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/cvs/deliantra/server/common/object.C
Revision: 1.54
Committed: Fri Nov 17 19:40:53 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.53: +3 -5 lines
Log Message:
* remove arch.h
* use refcounting for archetypes
* cleanup
* strat of generic garbage collector

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 root 1.54 for (object *op = object::first; op; op = op->next)
418 root 1.24 if (op->count == i)
419 root 1.54 return op;
420 root 1.48
421 root 1.54 return 0;
422 elmex 1.1 }
423    
424     /*
425     * Returns the first object which has a name equal to the argument.
426     * Used only by the patch command, but not all that useful.
427     * Enables features like "patch <name-of-other-player> food 999"
428     */
429    
430 root 1.24 object *
431     find_object_name (const char *str)
432     {
433 root 1.35 shstr_cmp str_ (str);
434 elmex 1.1 object *op;
435 root 1.24
436 root 1.45 for (op = object::first; op != NULL; op = op->next)
437 root 1.35 if (op->name == str_)
438 elmex 1.1 break;
439 root 1.11
440 elmex 1.1 return op;
441     }
442    
443 root 1.24 void
444     free_all_object_data ()
445 root 1.14 {
446     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447 elmex 1.1 }
448    
449     /*
450     * Sets the owner and sets the skill and exp pointers to owner's current
451     * skill and experience objects.
452     */
453 root 1.24 void
454 root 1.30 object::set_owner (object *owner)
455 elmex 1.1 {
456 root 1.30 if (!owner)
457 root 1.24 return;
458    
459     /* next line added to allow objects which own objects */
460     /* Add a check for ownercounts in here, as I got into an endless loop
461     * with the fireball owning a poison cloud which then owned the
462     * fireball. I believe that was caused by one of the objects getting
463     * freed and then another object replacing it. Since the ownercounts
464     * didn't match, this check is valid and I believe that cause is valid.
465     */
466 root 1.30 while (owner->owner)
467 root 1.24 owner = owner->owner;
468 elmex 1.1
469 root 1.30 this->owner = owner;
470 elmex 1.1 }
471    
472     /* Zero the key_values on op, decrementing the shared-string
473     * refcounts and freeing the links.
474     */
475 root 1.24 static void
476     free_key_values (object *op)
477 root 1.11 {
478 root 1.24 for (key_value *i = op->key_values; i != 0;)
479 root 1.11 {
480     key_value *next = i->next;
481     delete i;
482 root 1.24
483 root 1.11 i = next;
484 elmex 1.1 }
485 root 1.24
486 root 1.11 op->key_values = 0;
487 elmex 1.1 }
488    
489 root 1.14 void object::clear ()
490     {
491     attachable_base::clear ();
492    
493     free_key_values (this);
494    
495 root 1.30 owner = 0;
496 root 1.24 name = 0;
497     name_pl = 0;
498     title = 0;
499     race = 0;
500     slaying = 0;
501     skill = 0;
502     msg = 0;
503     lore = 0;
504     custom_name = 0;
505 root 1.14 materialname = 0;
506 root 1.30 contr = 0;
507     below = 0;
508     above = 0;
509     inv = 0;
510     container = 0;
511     env = 0;
512     more = 0;
513     head = 0;
514     map = 0;
515     active_next = 0;
516     active_prev = 0;
517 root 1.14
518 root 1.30 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519 root 1.14
520     SET_FLAG (this, FLAG_REMOVED);
521 root 1.30
522     /* What is not cleared is next, prev, and count */
523    
524     expmul = 1.0;
525     face = blank_face;
526    
527     if (settings.casting_time)
528     casting_time = -1;
529 root 1.14 }
530    
531     void object::clone (object *destination)
532     {
533 root 1.30 *(object_copy *)destination = *this;
534     *(object_pod *)destination = *this;
535 root 1.14
536     if (self || cb)
537     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538     }
539    
540 elmex 1.1 /*
541     * copy object first frees everything allocated by the second object,
542     * and then copies the contends of the first object into the second
543     * object, allocating what needs to be allocated. Basically, any
544     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545     * if the first object is freed, the pointers in the new object
546     * will point at garbage.
547     */
548 root 1.24 void
549     copy_object (object *op2, object *op)
550 root 1.11 {
551 root 1.24 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 root 1.14 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553 root 1.11
554     op2->clone (op);
555    
556 root 1.24 if (is_freed)
557     SET_FLAG (op, FLAG_FREED);
558     if (is_removed)
559     SET_FLAG (op, FLAG_REMOVED);
560 elmex 1.1
561 root 1.11 if (op2->speed < 0)
562 root 1.24 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 elmex 1.1
564 root 1.11 /* Copy over key_values, if any. */
565 root 1.23 if (op2->key_values)
566 root 1.14 {
567 root 1.23 key_value *tail = 0;
568 root 1.11 key_value *i;
569 elmex 1.1
570 root 1.23 op->key_values = 0;
571 elmex 1.1
572 root 1.23 for (i = op2->key_values; i; i = i->next)
573 root 1.11 {
574     key_value *new_link = new key_value;
575 root 1.8
576 root 1.24 new_link->next = 0;
577     new_link->key = i->key;
578 root 1.11 new_link->value = i->value;
579    
580     /* Try and be clever here, too. */
581 root 1.23 if (!op->key_values)
582 root 1.11 {
583     op->key_values = new_link;
584     tail = new_link;
585 root 1.8 }
586 root 1.11 else
587     {
588     tail->next = new_link;
589     tail = new_link;
590     }
591 root 1.14 }
592     }
593 root 1.2
594 root 1.11 update_ob_speed (op);
595 elmex 1.1 }
596    
597     /*
598     * If an object with the IS_TURNABLE() flag needs to be turned due
599     * to the closest player being on the other side, this function can
600     * be called to update the face variable, _and_ how it looks on the map.
601     */
602    
603 root 1.24 void
604     update_turn_face (object *op)
605     {
606     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
607     return;
608     SET_ANIMATION (op, op->direction);
609     update_object (op, UP_OBJ_FACE);
610 elmex 1.1 }
611    
612     /*
613     * Updates the speed of an object. If the speed changes from 0 to another
614     * value, or vice versa, then add/remove the object from the active list.
615     * This function needs to be called whenever the speed of an object changes.
616     */
617 root 1.24 void
618     update_ob_speed (object *op)
619     {
620     extern int arch_init;
621 elmex 1.1
622 root 1.24 /* No reason putting the archetypes objects on the speed list,
623     * since they never really need to be updated.
624     */
625 elmex 1.1
626 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627     {
628     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
629 elmex 1.1 #ifdef MANY_CORES
630 root 1.24 abort ();
631 elmex 1.1 #else
632 root 1.24 op->speed = 0;
633 elmex 1.1 #endif
634     }
635 root 1.31
636 root 1.24 if (arch_init)
637 root 1.31 return;
638    
639 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640     {
641     /* If already on active list, don't do anything */
642     if (op->active_next || op->active_prev || op == active_objects)
643 root 1.8 return;
644 root 1.24
645     /* process_events() expects us to insert the object at the beginning
646     * of the list. */
647     op->active_next = active_objects;
648 root 1.31
649 root 1.24 if (op->active_next != NULL)
650     op->active_next->active_prev = op;
651 root 1.31
652 root 1.24 active_objects = op;
653 elmex 1.1 }
654 root 1.24 else
655     {
656     /* If not on the active list, nothing needs to be done */
657     if (!op->active_next && !op->active_prev && op != active_objects)
658     return;
659    
660     if (op->active_prev == NULL)
661     {
662     active_objects = op->active_next;
663 root 1.31
664 root 1.24 if (op->active_next != NULL)
665     op->active_next->active_prev = NULL;
666 root 1.8 }
667 root 1.24 else
668     {
669     op->active_prev->active_next = op->active_next;
670 root 1.31
671 root 1.24 if (op->active_next)
672     op->active_next->active_prev = op->active_prev;
673     }
674 root 1.31
675 root 1.24 op->active_next = NULL;
676     op->active_prev = NULL;
677 elmex 1.1 }
678     }
679    
680     /* This function removes object 'op' from the list of active
681     * objects.
682     * This should only be used for style maps or other such
683     * reference maps where you don't want an object that isn't
684     * in play chewing up cpu time getting processed.
685     * The reverse of this is to call update_ob_speed, which
686     * will do the right thing based on the speed of the object.
687     */
688 root 1.24 void
689     remove_from_active_list (object *op)
690 elmex 1.1 {
691 root 1.24 /* If not on the active list, nothing needs to be done */
692     if (!op->active_next && !op->active_prev && op != active_objects)
693     return;
694 elmex 1.1
695 root 1.24 if (op->active_prev == NULL)
696     {
697     active_objects = op->active_next;
698     if (op->active_next != NULL)
699     op->active_next->active_prev = NULL;
700 elmex 1.1 }
701 root 1.24 else
702     {
703     op->active_prev->active_next = op->active_next;
704     if (op->active_next)
705     op->active_next->active_prev = op->active_prev;
706 elmex 1.1 }
707 root 1.24 op->active_next = NULL;
708     op->active_prev = NULL;
709 elmex 1.1 }
710    
711     /*
712     * update_object() updates the array which represents the map.
