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Revision: 1.62
Committed: Mon Dec 11 23:35:37 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.61: +10 -6 lines
Log Message:
reduced dependencies on old plug-in api, fixed some bugs and renamed
some methods while I was at it.

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 root 1.61 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 root 1.39 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 root 1.59
559 root 1.24 if (is_removed)
560     SET_FLAG (op, FLAG_REMOVED);
561 elmex 1.1
562 root 1.11 if (op2->speed < 0)
563 root 1.24 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
564 elmex 1.1
565 root 1.11 /* Copy over key_values, if any. */
566 root 1.23 if (op2->key_values)
567 root 1.14 {
568 root 1.23 key_value *tail = 0;
569 root 1.11 key_value *i;
570 elmex 1.1
571 root 1.23 op->key_values = 0;
572 elmex 1.1
573 root 1.23 for (i = op2->key_values; i; i = i->next)
574 root 1.11 {
575     key_value *new_link = new key_value;
576 root 1.8
577 root 1.24 new_link->next = 0;
578     new_link->key = i->key;
579 root 1.11 new_link->value = i->value;
580    
581     /* Try and be clever here, too. */
582 root 1.23 if (!op->key_values)
583 root 1.11 {
584     op->key_values = new_link;
585     tail = new_link;
586 root 1.8 }
587 root 1.11 else
588     {
589     tail->next = new_link;
590     tail = new_link;
591     }
592 root 1.14 }
593     }
594 root 1.2
595 root 1.11 update_ob_speed (op);
596 elmex 1.1 }
597    
598     /*
599     * If an object with the IS_TURNABLE() flag needs to be turned due
600     * to the closest player being on the other side, this function can
601     * be called to update the face variable, _and_ how it looks on the map.
602     */
603    
604 root 1.24 void
605     update_turn_face (object *op)
606     {
607     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
608     return;
609     SET_ANIMATION (op, op->direction);
610     update_object (op, UP_OBJ_FACE);
611 elmex 1.1 }
612    
613     /*
614     * Updates the speed of an object. If the speed changes from 0 to another
615     * value, or vice versa, then add/remove the object from the active list.
616     * This function needs to be called whenever the speed of an object changes.
617     */
618 root 1.24 void
619     update_ob_speed (object *op)
620     {
621     extern int arch_init;
622 elmex 1.1
623 root 1.24 /* No reason putting the archetypes objects on the speed list,
624     * since they never really need to be updated.
625     */
626 elmex 1.1
627 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628     {
629     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
630 elmex 1.1 #ifdef MANY_CORES
631 root 1.24 abort ();
632 elmex 1.1 #else
633 root 1.24 op->speed = 0;
634 elmex 1.1 #endif
635     }
636 root 1.31
637 root 1.24 if (arch_init)
638 root 1.31 return;
639    
640 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641     {
642     /* If already on active list, don't do anything */
643     if (op->active_next || op->active_prev || op == active_objects)
644 root 1.8 return;
645 root 1.24
646     /* process_events() expects us to insert the object at the beginning
647     * of the list. */
648     op->active_next = active_objects;
649 root 1.31
650 root 1.24 if (op->active_next != NULL)
651     op->active_next->active_prev = op;
652 root 1.31
653 root 1.24 active_objects = op;
654 elmex 1.1 }
655 root 1.24 else
656     {
657     /* If not on the active list, nothing needs to be done */
658     if (!op->active_next && !op->active_prev && op != active_objects)
659     return;
660    
661     if (op->active_prev == NULL)
662     {
663     active_objects = op->active_next;
664 root 1.31
665 root 1.24 if (op->active_next != NULL)
666     op->active_next->active_prev = NULL;
667 root 1.8 }
668 root 1.24 else
669     {
670     op->active_prev->active_next = op->active_next;
671 root 1.31
672 root 1.24 if (op->active_next)
673     op->active_next->active_prev = op->active_prev;
674     }
675 root 1.31
676 root 1.24 op->active_next = NULL;
677     op->active_prev = NULL;
678 elmex 1.1 }
679     }
680    
681     /* This function removes object 'op' from the list of active
682     * objects.
683     * This should only be used for style maps or other such
684     * reference maps where you don't want an object that isn't
685     * in play chewing up cpu time getting processed.
686     * The reverse of this is to call update_ob_speed, which
687     * will do the right thing based on the speed of the object.
