwise, this won't
2644     * do the desired thing.
2645     */
2646 root 1.24 key_value *
2647     get_ob_key_link (const object *ob, const char *key)
2648     {
2649 root 1.48 key_value *link;
2650 root 1.24
2651     for (link = ob->key_values; link != NULL; link = link->next)
2652 root 1.48 if (link->key == key)
2653     return link;
2654 root 1.24
2655     return NULL;
2656     }
2657 elmex 1.1
2658     /*
2659     * Returns the value of op has an extra_field for key, or NULL.
2660     *
2661     * The argument doesn't need to be a shared string.
2662     *
2663     * The returned string is shared.
2664     */
2665 root 1.24 const char *
2666     get_ob_key_value (const object *op, const char *const key)
2667     {
2668 root 1.35 key_value *link;
2669     shstr_cmp canonical_key (key);
2670 root 1.24
2671 root 1.35 if (!canonical_key)
2672 root 1.24 {
2673     /* 1. There being a field named key on any object
2674     * implies there'd be a shared string to find.
2675     * 2. Since there isn't, no object has this field.
2676     * 3. Therefore, *this* object doesn't have this field.
2677     */
2678 root 1.35 return 0;
2679 elmex 1.1 }
2680    
2681 root 1.24 /* This is copied from get_ob_key_link() above -
2682     * only 4 lines, and saves the function call overhead.
2683     */
2684 root 1.35 for (link = op->key_values; link; link = link->next)
2685     if (link->key == canonical_key)
2686     return link->value;
2687    
2688     return 0;
2689 elmex 1.1 }
2690    
2691    
2692     /*
2693     * Updates the canonical_key in op to value.
2694     *
2695     * canonical_key is a shared string (value doesn't have to be).
2696     *
2697     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2698     * keys.
2699     *
2700     * Returns TRUE on success.
2701     */
2702 root 1.24 int
2703     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2704     {
2705     key_value *
2706     field = NULL, *last = NULL;
2707    
2708     for (field = op->key_values; field != NULL; field = field->next)
2709     {
2710     if (field->key != canonical_key)
2711     {
2712     last = field;
2713     continue;
2714     }
2715    
2716     if (value)
2717     field->value = value;
2718     else
2719     {
2720     /* Basically, if the archetype has this key set,
2721     * we need to store the null value so when we save
2722     * it, we save the empty value so that when we load,
2723     * we get this value back again.
2724     */
2725     if (get_ob_key_link (&op->arch->clone, canonical_key))
2726     field->value = 0;
2727     else
2728     {
2729     if (last)
2730     last->next = field->next;
2731     else
2732     op->key_values = field->next;
2733    
2734 root 1.29 delete field;
2735 root 1.24 }
2736     }
2737     return TRUE;
2738     }
2739     /* IF we get here, key doesn't exist */
2740    
2741     /* No field, we'll have to add it. */
2742    
2743     if (!add_key)
2744     {
2745     return FALSE;
2746     }
2747     /* There isn't any good reason to store a null
2748     * value in the key/value list. If the archetype has
2749     * this key, then we should also have it, so shouldn't
2750     * be here. If user wants to store empty strings,
2751     * should pass in ""
2752     */
2753     if (value == NULL)
2754 elmex 1.1 return TRUE;
2755 root 1.24
2756     field = new key_value;
2757    
2758     field->key = canonical_key;
2759     field->value = value;
2760     /* Usual prepend-addition. */
2761     field->next = op->key_values;
2762     op->key_values = field;
2763    
2764     return TRUE;
2765 elmex 1.1 }
2766    
2767     /*
2768     * Updates the key in op to value.
2769     *
2770     * If add_key is FALSE, this will only update existing keys,
2771     * and not add new ones.
2772     * In general, should be little reason FALSE is ever passed in for add_key
2773     *
2774     * Returns TRUE on success.
2775     */
2776 root 1.24 int
2777     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2778 root 1.11 {
2779 root 1.29 shstr key_ (key);
2780 root 1.24
2781 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2782 elmex 1.1 }
2783 root 1.31
2784 root 1.34 object::depth_iterator::depth_iterator (object *container)
2785     : iterator_base (container)
2786     {
2787     while (item->inv)
2788     item = item->inv;
2789     }
2790    
2791 root 1.31 void
2792 root 1.34 object::depth_iterator::next ()
2793 root 1.31 {
2794 root 1.34 if (item->below)
2795     {
2796     item = item->below;
2797    
2798     while (item->inv)
2799     item = item->inv;
2800     }
2801 root 1.31 else
2802 root 1.34 item = item->env;
2803 root 1.31 }
2804 root 1.34
2805 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2806     const char *
2807     object::debug_desc (char *info) const
2808     {
2809     char info2[256 * 3];
2810     char *p = info;
2811    
2812     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2813     count,
2814     &name,
2815     title ? " " : "",
2816     title ? (const char *)title : "");
2817    
2818     if (env)
2819     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2820    
2821     if (map)
2822     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2823    
2824     return info;
2825     }
2826    
2827     const char *
2828     object::debug_desc () const
2829     {
2830     static char info[256 * 3];
2831     return debug_desc (info);
2832     }
2833