713     * It takes into account invisible objects (and represent squares covered
714     * by invisible objects by whatever is below them (unless it's another
715     * invisible object, etc...)
716     * If the object being updated is beneath a player, the look-window
717     * of that player is updated (this might be a suboptimal way of
718     * updating that window, though, since update_object() is called _often_)
719     *
720     * action is a hint of what the caller believes need to be done.
721     * For example, if the only thing that has changed is the face (due to
722     * an animation), we don't need to call update_position until that actually
723     * comes into view of a player. OTOH, many other things, like addition/removal
724     * of walls or living creatures may need us to update the flags now.
725     * current action are:
726     * UP_OBJ_INSERT: op was inserted
727     * UP_OBJ_REMOVE: op was removed
728     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729     * as that is easier than trying to look at what may have changed.
730     * UP_OBJ_FACE: only the objects face has changed.
731     */
732    
733 root 1.24 void
734     update_object (object *op, int action)
735     {
736     int update_now = 0, flags;
737     MoveType move_on, move_off, move_block, move_slow;
738    
739     if (op == NULL)
740     {
741     /* this should never happen */
742     LOG (llevDebug, "update_object() called for NULL object.\n");
743     return;
744 elmex 1.1 }
745 root 1.24
746     if (op->env != NULL)
747     {
748     /* Animation is currently handled by client, so nothing
749     * to do in this case.
750     */
751     return;
752 elmex 1.1 }
753    
754 root 1.24 /* If the map is saving, don't do anything as everything is
755     * going to get freed anyways.
756     */
757     if (!op->map || op->map->in_memory == MAP_SAVING)
758     return;
759    
760     /* make sure the object is within map boundaries */
761     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
762     {
763     LOG (llevError, "update_object() called for object out of map!\n");
764 elmex 1.1 #ifdef MANY_CORES
765 root 1.24 abort ();
766 elmex 1.1 #endif
767 root 1.24 return;
768 elmex 1.1 }
769    
770 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
771     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 elmex 1.1
777 root 1.24 if (action == UP_OBJ_INSERT)
778     {
779     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
780     update_now = 1;
781    
782     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
783     update_now = 1;
784 elmex 1.1
785 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
786     update_now = 1;
787 elmex 1.1
788 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789     update_now = 1;
790 elmex 1.1
791 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792     update_now = 1;
793 root 1.20
794 root 1.24 if ((move_on | op->move_on) != move_on)
795     update_now = 1;
796 root 1.20
797 root 1.24 if ((move_off | op->move_off) != move_off)
798     update_now = 1;
799 root 1.20
800 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
801     * to have move_allow right now.
802     */
803     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
804     update_now = 1;
805 root 1.20
806 root 1.24 if ((move_slow | op->move_slow) != move_slow)
807     update_now = 1;
808     }
809     /* if the object is being removed, we can't make intelligent
810     * decisions, because remove_ob can't really pass the object
811     * that is being removed.
812     */
813     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 root 1.27 update_now = 1;
815 root 1.24 else if (action == UP_OBJ_FACE)
816 root 1.29 /* Nothing to do for that case */ ;
817 root 1.24 else
818 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 elmex 1.1
820 root 1.24 if (update_now)
821     {
822     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823     update_position (op->map, op->x, op->y);
824 elmex 1.1 }
825    
826 root 1.24 if (op->more != NULL)
827     update_object (op->more, action);
828 elmex 1.1 }
829    
830 root 1.45 object::vector object::mortals;
831     object::vector object::objects; // not yet used
832     object *object::first;
833 root 1.21
834     void object::free_mortals ()
835     {
836 root 1.45 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 root 1.30 if ((*i)->refcnt)
838     ++i; // further delay freeing
839     else
840 root 1.25 {
841 root 1.40 delete *i;
842 root 1.25 mortals.erase (i);
843     }
844 root 1.30
845 root 1.42 static int lastmortals = 0;//D
846    
847 root 1.51 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 root 1.42 {
849     lastmortals = mortals.size ();//D
850     LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851     }
852 root 1.21 }
853    
854     object::object ()
855     {
856 root 1.22 SET_FLAG (this, FLAG_REMOVED);
857    
858     expmul = 1.0;
859     face = blank_face;
860     }
861    
862     object::~object ()
863     {
864     free_key_values (this);
865     }
866    
867 root 1.24 void object::link ()
868 root 1.22 {
869 root 1.21 count = ++ob_count;
870 root 1.41 uuid = gen_uuid ();
871 root 1.21
872     prev = 0;
873 root 1.45 next = object::first;
874 root 1.21
875 root 1.45 if (object::first)
876     object::first->prev = this;
877 root 1.21
878 root 1.45 object::first = this;
879 root 1.21 }
880    
881 root 1.24 void object::unlink ()
882 root 1.21 {
883 root 1.45 if (this == object::first)
884     object::first = next;
885 root 1.38
886 root 1.22 /* Remove this object from the list of used objects */
887 root 1.41 if (prev) prev->next = next;
888     if (next) next->prev = prev;
889 root 1.25
890 root 1.41 prev = 0;
891     next = 0;
892 root 1.24 }
893 root 1.21
894     object *object::create ()
895     {
896 root 1.42 object *op = new object;
897 root 1.22 op->link ();
898     return op;
899 root 1.21 }
900 elmex 1.1
901     /*
902     * free_object() frees everything allocated by an object, removes
903     * it from the list of used objects, and puts it on the list of
904     * free objects. The IS_FREED() flag is set in the object.
905     * The object must have been removed by remove_ob() first for
906     * this function to succeed.
907     *
908 root 1.52 * If destroy_inventory is set, free inventory as well. Else drop items in
909 elmex 1.1 * inventory to the ground.
910     */
911 root 1.52 void object::destroy (bool destroy_inventory)
912 root 1.14 {
913 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
914     return;
915    
916 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
917     remove_friendly_object (this);
918    
919 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 root 1.29 remove_ob (this);
921 root 1.14
922 root 1.29 SET_FLAG (this, FLAG_FREED);
923 root 1.14
924 root 1.21 if (more)
925 root 1.14 {
926 root 1.52 more->destroy (destroy_inventory);
927 root 1.21 more = 0;
928 elmex 1.1 }
929    
930 root 1.21 if (inv)
931 root 1.14 {
932     /* Only if the space blocks everything do we not process -
933 root 1.17 * if some form of movement is allowed, let objects
934 root 1.14 * drop on that space.
935     */
936 root 1.52 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
937 root 1.24 {
938 root 1.29 object *op = inv;
939 root 1.24
940     while (op)
941     {
942 root 1.29 object *tmp = op->below;
943 root 1.52 op->destroy (destroy_inventory);
944 root 1.24 op = tmp;
945     }
946     }
947 root 1.14 else
948 root 1.24 { /* Put objects in inventory onto this space */
949 root 1.29 object *op = inv;
950 root 1.24
951     while (op)
952     {
953 root 1.29 object *tmp = op->below;
954 root 1.14
955 root 1.24 remove_ob (op);
956    
957     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
959     free_object (op);
960     else
961     {
962     op->x = x;
963     op->y = y;
964     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965     }
966    
967     op = tmp;
968     }
969     }
970 root 1.14 }
971    
972 root 1.44 // clear those pointers that likely might have circular references to us
973     owner = 0;
974     enemy = 0;
975     attacked_by = 0;
976 root 1.25
977 root 1.52 // only relevant for players(?), but make sure of it anyways
978     contr = 0;
979    
980 root 1.14 /* Remove object from the active list */
981 root 1.21 speed = 0;
982     update_ob_speed (this);
983 elmex 1.1
984 root 1.22 unlink ();
985    
986 root 1.21 mortals.push_back (this);
987 elmex 1.1 }
988    
989     /*
990     * sub_weight() recursively (outwards) subtracts a number from the
991     * weight of an object (and what is carried by it's environment(s)).
992     */
993    
994 root 1.24 void
995     sub_weight (object *op, signed long weight)
996     {
997     while (op != NULL)
998     {
999     if (op->type == CONTAINER)
1000 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1001    
1002 root 1.24 op->carrying -= weight;
1003     op = op->env;
1004 elmex 1.1 }
1005     }
1006    
1007     /* remove_ob(op):
1008     * This function removes the object op from the linked list of objects
1009     * which it is currently tied to. When this function is done, the
1010     * object will have no environment. If the object previously had an
1011     * environment, the x and y coordinates will be updated to
1012     * the previous environment.
1013     * Beware: This function is called from the editor as well!
1014     */
1015    
1016 root 1.24 void
1017     remove_ob (object *op)
1018     {
1019 root 1.45 object *tmp, *last = 0;
1020     object *otmp;
1021 root 1.26
1022 root 1.45 int check_walk_off;
1023 root 1.49 maptile *m;
1024 root 1.24
1025 root 1.45 sint16 x, y;
1026 root 1.24
1027     if (QUERY_FLAG (op, FLAG_REMOVED))
1028 root 1.29 return;
1029 root 1.24
1030 root 1.29 SET_FLAG (op, FLAG_REMOVED);
1031 root 1.26
1032 root 1.24 if (op->more != NULL)
1033     remove_ob (op->more);
1034    
1035     /*
1036     * In this case, the object to be removed is in someones
1037     * inventory.