688     */
689 root 1.24 void
690     remove_from_active_list (object *op)
691 elmex 1.1 {
692 root 1.24 /* If not on the active list, nothing needs to be done */
693     if (!op->active_next && !op->active_prev && op != active_objects)
694     return;
695 elmex 1.1
696 root 1.24 if (op->active_prev == NULL)
697     {
698     active_objects = op->active_next;
699     if (op->active_next != NULL)
700     op->active_next->active_prev = NULL;
701 elmex 1.1 }
702 root 1.24 else
703     {
704     op->active_prev->active_next = op->active_next;
705     if (op->active_next)
706     op->active_next->active_prev = op->active_prev;
707 elmex 1.1 }
708 root 1.24 op->active_next = NULL;
709     op->active_prev = NULL;
710 elmex 1.1 }
711    
712     /*
713     * update_object() updates the array which represents the map.
714     * It takes into account invisible objects (and represent squares covered
715     * by invisible objects by whatever is below them (unless it's another
716     * invisible object, etc...)
717     * If the object being updated is beneath a player, the look-window
718     * of that player is updated (this might be a suboptimal way of
719     * updating that window, though, since update_object() is called _often_)
720     *
721     * action is a hint of what the caller believes need to be done.
722     * For example, if the only thing that has changed is the face (due to
723     * an animation), we don't need to call update_position until that actually
724     * comes into view of a player. OTOH, many other things, like addition/removal
725     * of walls or living creatures may need us to update the flags now.
726     * current action are:
727     * UP_OBJ_INSERT: op was inserted
728     * UP_OBJ_REMOVE: op was removed
729     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
730     * as that is easier than trying to look at what may have changed.
731     * UP_OBJ_FACE: only the objects face has changed.
732     */
733    
734 root 1.24 void
735     update_object (object *op, int action)
736     {
737     int update_now = 0, flags;
738     MoveType move_on, move_off, move_block, move_slow;
739    
740     if (op == NULL)
741     {
742     /* this should never happen */
743     LOG (llevDebug, "update_object() called for NULL object.\n");
744     return;
745 elmex 1.1 }
746 root 1.24
747     if (op->env != NULL)
748     {
749     /* Animation is currently handled by client, so nothing
750     * to do in this case.
751     */
752     return;
753 elmex 1.1 }
754    
755 root 1.24 /* If the map is saving, don't do anything as everything is
756     * going to get freed anyways.
757     */
758     if (!op->map || op->map->in_memory == MAP_SAVING)
759     return;
760    
761     /* make sure the object is within map boundaries */
762     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
763     {
764     LOG (llevError, "update_object() called for object out of map!\n");
765 elmex 1.1 #ifdef MANY_CORES
766 root 1.24 abort ();
767 elmex 1.1 #endif
768 root 1.24 return;
769 elmex 1.1 }
770    
771 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
772     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 elmex 1.1
778 root 1.24 if (action == UP_OBJ_INSERT)
779     {
780     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
781     update_now = 1;
782    
783     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
784     update_now = 1;
785 elmex 1.1
786 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
787     update_now = 1;
788 elmex 1.1
789 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790     update_now = 1;
791 elmex 1.1
792 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793     update_now = 1;
794 root 1.20
795 root 1.24 if ((move_on | op->move_on) != move_on)
796     update_now = 1;
797 root 1.20
798 root 1.24 if ((move_off | op->move_off) != move_off)
799     update_now = 1;
800 root 1.20
801 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
802     * to have move_allow right now.
803     */
804     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
805     update_now = 1;
806 root 1.20
807 root 1.24 if ((move_slow | op->move_slow) != move_slow)
808     update_now = 1;
809     }
810 root 1.59
811 root 1.24 /* if the object is being removed, we can't make intelligent
812     * decisions, because remove_ob can't really pass the object
813     * that is being removed.