1038     */
1039     if (op->env != NULL)
1040     {
1041     if (op->nrof)
1042     sub_weight (op->env, op->weight * op->nrof);
1043     else
1044     sub_weight (op->env, op->weight + op->carrying);
1045    
1046     /* NO_FIX_PLAYER is set when a great many changes are being
1047     * made to players inventory. If set, avoiding the call
1048     * to save cpu time.
1049     */
1050     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1051     fix_player (otmp);
1052    
1053     if (op->above != NULL)
1054     op->above->below = op->below;
1055     else
1056     op->env->inv = op->below;
1057    
1058     if (op->below != NULL)
1059     op->below->above = op->above;
1060    
1061     /* we set up values so that it could be inserted into
1062     * the map, but we don't actually do that - it is up
1063     * to the caller to decide what we want to do.
1064     */
1065     op->x = op->env->x, op->y = op->env->y;
1066     op->map = op->env->map;
1067     op->above = NULL, op->below = NULL;
1068     op->env = NULL;
1069     }
1070 root 1.29 else if (op->map)
1071     {
1072     x = op->x;
1073     y = op->y;
1074     m = get_map_from_coord (op->map, &x, &y);
1075    
1076     if (!m)
1077     {
1078     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1079     op->map->path, op->x, op->y);
1080     /* in old days, we used to set x and y to 0 and continue.
1081     * it seems if we get into this case, something is probablye
1082     * screwed up and should be fixed.
1083     */
1084     abort ();
1085     }
1086 root 1.24
1087 root 1.29 if (op->map != m)
1088     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089     op->map->path, m->path, op->x, op->y, x, y);
1090 root 1.24
1091 root 1.29 /* Re did the following section of code - it looks like it had
1092     * lots of logic for things we no longer care about
1093 root 1.24 */
1094 elmex 1.1
1095 root 1.29 /* link the object above us */
1096     if (op->above)
1097     op->above->below = op->below;
1098     else
1099     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1100 root 1.24
1101 root 1.29 /* Relink the object below us, if there is one */
1102     if (op->below)
1103     op->below->above = op->above;
1104     else
1105     {
1106     /* Nothing below, which means we need to relink map object for this space
1107     * use translated coordinates in case some oddness with map tiling is
1108     * evident
1109     */
1110     if (GET_MAP_OB (m, x, y) != op)
1111     {
1112 root 1.53 char *dump = dump_object (op);
1113 root 1.29 LOG (llevError,
1114 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);
1115     free (dump);
1116     dump = dump_object (GET_MAP_OB (m, x, y));
1117     LOG (llevError, "%s\n", dump);
1118     free (dump);
1119 root 1.29 }
1120 elmex 1.1
1121 root 1.29 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1122 root 1.8 }
1123 root 1.26
1124 root 1.29 op->above = 0;
1125     op->below = 0;
1126 root 1.26
1127 root 1.29 if (op->map->in_memory == MAP_SAVING)
1128     return;
1129 elmex 1.1
1130 root 1.29 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1131 elmex 1.1
1132 root 1.29 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1133 root 1.24 {
1134 root 1.29 /* No point updating the players look faces if he is the object
1135     * being removed.
1136 root 1.24 */
1137 root 1.29
1138     if (tmp->type == PLAYER && tmp != op)
1139 root 1.24 {
1140 root 1.29 /* If a container that the player is currently using somehow gets
1141     * removed (most likely destroyed), update the player view
1142     * appropriately.
1143     */
1144     if (tmp->container == op)
1145     {
1146     CLEAR_FLAG (op, FLAG_APPLIED);
1147     tmp->container = NULL;
1148     }
1149    
1150     tmp->contr->socket.update_look = 1;
1151 root 1.8 }
1152 root 1.26
1153 root 1.29 /* See if player moving off should effect something */
1154 root 1.50 if (check_walk_off
1155     && ((op->move_type & tmp->move_off)
1156     && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 root 1.29 {
1158     move_apply (tmp, op, NULL);
1159 root 1.24
1160 root 1.50 if (op->destroyed ())
1161     LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 root 1.8 }
1163    
1164 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1165    
1166     if (tmp->above == tmp)
1167     tmp->above = NULL;
1168 root 1.8
1169 root 1.29 last = tmp;
1170     }
1171 root 1.26
1172 root 1.29 /* last == NULL of there are no objects on this space */
1173     if (last == NULL)
1174     {
1175     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1176     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1177     * those out anyways, and if there are any flags set right now, they won't
1178     * be correct anyways.
1179     */
1180     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1181     update_position (op->map, op->x, op->y);
1182     }
1183     else
1184     update_object (last, UP_OBJ_REMOVE);
1185 root 1.26
1186 root 1.29 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1187     update_all_los (op->map, op->x, op->y);
1188 elmex 1.1 }
1189     }
1190    
1191     /*
1192     * merge_ob(op,top):
1193     *
1194     * This function goes through all objects below and including top, and
1195     * merges op to the first matching object.
1196     * If top is NULL, it is calculated.
1197     * Returns pointer to object if it succeded in the merge, otherwise NULL
1198     */
1199 root 1.24 object *
1200     merge_ob (object *op, object *top)
1201     {
1202     if (!op->nrof)
1203 elmex 1.1 return 0;
1204 root 1.29
1205 root 1.24 if (top == NULL)
1206     for (top = op; top != NULL && top->above != NULL; top = top->above);
1207 root 1.29
1208 root 1.24 for (; top != NULL; top = top->below)
1209 elmex 1.1 {
1210 root 1.24 if (top == op)
1211     continue;
1212     if (CAN_MERGE (op, top))
1213     {
1214     top->nrof += op->nrof;
1215    
1216 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1217 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1218     remove_ob (op);
1219     free_object (op);
1220     return top;
1221     }
1222 elmex 1.1 }
1223 root 1.29
1224 root 1.45 return 0;
1225 elmex 1.1 }
1226    
1227     /*
1228     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1229     * job preparing multi-part monsters
1230     */
1231 root 1.24 object *
1232 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1233 root 1.24 {
1234 root 1.29 object *tmp;
1235 root 1.24
1236     if (op->head)
1237     op = op->head;
1238 root 1.29
1239 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1240     {
1241     tmp->x = x + tmp->arch->clone.x;
1242     tmp->y = y + tmp->arch->clone.y;
1243 elmex 1.1 }
1244 root 1.29
1245 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1246 elmex 1.1 }
1247    
1248     /*
1249     * insert_ob_in_map (op, map, originator, flag):
1250     * This function inserts the object in the two-way linked list
1251     * which represents what is on a map.
1252     * The second argument specifies the map, and the x and y variables
1253     * in the object about to be inserted specifies the position.
1254     *
1255     * originator: Player, monster or other object that caused 'op' to be inserted
1256     * into 'map'. May be NULL.
1257     *
1258     * flag is a bitmask about special things to do (or not do) when this
1259     * function is called. see the object.h file for the INS_ values.
1260     * Passing 0 for flag gives proper default values, so flag really only needs
1261     * to be set if special handling is needed.
1262     *
1263     * Return value:
1264     * new object if 'op' was merged with other object
1265     * NULL if 'op' was destroyed
1266     * just 'op' otherwise
1267     */
1268    
1269 root 1.24 object *
1270 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271 elmex 1.1 {
1272 root 1.25 object *tmp, *top, *floor = NULL;
1273     sint16 x, y;
1274 elmex 1.1
1275 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1276     {
1277     LOG (llevError, "Trying to insert freed object!\n");
1278     return NULL;
1279     }
1280 root 1.25
1281 root 1.24 if (m == NULL)
1282     {
1283 root 1.53 char *dump = dump_object (op);
1284     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1285     free (dump);
1286 root 1.24 return op;
1287 elmex 1.1 }
1288 root 1.25
1289 root 1.24 if (out_of_map (m, op->x, op->y))
1290     {
1291 root 1.53 char *dump = dump_object (op);
1292     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1293 elmex 1.1 #ifdef MANY_CORES
1294 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1295     * is likely to cause a crash. Better to find out where it is getting
1296     * improperly inserted.
1297     */
1298     abort ();
1299 elmex 1.1 #endif
1300 root 1.53 free (dump);
1301 root 1.24 return op;
1302 elmex 1.1 }
1303 root 1.25
1304 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1305     {
1306 root 1.53 char *dump = dump_object (op);
1307     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1308     free (dump);
1309 root 1.24 return op;
1310     }
1311 root 1.25
1312 root 1.24 if (op->more != NULL)
1313     {
1314     /* The part may be on a different map. */
1315    
1316 root 1.26 object *more = op->more;
1317 root 1.24
1318     /* We really need the caller to normalize coordinates - if
1319     * we set the map, that doesn't work if the location is within
1320     * a map and this is straddling an edge. So only if coordinate
1321     * is clear wrong do we normalize it.
1322     */
1323     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1324 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1325 root 1.24 else if (!more->map)
1326     {
1327     /* For backwards compatibility - when not dealing with tiled maps,
1328     * more->map should always point to the parent.
1329     */
1330     more->map = m;
1331     }
1332    
1333     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1334     {
1335     if (!op->head)
1336     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1337 root 1.26
1338 root 1.24 return NULL;
1339 root 1.8 }
1340 root 1.24 }
1341 root 1.25
1342 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1343 root 1.8
1344 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1345     * of areas of callers (eg, anything that uses find_free_spot would now
1346     * need extra work
1347     */
1348     op->map = get_map_from_coord (m, &op->x, &op->y);
1349     x = op->x;
1350     y = op->y;
1351    
1352     /* this has to be done after we translate the coordinates.
1353     */
1354     if (op->nrof && !(flag & INS_NO_MERGE))
1355 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1356     if (CAN_MERGE (op, tmp))
1357     {
1358     op->nrof += tmp->nrof;
1359     remove_ob (tmp);
1360     free_object (tmp);
1361     }
1362 root 1.24
1363     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365 root 1.25
1366 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1367     CLEAR_FLAG (op, FLAG_NO_STEAL);
1368    
1369     if (flag & INS_BELOW_ORIGINATOR)
1370     {
1371     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1372     {
1373     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1374     abort ();
1375     }
1376 root 1.25
1377 root 1.24 op->above = originator;
1378     op->below = originator->below;
1379 root 1.25
1380 root 1.24 if (op->below)
1381     op->below->above = op;
1382     else
1383     SET_MAP_OB (op->map, op->x, op->y, op);
1384 root 1.25
1385 root 1.24 /* since *below* originator, no need to update top */
1386     originator->below = op;
1387 elmex 1.1 }
1388 root 1.24 else
1389     {
1390     /* If there are other objects, then */
1391     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1392     {
1393 root 1.25 object *last = NULL;
1394 root 1.24
1395     /*
1396     * If there are multiple objects on this space, we do some trickier handling.
1397     * We've already dealt with merging if appropriate.
1398     * Generally, we want to put the new object on top. But if
1399     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1400     * floor, we want to insert above that and no further.
1401     * Also, if there are spell objects on this space, we stop processing
1402     * once we get to them. This reduces the need to traverse over all of
1403     * them when adding another one - this saves quite a bit of cpu time
1404     * when lots of spells are cast in one area. Currently, it is presumed
1405     * that flying non pickable objects are spell objects.
1406     */
1407 elmex 1.1
1408 root 1.24 while (top != NULL)
1409     {
1410     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1411     floor = top;
1412 root 1.26
1413 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))
1414     {
1415     /* We insert above top, so we want this object below this */
1416     top = top->below;
1417     break;
1418     }
1419 root 1.26
1420 root 1.24 last = top;
1421     top = top->above;
1422     }
1423 root 1.26
1424 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1425     top = last;
1426 root 1.8
1427 root 1.24 /* We let update_position deal with figuring out what the space
1428     * looks like instead of lots of conditions here.
1429     * makes things faster, and effectively the same result.
1430     */
1431    
1432     /* Have object 'fall below' other objects that block view.
1433     * Unless those objects are exits, type 66
1434     * If INS_ON_TOP is used, don't do this processing
1435     * Need to find the object that in fact blocks view, otherwise
1436     * stacking is a bit odd.
1437     */
1438     if (!(flag & INS_ON_TOP) &&
1439     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1440     {
1441     for (last = top; last != floor; last = last->below)
1442     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443     break;
1444     /* Check to see if we found the object that blocks view,
1445     * and make sure we have a below pointer for it so that
1446     * we can get inserted below this one, which requires we
1447     * set top to the object below us.
1448     */
1449     if (last && last->below && last != floor)
1450     top = last->below;
1451 root 1.8 }
1452 root 1.24 } /* If objects on this space */
1453 root 1.25
1454 root 1.24 if (flag & INS_MAP_LOAD)
1455     top = GET_MAP_TOP (op->map, op->x, op->y);
1456 root 1.25
1457 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1458     top = floor;
1459    
1460     /* Top is the object that our object (op) is going to get inserted above.
1461     */
1462    
1463     /* First object on this space */
1464     if (!top)
1465     {
1466     op->above = GET_MAP_OB (op->map, op->x, op->y);
1467 root 1.25
1468 root 1.24 if (op->above)
1469     op->above->below = op;
1470 root 1.25
1471 root 1.24 op->below = NULL;
1472     SET_MAP_OB (op->map, op->x, op->y, op);
1473     }
1474     else
1475     { /* get inserted into the stack above top */
1476     op->above = top->above;
1477 root 1.25
1478 root 1.24 if (op->above)
1479     op->above->below = op;
1480 root 1.25
1481 root 1.24 op->below = top;
1482     top->above = op;
1483     }
1484 root 1.25
1485 root 1.24 if (op->above == NULL)
1486     SET_MAP_TOP (op->map, op->x, op->y, op);
1487     } /* else not INS_BELOW_ORIGINATOR */
1488 root 1.8
1489 root 1.24 if (op->type == PLAYER)
1490     op->contr->do_los = 1;
1491    
1492     /* If we have a floor, we know the player, if any, will be above
1493     * it, so save a few ticks and start from there.
1494     */
1495     if (!(flag & INS_MAP_LOAD))
1496     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1497 root 1.25 if (tmp->type == PLAYER)
1498     tmp->contr->socket.update_look = 1;
1499 root 1.24
1500     /* If this object glows, it may affect lighting conditions that are
1501     * visible to others on this map. But update_all_los is really
1502     * an inefficient way to do this, as it means los for all players
1503     * on the map will get recalculated. The players could very well
1504     * be far away from this change and not affected in any way -
1505     * this should get redone to only look for players within range,
1506     * or just updating the P_NEED_UPDATE for spaces within this area
1507     * of effect may be sufficient.
1508     */
1509     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1510     update_all_los (op->map, op->x, op->y);
1511    
1512     /* updates flags (blocked, alive, no magic, etc) for this map space */
1513     update_object (op, UP_OBJ_INSERT);
1514    
1515     /* Don't know if moving this to the end will break anything. However,
1516     * we want to have update_look set above before calling this.
1517     *
1518     * check_move_on() must be after this because code called from
1519     * check_move_on() depends on correct map flags (so functions like
1520     * blocked() and wall() work properly), and these flags are updated by
1521     * update_object().
1522     */
1523    
1524     /* if this is not the head or flag has been passed, don't check walk on status */
1525     if (!(flag & INS_NO_WALK_ON) && !op->head)
1526     {
1527     if (check_move_on (op, originator))
1528     return NULL;
1529 elmex 1.1
1530 root 1.24 /* If we are a multi part object, lets work our way through the check
1531     * walk on's.
1532     */
1533     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1534     if (check_move_on (tmp, originator))
1535     return NULL;
1536 elmex 1.1 }
1537 root 1.25
1538 root 1.24 return op;
1539 elmex 1.1 }
1540    
1541     /* this function inserts an object in the map, but if it
1542     * finds an object of its own type, it'll remove that one first.
1543     * op is the object to insert it under: supplies x and the map.
1544     */
1545 root 1.24 void
1546     replace_insert_ob_in_map (const char *arch_string, object *op)
1547     {
1548 root 1.29 object *
1549     tmp;
1550     object *
1551     tmp1;
1552 elmex 1.1
1553 root 1.24 /* first search for itself and remove any old instances */
1554 elmex 1.1
1555 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1556     {
1557     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1558     {
1559     remove_ob (tmp);
1560     free_object (tmp);
1561 root 1.8 }
1562 elmex 1.1 }
1563    
1564 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1565 elmex 1.1
1566 root 1.24 tmp1->x = op->x;
1567     tmp1->y = op->y;
1568     insert_ob_in_map (tmp1, op->map, op, 0);
1569     }
1570 elmex 1.1
1571     /*
1572     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1573     * is returned contains nr objects, and the remaining parts contains
1574     * the rest (or is removed and freed if that number is 0).
1575     * On failure, NULL is returned, and the reason put into the
1576     * global static errmsg array.
1577     */
1578    
1579 root 1.24 object *
1580     get_split_ob (object *orig_ob, uint32 nr)
1581     {
1582     object *
1583     newob;
1584     int
1585     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1586    
1587     if (orig_ob->nrof < nr)
1588     {
1589     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1590     return NULL;
1591     }
1592 root 1.29
1593 root 1.24 newob = object_create_clone (orig_ob);
1594 root 1.29
1595 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1596     {
1597     if (!is_removed)
1598     remove_ob (orig_ob);
1599     free_object2 (orig_ob, 1);
1600 elmex 1.1 }
1601 root 1.24 else if (!is_removed)
1602     {
1603     if (orig_ob->env != NULL)
1604     sub_weight (orig_ob->env, orig_ob->weight * nr);
1605     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1606     {
1607     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1608     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1609     return NULL;
1610 root 1.8 }
1611 elmex 1.1 }
1612 root 1.29
1613 root 1.24 newob->nrof = nr;
1614 elmex 1.1
1615 root 1.24 return newob;
1616 elmex 1.1 }
1617    
1618     /*
1619     * decrease_ob_nr(object, number) decreases a specified number from
1620     * the amount of an object. If the amount reaches 0, the object
1621     * is subsequently removed and freed.