814     */
815     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 root 1.27 update_now = 1;
817 root 1.24 else if (action == UP_OBJ_FACE)
818 root 1.29 /* Nothing to do for that case */ ;
819 root 1.24 else
820 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 elmex 1.1
822 root 1.24 if (update_now)
823     {
824     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825     update_position (op->map, op->x, op->y);
826 elmex 1.1 }
827    
828 root 1.24 if (op->more != NULL)
829     update_object (op->more, action);
830 elmex 1.1 }
831    
832 root 1.45 object::vector object::mortals;
833     object::vector object::objects; // not yet used
834     object *object::first;
835 root 1.21
836     void object::free_mortals ()
837     {
838 root 1.45 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 root 1.30 if ((*i)->refcnt)
840     ++i; // further delay freeing
841     else
842 root 1.25 {
843 root 1.40 delete *i;
844 root 1.25 mortals.erase (i);
845     }
846 root 1.21 }
847    
848     object::object ()
849     {
850 root 1.22 SET_FLAG (this, FLAG_REMOVED);
851    
852     expmul = 1.0;
853     face = blank_face;
854     }
855    
856     object::~object ()
857     {
858     free_key_values (this);
859     }
860    
861 root 1.24 void object::link ()
862 root 1.22 {
863 root 1.21 count = ++ob_count;
864 root 1.41 uuid = gen_uuid ();
865 root 1.21
866     prev = 0;
867 root 1.45 next = object::first;
868 root 1.21
869 root 1.45 if (object::first)
870     object::first->prev = this;
871 root 1.21
872 root 1.45 object::first = this;
873 root 1.21 }
874    
875 root 1.24 void object::unlink ()
876 root 1.21 {
877 root 1.45 if (this == object::first)
878     object::first = next;
879 root 1.38
880 root 1.22 /* Remove this object from the list of used objects */
881 root 1.41 if (prev) prev->next = next;
882     if (next) next->prev = prev;
883 root 1.25
884 root 1.41 prev = 0;
885     next = 0;
886 root 1.24 }
887 root 1.21
888     object *object::create ()
889     {
890 root 1.42 object *op = new object;
891 root 1.22 op->link ();
892     return op;
893 root 1.21 }
894 elmex 1.1
895     /*
896     * free_object() frees everything allocated by an object, removes
897     * it from the list of used objects, and puts it on the list of
898     * free objects. The IS_FREED() flag is set in the object.
899     * The object must have been removed by remove_ob() first for
900     * this function to succeed.
901     *
902 root 1.52 * If destroy_inventory is set, free inventory as well. Else drop items in
903 elmex 1.1 * inventory to the ground.
904     */
905 root 1.52 void object::destroy (bool destroy_inventory)
906 root 1.14 {
907 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
908     return;
909    
910 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
911     remove_friendly_object (this);
912    
913 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
914 root 1.29 remove_ob (this);
915 root 1.14
916 root 1.29 SET_FLAG (this, FLAG_FREED);
917 root 1.14
918 root 1.21 if (more)
919 root 1.14 {
920 root 1.52 more->destroy (destroy_inventory);
921 root 1.21 more = 0;
922 elmex 1.1 }
923    
924 root 1.21 if (inv)
925 root 1.14 {
926     /* Only if the space blocks everything do we not process -
927 root 1.17 * if some form of movement is allowed, let objects
928 root 1.14 * drop on that space.
929     */
930 root 1.52 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
931 root 1.24 {
932 root 1.29 object *op = inv;
933 root 1.24
934     while (op)
935     {
936 root 1.29 object *tmp = op->below;
937 root 1.52 op->destroy (destroy_inventory);
938 root 1.24 op = tmp;
939     }
940     }
941 root 1.14 else
942 root 1.24 { /* Put objects in inventory onto this space */
943 root 1.29 object *op = inv;
944 root 1.24
945     while (op)
946     {
947 root 1.29 object *tmp = op->below;
948 root 1.14
949 root 1.24 remove_ob (op);
950    
951     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
952     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
953     free_object (op);
954     else
955     {
956     op->x = x;
957     op->y = y;
958     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
959     }
960    
961     op = tmp;
962     }
963     }
964 root 1.14 }
965    
966 root 1.57 // hack to ensure that freed objects still have a valid map
967     {
968     static maptile *freed_map; // freed objects are moved here to avoid crashes
969    
970     if (!freed_map)
971     {
972     freed_map = new maptile;
973    
974     freed_map->name = "/internal/freed_objects_map";
975     freed_map->width = 3;
976     freed_map->height = 3;
977    
978     freed_map->allocate ();
979     }
980    
981     map = freed_map;
982     x = 1;
983     y = 1;
984     }
985    
986 root 1.44 // clear those pointers that likely might have circular references to us
987     owner = 0;
988     enemy = 0;
989     attacked_by = 0;
990 root 1.25
991 root 1.52 // only relevant for players(?), but make sure of it anyways
992     contr = 0;
993    
994 root 1.14 /* Remove object from the active list */
995 root 1.21 speed = 0;
996     update_ob_speed (this);
997 elmex 1.1
998 root 1.22 unlink ();
999    
1000 root 1.21 mortals.push_back (this);
1001 elmex 1.1 }
1002    
1003     /*
1004     * sub_weight() recursively (outwards) subtracts a number from the
1005     * weight of an object (and what is carried by it's environment(s)).