1622     *
1623     * Return value: 'op' if something is left, NULL if the amount reached 0
1624     */
1625    
1626 root 1.24 object *
1627     decrease_ob_nr (object *op, uint32 i)
1628 elmex 1.1 {
1629 root 1.29 object *tmp;
1630     player *pl;
1631 elmex 1.1
1632 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1633     return op;
1634    
1635     if (i > op->nrof)
1636     i = op->nrof;
1637    
1638     if (QUERY_FLAG (op, FLAG_REMOVED))
1639 root 1.29 op->nrof -= i;
1640 root 1.24 else if (op->env != NULL)
1641     {
1642     /* is this object in the players inventory, or sub container
1643     * therein?
1644     */
1645     tmp = is_player_inv (op->env);
1646     /* nope. Is this a container the player has opened?
1647     * If so, set tmp to that player.
1648     * IMO, searching through all the players will mostly
1649     * likely be quicker than following op->env to the map,
1650     * and then searching the map for a player.
1651     */
1652     if (!tmp)
1653     {
1654     for (pl = first_player; pl; pl = pl->next)
1655     if (pl->ob->container == op->env)
1656     break;
1657     if (pl)
1658     tmp = pl->ob;
1659     else
1660     tmp = NULL;
1661     }
1662 elmex 1.1
1663 root 1.24 if (i < op->nrof)
1664     {
1665     sub_weight (op->env, op->weight * i);
1666     op->nrof -= i;
1667     if (tmp)
1668     {
1669     esrv_send_item (tmp, op);
1670 elmex 1.1 }
1671 root 1.24 }
1672     else
1673     {
1674     remove_ob (op);
1675     op->nrof = 0;
1676     if (tmp)
1677     {
1678     esrv_del_item (tmp->contr, op->count);
1679 elmex 1.1 }
1680     }
1681     }
1682 root 1.24 else
1683 elmex 1.1 {
1684 root 1.29 object *above = op->above;
1685 elmex 1.1
1686 root 1.24 if (i < op->nrof)
1687 root 1.29 op->nrof -= i;
1688 root 1.24 else
1689     {
1690     remove_ob (op);
1691     op->nrof = 0;
1692     }
1693 root 1.29
1694 root 1.24 /* Since we just removed op, op->above is null */
1695     for (tmp = above; tmp != NULL; tmp = tmp->above)
1696     if (tmp->type == PLAYER)
1697     {
1698     if (op->nrof)
1699     esrv_send_item (tmp, op);
1700     else
1701     esrv_del_item (tmp->contr, op->count);
1702     }
1703 elmex 1.1 }
1704    
1705 root 1.24 if (op->nrof)
1706 root 1.29 return op;
1707 root 1.24 else
1708     {
1709     free_object (op);
1710     return NULL;
1711 elmex 1.1 }
1712     }
1713    
1714     /*
1715     * add_weight(object, weight) adds the specified weight to an object,
1716     * and also updates how much the environment(s) is/are carrying.
1717     */
1718    
1719 root 1.24 void
1720     add_weight (object *op, signed long weight)
1721     {
1722     while (op != NULL)
1723     {
1724     if (op->type == CONTAINER)
1725 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1726    
1727 root 1.24 op->carrying += weight;
1728     op = op->env;
1729     }
1730 elmex 1.1 }
1731    
1732     /*
1733     * insert_ob_in_ob(op,environment):
1734     * This function inserts the object op in the linked list
1735     * inside the object environment.
1736     *
1737     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1738     * the inventory at the last position or next to other objects of the same
1739     * type.
1740     * Frank: Now sorted by type, archetype and magic!
1741     *
1742     * The function returns now pointer to inserted item, and return value can
1743     * be != op, if items are merged. -Tero
1744     */
1745    
1746 root 1.24 object *
1747     insert_ob_in_ob (object *op, object *where)
1748     {
1749     object *
1750     tmp, *
1751     otmp;
1752    
1753     if (!QUERY_FLAG (op, FLAG_REMOVED))
1754     {
1755 root 1.53 char *dump = dump_object (op);
1756     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757     free (dump);
1758 root 1.24 return op;
1759     }
1760 root 1.29
1761 root 1.24 if (where == NULL)
1762     {
1763 root 1.53 char *dump = dump_object (op);
1764     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765     free (dump);
1766 root 1.24 return op;
1767     }
1768 root 1.29
1769 root 1.24 if (where->head)
1770     {
1771     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1772     where = where->head;
1773     }
1774 root 1.29
1775 root 1.24 if (op->more)
1776     {
1777     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1778     return op;
1779     }
1780 root 1.29
1781 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1782     CLEAR_FLAG (op, FLAG_REMOVED);
1783     if (op->nrof)
1784     {
1785     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1786     if (CAN_MERGE (tmp, op))
1787     {
1788     /* return the original object and remove inserted object
1789     (client needs the original object) */
1790     tmp->nrof += op->nrof;
1791     /* Weight handling gets pretty funky. Since we are adding to
1792     * tmp->nrof, we need to increase the weight.
1793     */
1794     add_weight (where, op->weight * op->nrof);
1795     SET_FLAG (op, FLAG_REMOVED);
1796     free_object (op); /* free the inserted object */
1797     op = tmp;
1798     remove_ob (op); /* and fix old object's links */
1799     CLEAR_FLAG (op, FLAG_REMOVED);
1800     break;
1801     }
1802    
1803     /* I assume combined objects have no inventory
1804     * We add the weight - this object could have just been removed
1805     * (if it was possible to merge). calling remove_ob will subtract
1806     * the weight, so we need to add it in again, since we actually do
1807     * the linking below
1808     */
1809     add_weight (where, op->weight * op->nrof);
1810     }
1811     else
1812     add_weight (where, (op->weight + op->carrying));
1813 elmex 1.1
1814 root 1.24 otmp = is_player_inv (where);
1815     if (otmp && otmp->contr != NULL)
1816     {
1817     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1818     fix_player (otmp);
1819     }
1820 elmex 1.1
1821 root 1.24 op->map = NULL;
1822     op->env = where;
1823     op->above = NULL;
1824     op->below = NULL;
1825     op->x = 0, op->y = 0;
1826 elmex 1.1
1827     /* reset the light list and los of the players on the map */
1828 root 1.24 if ((op->glow_radius != 0) && where->map)
1829     {
1830 elmex 1.1 #ifdef DEBUG_LIGHTS
1831 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1832     #endif /* DEBUG_LIGHTS */
1833     if (MAP_DARKNESS (where->map))
1834     update_all_los (where->map, where->x, where->y);
1835     }
1836 elmex 1.1
1837     /* Client has no idea of ordering so lets not bother ordering it here.
1838     * It sure simplifies this function...
1839     */
1840 root 1.24 if (where->inv == NULL)
1841     where->inv = op;
1842     else
1843     {
1844 elmex 1.1 op->below = where->inv;
1845     op->below->above = op;
1846     where->inv = op;
1847 root 1.24 }
1848 elmex 1.1 return op;
1849     }
1850    
1851     /*
1852     * Checks if any objects has a move_type that matches objects
1853     * that effect this object on this space. Call apply() to process
1854     * these events.
1855     *
1856     * Any speed-modification due to SLOW_MOVE() of other present objects
1857     * will affect the speed_left of the object.
1858     *
1859     * originator: Player, monster or other object that caused 'op' to be inserted
1860     * into 'map'. May be NULL.
1861     *
1862     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1863     *
1864     * 4-21-95 added code to check if appropriate skill was readied - this will
1865     * permit faster movement by the player through this terrain. -b.t.
1866     *
1867     * MSW 2001-07-08: Check all objects on space, not just those below
1868     * object being inserted. insert_ob_in_map may not put new objects
1869     * on top.
1870     */
1871    
1872 root 1.24 int
1873     check_move_on (object *op, object *originator)
1874 elmex 1.1 {
1875 root 1.48 object *tmp;
1876 root 1.49 maptile *m = op->map;
1877 root 1.48 int x = op->x, y = op->y;
1878 root 1.26
1879 root 1.48 MoveType move_on, move_slow, move_block;
1880 root 1.24
1881     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1882     return 0;
1883    
1884     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1885     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1886     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1887    
1888     /* if nothing on this space will slow op down or be applied,
1889     * no need to do checking below. have to make sure move_type
1890     * is set, as lots of objects don't have it set - we treat that
1891     * as walking.
1892     */
1893     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1894     return 0;
1895 elmex 1.1
1896 root 1.24 /* This is basically inverse logic of that below - basically,
1897     * if the object can avoid the move on or slow move, they do so,
1898     * but can't do it if the alternate movement they are using is
1899     * blocked. Logic on this seems confusing, but does seem correct.
1900     */
1901     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1902     return 0;
1903    
1904     /* The objects have to be checked from top to bottom.
1905     * Hence, we first go to the top:
1906     */
1907    
1908     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1909     {
1910     /* Trim the search when we find the first other spell effect
1911     * this helps performance so that if a space has 50 spell objects,
1912     * we don't need to check all of them.
1913     */
1914     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1915     break;
1916     }
1917 root 1.26
1918     for (; tmp; tmp = tmp->below)
1919 root 1.24 {
1920     if (tmp == op)
1921     continue; /* Can't apply yourself */
1922 elmex 1.1
1923 root 1.24 /* Check to see if one of the movement types should be slowed down.
1924     * Second check makes sure that the movement types not being slowed
1925     * (~slow_move) is not blocked on this space - just because the
1926     * space doesn't slow down swimming (for example), if you can't actually
1927     * swim on that space, can't use it to avoid the penalty.
1928     */
1929     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1930     {
1931     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1932     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1933     {
1934 elmex 1.1
1935 root 1.29 float
1936     diff = tmp->move_slow_penalty * FABS (op->speed);
1937 elmex 1.1
1938 root 1.24 if (op->type == PLAYER)
1939 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1940     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1941     diff /= 4.0;
1942    
1943 root 1.24 op->speed_left -= diff;
1944 root 1.8 }
1945     }
1946 elmex 1.1
1947 root 1.24 /* Basically same logic as above, except now for actual apply. */
1948     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1949     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1950     {
1951 root 1.26 move_apply (tmp, op, originator);
1952 root 1.24
1953 root 1.48 if (op->destroyed ())
1954 root 1.24 return 1;
1955    
1956     /* what the person/creature stepped onto has moved the object
1957     * someplace new. Don't process any further - if we did,
1958     * have a feeling strange problems would result.
1959     */
1960     if (op->map != m || op->x != x || op->y != y)
1961     return 0;
1962 root 1.8 }
1963 elmex 1.1 }
1964 root 1.26
1965 root 1.24 return 0;
1966 elmex 1.1 }
1967    
1968     /*
1969     * present_arch(arch, map, x, y) searches for any objects with
1970     * a matching archetype at the given map and coordinates.
1971     * The first matching object is returned, or NULL if none.
1972     */
1973    
1974 root 1.24 object *
1975 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1976 root 1.24 {
1977     object *
1978     tmp;
1979    
1980     if (m == NULL || out_of_map (m, x, y))
1981     {
1982     LOG (llevError, "Present_arch called outside map.\n");
1983     return NULL;
1984     }
1985     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1986     if (tmp->arch == at)
1987 elmex 1.1 return tmp;
1988     return NULL;
1989     }
1990    
1991     /*
1992     * present(type, map, x, y) searches for any objects with
1993     * a matching type variable at the given map and coordinates.
1994     * The first matching object is returned, or NULL if none.
1995     */
1996    
1997 root 1.24 object *
1998 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1999 root 1.24 {
2000     object *
2001     tmp;
2002    
2003     if (out_of_map (m, x, y))
2004     {
2005     LOG (llevError, "Present called outside map.\n");
2006     return NULL;
2007     }
2008     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2009     if (tmp->type == type)
2010 elmex 1.1 return tmp;
2011     return NULL;
2012     }
2013    
2014     /*
2015     * present_in_ob(type, object) searches for any objects with
2016     * a matching type variable in the inventory of the given object.
2017     * The first matching object is returned, or NULL if none.
2018     */
2019    
2020 root 1.24 object *
2021     present_in_ob (unsigned char type, const object *op)
2022     {
2023     object *
2024     tmp;
2025    
2026     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027     if (tmp->type == type)
2028 elmex 1.1 return tmp;
2029     return NULL;
2030     }
2031    
2032     /*
2033     * present_in_ob (type, str, object) searches for any objects with
2034     * a matching type & name variable in the inventory of the given object.
2035     * The first matching object is returned, or NULL if none.
2036     * This is mostly used by spell effect code, so that we only
2037     * have one spell effect at a time.
2038     * type can be used to narrow the search - if type is set,
2039     * the type must also match. -1 can be passed for the type,
2040     * in which case the type does not need to pass.
2041     * str is the string to match against. Note that we match against
2042     * the object name, not the archetype name. this is so that the
2043     * spell code can use one object type (force), but change it's name
2044     * to be unique.
2045     */
2046    
2047 root 1.24 object *
2048     present_in_ob_by_name (int type, const char *str, const object *op)
2049     {
2050     object *
2051     tmp;
2052 elmex 1.1
2053 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2054     {
2055     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2056     return tmp;
2057 elmex 1.1 }
2058 root 1.24 return NULL;
2059 elmex 1.1 }
2060    
2061     /*
2062     * present_arch_in_ob(archetype, object) searches for any objects with
2063     * a matching archetype in the inventory of the given object.
2064     * The first matching object is returned, or NULL if none.
2065     */
2066    
2067 root 1.24 object *
2068     present_arch_in_ob (const archetype *at, const object *op)
2069     {
2070     object *
2071     tmp;
2072    
2073     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2074     if (tmp->arch == at)
2075 elmex 1.1 return tmp;
2076     return NULL;
2077     }
2078    
2079     /*
2080     * activate recursively a flag on an object inventory
2081     */
2082 root 1.24 void
2083     flag_inv (object *op, int flag)
2084     {
2085     object *
2086     tmp;
2087    
2088     if (op->inv)
2089     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090     {
2091     SET_FLAG (tmp, flag);
2092     flag_inv (tmp, flag);
2093 elmex 1.1 }
2094 root 1.24 } /*
2095     * desactivate recursively a flag on an object inventory
2096     */
2097     void
2098     unflag_inv (object *op, int flag)
2099     {
2100     object *
2101     tmp;
2102    
2103     if (op->inv)
2104     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2105     {
2106     CLEAR_FLAG (tmp, flag);
2107     unflag_inv (tmp, flag);
2108 elmex 1.1 }
2109     }
2110    
2111     /*
2112     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2113     * all it's inventory (recursively).
2114     * If checksums are used, a player will get set_cheat called for
2115     * him/her-self and all object carried by a call to this function.
2116     */
2117    
2118 root 1.24 void
2119     set_cheat (object *op)
2120     {
2121     SET_FLAG (op, FLAG_WAS_WIZ);
2122     flag_inv (op, FLAG_WAS_WIZ);
2123 elmex 1.1 }
2124    
2125     /*
2126     * find_free_spot(object, map, x, y, start, stop) will search for
2127     * a spot at the given map and coordinates which will be able to contain
2128     * the given object. start and stop specifies how many squares
2129     * to search (see the freearr_x/y[] definition).
2130     * It returns a random choice among the alternatives found.
2131     * start and stop are where to start relative to the free_arr array (1,9
2132     * does all 4 immediate directions). This returns the index into the
2133     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2134     * Note - this only checks to see if there is space for the head of the
2135     * object - if it is a multispace object, this should be called for all
2136     * pieces.
2137     * Note2: This function does correctly handle tiled maps, but does not
2138     * inform the caller. However, insert_ob_in_map will update as
2139     * necessary, so the caller shouldn't need to do any special work.
2140     * Note - updated to take an object instead of archetype - this is necessary
2141     * because arch_blocked (now ob_blocked) needs to know the movement type
2142     * to know if the space in question will block the object. We can't use
2143     * the archetype because that isn't correct if the monster has been
2144     * customized, changed states, etc.
2145     */
2146    
2147 root 1.24 int
2148 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2149 root 1.24 {
2150     int
2151     i,
2152     index = 0, flag;
2153     static int
2154     altern[SIZEOFFREE];
2155    
2156     for (i = start; i < stop; i++)
2157     {
2158     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2159     if (!flag)
2160     altern[index++] = i;
2161    
2162     /* Basically, if we find a wall on a space, we cut down the search size.
2163     * In this way, we won't return spaces that are on another side of a wall.
2164     * This mostly work, but it cuts down the search size in all directions -
2165     * if the space being examined only has a wall to the north and empty
2166     * spaces in all the other directions, this will reduce the search space
2167     * to only the spaces immediately surrounding the target area, and
2168     * won't look 2 spaces south of the target space.
2169     */
2170     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2171     stop = maxfree[i];
2172 elmex 1.1 }
2173 root 1.24 if (!index)
2174     return -1;
2175     return altern[RANDOM () % index];
2176 elmex 1.1 }
2177    
2178     /*
2179 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2180 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2181     * But it will return the first available spot, not a random choice.
2182     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2183     */
2184    
2185 root 1.24 int
2186 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2187 root 1.24 {
2188     int
2189     i;
2190    
2191     for (i = 0; i < SIZEOFFREE; i++)
2192     {
2193     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2194     return i;
2195 elmex 1.1 }
2196 root 1.24 return -1;
2197 elmex 1.1 }
2198    
2199     /*
2200     * The function permute(arr, begin, end) randomly reorders the array
2201     * arr[begin..end-1].
2202     */
2203 root 1.24 static void
2204     permute (int *arr, int begin, int end)
2205 elmex 1.1 {
2206 root 1.24 int
2207     i,
2208     j,
2209     tmp,
2210     len;
2211 elmex 1.1
2212 root 1.24 len = end - begin;
2213     for (i = begin; i < end; i++)
2214 elmex 1.1 {
2215 root 1.24 j = begin + RANDOM () % len;
2216 elmex 1.1
2217 root 1.24 tmp = arr[i];
2218     arr[i] = arr[j];
2219     arr[j] = tmp;
2220 elmex 1.1 }
2221     }
2222    
2223     /* new function to make monster searching more efficient, and effective!