1006     */
1007 root 1.24 void
1008     sub_weight (object *op, signed long weight)
1009     {
1010     while (op != NULL)
1011     {
1012     if (op->type == CONTAINER)
1013 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1014    
1015 root 1.24 op->carrying -= weight;
1016     op = op->env;
1017 elmex 1.1 }
1018     }
1019    
1020     /* remove_ob(op):
1021     * This function removes the object op from the linked list of objects
1022     * which it is currently tied to. When this function is done, the
1023     * object will have no environment. If the object previously had an
1024     * environment, the x and y coordinates will be updated to
1025     * the previous environment.
1026     * Beware: This function is called from the editor as well!
1027     */
1028 root 1.24 void
1029 root 1.59 object::remove ()
1030 root 1.24 {
1031 root 1.45 object *tmp, *last = 0;
1032     object *otmp;
1033 root 1.26
1034 root 1.45 int check_walk_off;
1035 root 1.24
1036 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 root 1.29 return;
1038 root 1.24
1039 root 1.59 SET_FLAG (this, FLAG_REMOVED);
1040 root 1.26
1041 root 1.59 if (more)
1042     more->remove ();
1043 root 1.24
1044     /*
1045     * In this case, the object to be removed is in someones
1046     * inventory.
1047     */
1048 root 1.59 if (env)
1049 root 1.24 {
1050 root 1.59 if (nrof)
1051     sub_weight (env, weight * nrof);
1052 root 1.24 else
1053 root 1.59 sub_weight (env, weight + carrying);
1054 root 1.24
1055     /* NO_FIX_PLAYER is set when a great many changes are being
1056     * made to players inventory. If set, avoiding the call
1057     * to save cpu time.
1058     */
1059 root 1.59 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1060 root 1.24 fix_player (otmp);
1061    
1062 root 1.59 if (above != NULL)
1063     above->below = below;
1064 root 1.24 else
1065 root 1.59 env->inv = below;
1066 root 1.24
1067 root 1.59 if (below != NULL)
1068     below->above = above;
1069 root 1.24
1070     /* we set up values so that it could be inserted into
1071     * the map, but we don't actually do that - it is up
1072     * to the caller to decide what we want to do.
1073     */
1074 root 1.59 x = env->x, y = env->y;
1075     map = env->map;
1076     above = 0, below = 0;
1077     env = 0;
1078     }
1079     else if (map)
1080     {
1081 root 1.29 /* Re did the following section of code - it looks like it had
1082     * lots of logic for things we no longer care about
1083 root 1.24 */
1084 elmex 1.1
1085 root 1.29 /* link the object above us */
1086 root 1.59 if (above)
1087     above->below = below;
1088 root 1.29 else
1089 root 1.59 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1090 root 1.24
1091 root 1.29 /* Relink the object below us, if there is one */
1092 root 1.59 if (below)
1093     below->above = above;
1094 root 1.29 else
1095     {
1096     /* Nothing below, which means we need to relink map object for this space
1097     * use translated coordinates in case some oddness with map tiling is
1098     * evident
1099     */
1100 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1101 root 1.29 {
1102 root 1.59 char *dump = dump_object (this);
1103 root 1.29 LOG (llevError,
1104 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);
1105     free (dump);
1106 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
1107 root 1.53 LOG (llevError, "%s\n", dump);
1108     free (dump);
1109 root 1.29 }
1110 elmex 1.1
1111 root 1.59 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1112 root 1.8 }
1113 root 1.26
1114 root 1.59 above = 0;
1115     below = 0;
1116 root 1.26
1117 root 1.59 if (map->in_memory == MAP_SAVING)
1118 root 1.29 return;
1119 elmex 1.1
1120 root 1.59 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1121 elmex 1.1
1122 root 1.59 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1123 root 1.24 {
1124 root 1.29 /* No point updating the players look faces if he is the object
1125     * being removed.
1126 root 1.24 */
1127 root 1.29
1128 root 1.59 if (tmp->type == PLAYER && tmp != this)
1129 root 1.24 {
1130 root 1.29 /* If a container that the player is currently using somehow gets
1131     * removed (most likely destroyed), update the player view
1132     * appropriately.
1133     */
1134 root 1.59 if (tmp->container == this)
1135 root 1.29 {
1136 root 1.59 CLEAR_FLAG (this, FLAG_APPLIED);
1137     tmp->container = 0;
1138 root 1.29 }
1139    
1140     tmp->contr->socket.update_look = 1;
1141 root 1.8 }
1142 root 1.26
1143 root 1.29 /* See if player moving off should effect something */
1144 root 1.50 if (check_walk_off
1145 root 1.59 && ((move_type & tmp->move_off)
1146     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1147 root 1.29 {
1148 root 1.59 move_apply (tmp, this, 0);
1149 root 1.24
1150 root 1.59 if (destroyed ())
1151 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 root 1.8 }
1153    
1154 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1155    
1156     if (tmp->above == tmp)
1157 root 1.59 tmp->above = 0;
1158 root 1.8
1159 root 1.29 last = tmp;
1160     }
1161 root 1.26
1162 root 1.29 /* last == NULL of there are no objects on this space */
1163 root 1.59 if (!last)
1164 root 1.29 {
1165     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167     * those out anyways, and if there are any flags set right now, they won't
1168     * be correct anyways.
1169     */
1170 root 1.59 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171     update_position (map, x, y);
1172 root 1.29 }
1173     else
1174     update_object (last, UP_OBJ_REMOVE);
1175 root 1.26
1176 root 1.59 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1177     update_all_los (map, x, y);
1178 elmex 1.1 }
1179     }
1180    
1181     /*
1182     * merge_ob(op,top):
1183     *
1184     * This function goes through all objects below and including top, and
1185     * merges op to the first matching object.
1186     * If top is NULL, it is calculated.
1187     * Returns pointer to object if it succeded in the merge, otherwise NULL
1188     */
1189 root 1.24 object *
1190     merge_ob (object *op, object *top)
1191     {
1192     if (!op->nrof)
1193 elmex 1.1 return 0;
1194 root 1.29
1195 root 1.24 if (top == NULL)
1196     for (top = op; top != NULL && top->above != NULL; top = top->above);
1197 root 1.29
1198 root 1.24 for (; top != NULL; top = top->below)
1199 elmex 1.1 {
1200 root 1.24 if (top == op)
1201     continue;
1202     if (CAN_MERGE (op, top))
1203     {
1204     top->nrof += op->nrof;
1205    
1206 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1208     remove_ob (op);
1209     free_object (op);
1210     return top;
1211     }
1212 elmex 1.1 }
1213 root 1.29
1214 root 1.45 return 0;
1215 elmex 1.1 }
1216    
1217     /*
1218     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1219     * job preparing multi-part monsters
1220     */
1221 root 1.24 object *
1222 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1223 root 1.24 {
1224 root 1.29 object *tmp;
1225 root 1.24
1226     if (op->head)
1227     op = op->head;
1228 root 1.29
1229 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1230     {
1231     tmp->x = x + tmp->arch->clone.x;
1232     tmp->y = y + tmp->arch->clone.y;
1233 elmex 1.1 }
1234 root 1.29
1235 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1236 elmex 1.1 }
1237    
1238     /*
1239     * insert_ob_in_map (op, map, originator, flag):
1240     * This function inserts the object in the two-way linked list
1241     * which represents what is on a map.
1242     * The second argument specifies the map, and the x and y variables
1243     * in the object about to be inserted specifies the position.
1244     *
1245     * originator: Player, monster or other object that caused 'op' to be inserted
1246     * into 'map'. May be NULL.
1247     *
1248     * flag is a bitmask about special things to do (or not do) when this
1249     * function is called. see the object.h file for the INS_ values.
1250     * Passing 0 for flag gives proper default values, so flag really only needs
1251     * to be set if special handling is needed.
1252     *
1253     * Return value:
1254     * new object if 'op' was merged with other object
1255     * NULL if 'op' was destroyed
1256     * just 'op' otherwise
1257     */
1258    
1259 root 1.24 object *
1260 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261 elmex 1.1 {
1262 root 1.25 object *tmp, *top, *floor = NULL;
1263     sint16 x, y;
1264 elmex 1.1
1265 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1266     {
1267     LOG (llevError, "Trying to insert freed object!\n");
1268     return NULL;
1269     }
1270 root 1.25
1271 root 1.24 if (m == NULL)
1272     {
1273 root 1.53 char *dump = dump_object (op);
1274     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1275     free (dump);
1276 root 1.24 return op;
1277 elmex 1.1 }
1278 root 1.25
1279 root 1.24 if (out_of_map (m, op->x, op->y))
1280     {
1281 root 1.53 char *dump = dump_object (op);
1282     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1283 elmex 1.1 #ifdef MANY_CORES
1284 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1285     * is likely to cause a crash. Better to find out where it is getting
1286     * improperly inserted.