2224     * This basically returns a randomized array (in the passed pointer) of
2225     * the spaces to find monsters. In this way, it won't always look for
2226     * monsters to the north first. However, the size of the array passed
2227     * covers all the spaces, so within that size, all the spaces within
2228     * the 3x3 area will be searched, just not in a predictable order.
2229     */
2230 root 1.24 void
2231     get_search_arr (int *search_arr)
2232 elmex 1.1 {
2233 root 1.24 int
2234     i;
2235 elmex 1.1
2236 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2237 elmex 1.1 {
2238 root 1.24 search_arr[i] = i;
2239 elmex 1.1 }
2240    
2241 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2242     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2243     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2244 elmex 1.1 }
2245    
2246     /*
2247     * find_dir(map, x, y, exclude) will search some close squares in the
2248     * given map at the given coordinates for live objects.
2249     * It will not considered the object given as exclude among possible
2250     * live objects.
2251     * It returns the direction toward the first/closest live object if finds
2252     * any, otherwise 0.
2253     * Perhaps incorrectly, but I'm making the assumption that exclude
2254     * is actually want is going to try and move there. We need this info
2255     * because we have to know what movement the thing looking to move
2256     * there is capable of.
2257     */
2258    
2259 root 1.24 int
2260 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2261 root 1.24 {
2262     int
2263     i,
2264     max = SIZEOFFREE, mflags;
2265 root 1.29
2266     sint16 nx, ny;
2267 root 1.24 object *
2268     tmp;
2269 root 1.49 maptile *
2270 root 1.24 mp;
2271 root 1.29
2272     MoveType blocked, move_type;
2273 root 1.24
2274     if (exclude && exclude->head)
2275     {
2276     exclude = exclude->head;
2277     move_type = exclude->move_type;
2278     }
2279     else
2280     {
2281     /* If we don't have anything, presume it can use all movement types. */
2282     move_type = MOVE_ALL;
2283     }
2284    
2285     for (i = 1; i < max; i++)
2286     {
2287     mp = m;
2288     nx = x + freearr_x[i];
2289     ny = y + freearr_y[i];
2290    
2291     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2292     if (mflags & P_OUT_OF_MAP)
2293     {
2294     max = maxfree[i];
2295     }
2296     else
2297     {
2298     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2299    
2300     if ((move_type & blocked) == move_type)
2301     {
2302     max = maxfree[i];
2303     }
2304     else if (mflags & P_IS_ALIVE)
2305     {
2306     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2307     {
2308     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2309     {
2310     break;
2311 root 1.8 }
2312     }
2313 root 1.24 if (tmp)
2314     {
2315     return freedir[i];
2316 root 1.8 }
2317     }
2318     }
2319 elmex 1.1 }
2320 root 1.24 return 0;
2321 elmex 1.1 }
2322    
2323     /*
2324     * distance(object 1, object 2) will return the square of the
2325     * distance between the two given objects.
2326     */
2327    
2328 root 1.24 int
2329     distance (const object *ob1, const object *ob2)
2330     {
2331     int
2332     i;
2333    
2334     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2335 elmex 1.1 return i;
2336     }
2337    
2338     /*
2339     * find_dir_2(delta-x,delta-y) will return a direction in which
2340     * an object which has subtracted the x and y coordinates of another
2341     * object, needs to travel toward it.
2342     */
2343    
2344 root 1.24 int
2345     find_dir_2 (int x, int y)
2346     {
2347     int
2348     q;
2349 elmex 1.1
2350 root 1.24 if (y)
2351     q = x * 100 / y;
2352 elmex 1.1 else if (x)
2353 root 1.24 q = -300 * x;
2354 elmex 1.1 else
2355     return 0;
2356    
2357 root 1.24 if (y > 0)
2358     {
2359     if (q < -242)
2360     return 3;
2361     if (q < -41)
2362     return 2;
2363     if (q < 41)
2364     return 1;
2365     if (q < 242)
2366     return 8;
2367     return 7;
2368     }
2369 elmex 1.1
2370     if (q < -242)
2371 root 1.24 return 7;
2372 elmex 1.1 if (q < -41)
2373 root 1.24 return 6;
2374 elmex 1.1 if (q < 41)
2375 root 1.24 return 5;
2376 elmex 1.1 if (q < 242)
2377 root 1.24 return 4;
2378 elmex 1.1
2379 root 1.24 return 3;
2380 elmex 1.1 }
2381    
2382     /*
2383     * absdir(int): Returns a number between 1 and 8, which represent
2384     * the "absolute" direction of a number (it actually takes care of
2385     * "overflow" in previous calculations of a direction).
2386     */
2387    
2388 root 1.24 int
2389     absdir (int d)
2390     {
2391     while (d < 1)
2392     d += 8;
2393     while (d > 8)
2394     d -= 8;
2395 elmex 1.1 return d;
2396     }
2397    
2398     /*
2399     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2400     * between two directions (which are expected to be absolute (see absdir())
2401     */
2402    
2403 root 1.24 int
2404     dirdiff (int dir1, int dir2)
2405     {
2406     int
2407     d;
2408    
2409     d = abs (dir1 - dir2);
2410     if (d > 4)
2411 elmex 1.1 d = 8 - d;
2412     return d;
2413     }
2414    
2415     /* peterm:
2416     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2417     * Basically, this is a table of directions, and what directions
2418     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2419     * This basically means that if direction is 15, then it could either go
2420     * direction 4, 14, or 16 to get back to where we are.
2421     * Moved from spell_util.c to object.c with the other related direction
2422     * functions.
2423     */
2424    
2425 root 1.24 int
2426     reduction_dir[SIZEOFFREE][3] = {
2427     {0, 0, 0}, /* 0 */
2428     {0, 0, 0}, /* 1 */
2429     {0, 0, 0}, /* 2 */
2430     {0, 0, 0}, /* 3 */
2431     {0, 0, 0}, /* 4 */
2432     {0, 0, 0}, /* 5 */
2433     {0, 0, 0}, /* 6 */
2434     {0, 0, 0}, /* 7 */
2435     {0, 0, 0}, /* 8 */
2436     {8, 1, 2}, /* 9 */
2437     {1, 2, -1}, /* 10 */
2438     {2, 10, 12}, /* 11 */
2439     {2, 3, -1}, /* 12 */
2440     {2, 3, 4}, /* 13 */
2441     {3, 4, -1}, /* 14 */
2442     {4, 14, 16}, /* 15 */
2443     {5, 4, -1}, /* 16 */
2444     {4, 5, 6}, /* 17 */
2445     {6, 5, -1}, /* 18 */
2446     {6, 20, 18}, /* 19 */
2447     {7, 6, -1}, /* 20 */
2448     {6, 7, 8}, /* 21 */
2449     {7, 8, -1}, /* 22 */
2450     {8, 22, 24}, /* 23 */
2451     {8, 1, -1}, /* 24 */
2452     {24, 9, 10}, /* 25 */
2453     {9, 10, -1}, /* 26 */
2454     {10, 11, -1}, /* 27 */
2455     {27, 11, 29}, /* 28 */
2456     {11, 12, -1}, /* 29 */
2457     {12, 13, -1}, /* 30 */
2458     {12, 13, 14}, /* 31 */
2459     {13, 14, -1}, /* 32 */
2460     {14, 15, -1}, /* 33 */
2461     {33, 15, 35}, /* 34 */
2462     {16, 15, -1}, /* 35 */
2463     {17, 16, -1}, /* 36 */
2464     {18, 17, 16}, /* 37 */
2465     {18, 17, -1}, /* 38 */
2466     {18, 19, -1}, /* 39 */
2467     {41, 19, 39}, /* 40 */
2468     {19, 20, -1}, /* 41 */
2469     {20, 21, -1}, /* 42 */
2470     {20, 21, 22}, /* 43 */
2471     {21, 22, -1}, /* 44 */
2472     {23, 22, -1}, /* 45 */
2473     {45, 47, 23}, /* 46 */
2474     {23, 24, -1}, /* 47 */
2475     {24, 9, -1}
2476     }; /* 48 */
2477 elmex 1.1
2478     /* Recursive routine to step back and see if we can
2479     * find a path to that monster that we found. If not,
2480     * we don't bother going toward it. Returns 1 if we
2481     * can see a direct way to get it
2482     * Modified to be map tile aware -.MSW
2483     */
2484    
2485 root 1.24
2486     int
2487 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2488 root 1.24 {
2489 root 1.29 sint16 dx, dy;
2490 root 1.24 int
2491     mflags;
2492    
2493     if (dir < 0)
2494     return 0; /* exit condition: invalid direction */
2495    
2496     dx = x + freearr_x[dir];
2497     dy = y + freearr_y[dir];
2498    
2499     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2500    
2501     /* This functional arguably was incorrect before - it was
2502     * checking for P_WALL - that was basically seeing if
2503     * we could move to the monster - this is being more
2504     * literal on if we can see it. To know if we can actually
2505     * move to the monster, we'd need the monster passed in or
2506     * at least its move type.
2507     */
2508     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2509     return 0;
2510    
2511     /* yes, can see. */
2512     if (dir < 9)
2513     return 1;
2514     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2515     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2516     }
2517    
2518    
2519    
2520 elmex 1.1 /*
2521     * can_pick(picker, item): finds out if an object is possible to be
2522     * picked up by the picker. Returnes 1 if it can be
2523     * picked up, otherwise 0.
2524     *
2525     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2526     * core dumps if they do.
2527     *
2528     * Add a check so we can't pick up invisible objects (0.93.8)
2529     */
2530    
2531 root 1.24 int
2532     can_pick (const object *who, const object *item)
2533     {
2534     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2535     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2536     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2537 elmex 1.1 }
2538    
2539    
2540     /*
2541     * create clone from object to another
2542     */
2543 root 1.24 object *
2544     object_create_clone (object *asrc)
2545     {
2546     object *
2547     dst = NULL, *tmp, *src, *part, *prev, *item;
2548 elmex 1.1
2549 root 1.24 if (!asrc)
2550     return NULL;
2551     src = asrc;
2552     if (src->head)
2553     src = src->head;
2554    
2555     prev = NULL;
2556     for (part = src; part; part = part->more)
2557     {
2558     tmp = get_object ();
2559     copy_object (part, tmp);
2560     tmp->x -= src->x;
2561     tmp->y -= src->y;
2562     if (!part->head)
2563     {
2564     dst = tmp;
2565     tmp->head = NULL;
2566     }
2567     else
2568     {
2569     tmp->head = dst;
2570     }
2571     tmp->more = NULL;
2572     if (prev)
2573     prev->more = tmp;
2574     prev = tmp;
2575 elmex 1.1 }
2576 root 1.24
2577     for (item = src->inv; item; item = item->below)
2578 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2579 elmex 1.1
2580 root 1.24 return dst;
2581 elmex 1.1 }
2582    
2583     /* GROS - Creates an object using a string representing its content. */
2584     /* Basically, we save the content of the string to a temp file, then call */
2585     /* load_object on it. I admit it is a highly inefficient way to make things, */
2586     /* but it was simple to make and allows reusing the load_object function. */
2587     /* Remember not to use load_object_str in a time-critical situation. */
2588     /* Also remember that multiparts objects are not supported for now. */
2589    
2590 root 1.24 object *
2591     load_object_str (const char *obstr)
2592 elmex 1.1 {
2593 root 1.48 object *op;
2594     char filename[MAX_BUF];
2595 root 1.9
2596 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2597    
2598 root 1.48 FILE *tempfile = fopen (filename, "w");
2599 root 1.24
2600     if (tempfile == NULL)
2601 elmex 1.1 {
2602 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2603     return NULL;
2604 root 1.41 }
2605    
2606 root 1.24 fprintf (tempfile, obstr);
2607     fclose (tempfile);
2608 elmex 1.1
2609 root 1.24 op = get_object ();
2610 elmex 1.1
2611 root 1.29 object_thawer thawer (filename);
2612 root 1.13
2613 root 1.24 if (thawer)
2614     load_object (thawer, op, 0);
2615 root 1.13
2616 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2617     CLEAR_FLAG (op, FLAG_REMOVED);
2618 root 1.9
2619 root 1.24 return op;
2620 elmex 1.1 }
2621    
2622     /* This returns the first object in who's inventory that
2623     * has the same type and subtype match.
2624     * returns NULL if no match.
2625     */
2626 root 1.24 object *
2627     find_obj_by_type_subtype (const object *who, int type, int subtype)
2628 elmex 1.1 {
2629 root 1.48 object *tmp;
2630 elmex 1.1
2631 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2632     if (tmp->type == type && tmp->subtype == subtype)
2633     return tmp;
2634 elmex 1.1
2635 root 1.24 return NULL;
2636 elmex 1.1 }
2637    
2638     /* If ob has a field named key, return the link from the list,
2639     * otherwise return NULL.
2640     *
2641     * key must be a passed in shared string - otherwise, this won't
2642     * do the desired thing.
2643     */
2644 root 1.24 key_value *
2645     get_ob_key_link (const object *ob, const char *key)
2646     {
2647 root 1.48 key_value *link;
2648 root 1.24
2649     for (link = ob->key_values; link != NULL; link = link->next)
2650 root 1.48 if (link->key == key)
2651     return link;
2652 root 1.24
2653     return NULL;
2654     }
2655 elmex 1.1
2656     /*
2657     * Returns the value of op has an extra_field for key, or NULL.
2658     *
2659     * The argument doesn't need to be a shared string.
2660     *
2661     * The returned string is shared.
2662     */
2663 root 1.24 const char *
2664     get_ob_key_value (const object *op, const char *const key)
2665     {
2666 root 1.35 key_value *link;
2667     shstr_cmp canonical_key (key);
2668 root 1.24
2669 root 1.35 if (!canonical_key)
2670 root 1.24 {
2671     /* 1. There being a field named key on any object
2672     * implies there'd be a shared string to find.
2673     * 2. Since there isn't, no object has this field.
2674     * 3. Therefore, *this* object doesn't have this field.
2675     */
2676 root 1.35 return 0;
2677 elmex 1.1 }
2678    
2679 root 1.24 /* This is copied from get_ob_key_link() above -
2680     * only 4 lines, and saves the function call overhead.
2681     */
2682 root 1.35 for (link = op->key_values; link; link = link->next)
2683     if (link->key == canonical_key)
2684     return link->value;
2685    
2686     return 0;
2687 elmex 1.1 }
2688    
2689    
2690     /*
2691     * Updates the canonical_key in op to value.
2692     *
2693     * canonical_key is a shared string (value doesn't have to be).
2694     *
2695     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2696     * keys.
2697     *
2698     * Returns TRUE on success.
2699     */
2700 root 1.24 int
2701     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2702     {
2703     key_value *
2704     field = NULL, *last = NULL;
2705    
2706     for (field = op->key_values; field != NULL; field = field->next)
2707     {
2708     if (field->key != canonical_key)
2709     {
2710     last = field;
2711     continue;
2712     }
2713    
2714     if (value)
2715     field->value = value;
2716     else
2717     {
2718     /* Basically, if the archetype has this key set,
2719     * we need to store the null value so when we save
2720     * it, we save the empty value so that when we load,
2721     * we get this value back again.
2722     */
2723     if (get_ob_key_link (&op->arch->clone, canonical_key))
2724     field->value = 0;
2725     else
2726     {
2727     if (last)
2728     last->next = field->next;
2729     else
2730     op->key_values = field->next;
2731    
2732 root 1.29 delete field;
2733 root 1.24 }
2734     }
2735     return TRUE;
2736     }
2737     /* IF we get here, key doesn't exist */
2738    
2739     /* No field, we'll have to add it. */
2740    
2741     if (!add_key)
2742     {
2743     return FALSE;
2744     }
2745     /* There isn't any good reason to store a null
2746     * value in the key/value list. If the archetype has
2747     * this key, then we should also have it, so shouldn't
2748     * be here. If user wants to store empty strings,
2749     * should pass in ""
2750     */
2751     if (value == NULL)
2752 elmex 1.1 return TRUE;
2753 root 1.24
2754     field = new key_value;
2755    
2756     field->key = canonical_key;
2757     field->value = value;
2758     /* Usual prepend-addition. */
2759     field->next = op->key_values;
2760     op->key_values = field;
2761    
2762     return TRUE;
2763 elmex 1.1 }
2764    
2765     /*
2766     * Updates the key in op to value.
2767     *
2768     * If add_key is FALSE, this will only update existing keys,
2769     * and not add new ones.
2770     * In general, should be little reason FALSE is ever passed in for add_key
2771     *
2772     * Returns TRUE on success.
2773     */
2774 root 1.24 int
2775     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2776 root 1.11 {
2777 root 1.29 shstr key_ (key);
2778 root 1.24
2779 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2780 elmex 1.1 }
2781 root 1.31
2782 root 1.34 object::depth_iterator::depth_iterator (object *container)
2783     : iterator_base (container)
2784     {
2785     while (item->inv)
2786     item = item->inv;
2787     }
2788    
2789 root 1.31 void
2790 root 1.34 object::depth_iterator::next ()
2791 root 1.31 {
2792 root 1.34 if (item->below)
2793     {
2794     item = item->below;
2795    
2796     while (item->inv)
2797     item = item->inv;
2798     }
2799 root 1.31 else
2800 root 1.34 item = item->env;
2801 root 1.31 }
2802 root 1.34
2803 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2804     const char *
2805     object::debug_desc (char *info) const
2806     {
2807     char info2[256 * 3];
2808     char *p = info;
2809    
2810     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2811     count,
2812     &name,
2813     title ? " " : "",
2814     title ? (const char *)title : "");
2815    
2816     if (env)
2817     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2818    
2819     if (map)
2820     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2821    
2822     return info;
2823     }
2824    
2825     const char *
2826     object::debug_desc () const
2827     {
2828     static char info[256 * 3];
2829     return debug_desc (info);
2830     }
2831