1287     */
1288     abort ();
1289 elmex 1.1 #endif
1290 root 1.53 free (dump);
1291 root 1.24 return op;
1292 elmex 1.1 }
1293 root 1.25
1294 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295     {
1296 root 1.53 char *dump = dump_object (op);
1297     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298     free (dump);
1299 root 1.24 return op;
1300     }
1301 root 1.25
1302 root 1.24 if (op->more != NULL)
1303     {
1304     /* The part may be on a different map. */
1305    
1306 root 1.26 object *more = op->more;
1307 root 1.24
1308     /* We really need the caller to normalize coordinates - if
1309     * we set the map, that doesn't work if the location is within
1310     * a map and this is straddling an edge. So only if coordinate
1311     * is clear wrong do we normalize it.
1312     */
1313     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 root 1.24 else if (!more->map)
1316     {
1317     /* For backwards compatibility - when not dealing with tiled maps,
1318     * more->map should always point to the parent.
1319     */
1320     more->map = m;
1321     }
1322    
1323     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324     {
1325     if (!op->head)
1326     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327 root 1.26
1328 root 1.24 return NULL;
1329 root 1.8 }
1330 root 1.24 }
1331 root 1.25
1332 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1333 root 1.8
1334 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1335     * of areas of callers (eg, anything that uses find_free_spot would now
1336     * need extra work
1337     */
1338     op->map = get_map_from_coord (m, &op->x, &op->y);
1339     x = op->x;
1340     y = op->y;
1341    
1342     /* this has to be done after we translate the coordinates.
1343     */
1344     if (op->nrof && !(flag & INS_NO_MERGE))
1345 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1346     if (CAN_MERGE (op, tmp))
1347     {
1348     op->nrof += tmp->nrof;
1349     remove_ob (tmp);
1350     free_object (tmp);
1351     }
1352 root 1.24
1353     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 root 1.25
1356 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1357     CLEAR_FLAG (op, FLAG_NO_STEAL);
1358    
1359     if (flag & INS_BELOW_ORIGINATOR)
1360     {
1361     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1362     {
1363     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364     abort ();
1365     }
1366 root 1.25
1367 root 1.24 op->above = originator;
1368     op->below = originator->below;
1369 root 1.25
1370 root 1.24 if (op->below)
1371     op->below->above = op;
1372     else
1373     SET_MAP_OB (op->map, op->x, op->y, op);
1374 root 1.25
1375 root 1.24 /* since *below* originator, no need to update top */
1376     originator->below = op;
1377 elmex 1.1 }
1378 root 1.24 else
1379     {
1380     /* If there are other objects, then */
1381     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382     {
1383 root 1.25 object *last = NULL;
1384 root 1.24
1385     /*
1386     * If there are multiple objects on this space, we do some trickier handling.
1387     * We've already dealt with merging if appropriate.
1388     * Generally, we want to put the new object on top. But if
1389     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1390     * floor, we want to insert above that and no further.
1391     * Also, if there are spell objects on this space, we stop processing
1392     * once we get to them. This reduces the need to traverse over all of
1393     * them when adding another one - this saves quite a bit of cpu time
1394     * when lots of spells are cast in one area. Currently, it is presumed
1395     * that flying non pickable objects are spell objects.
1396     */
1397 elmex 1.1
1398 root 1.24 while (top != NULL)
1399     {
1400     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401     floor = top;
1402 root 1.26
1403 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))
1404     {
1405     /* We insert above top, so we want this object below this */
1406     top = top->below;
1407     break;
1408     }
1409 root 1.26
1410 root 1.24 last = top;
1411     top = top->above;
1412     }
1413 root 1.26
1414 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1415     top = last;
1416 root 1.8
1417 root 1.24 /* We let update_position deal with figuring out what the space
1418     * looks like instead of lots of conditions here.
1419     * makes things faster, and effectively the same result.
1420     */
1421    
1422     /* Have object 'fall below' other objects that block view.
1423     * Unless those objects are exits, type 66
1424     * If INS_ON_TOP is used, don't do this processing
1425     * Need to find the object that in fact blocks view, otherwise
1426     * stacking is a bit odd.
1427     */
1428     if (!(flag & INS_ON_TOP) &&
1429     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430     {
1431     for (last = top; last != floor; last = last->below)
1432     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433     break;
1434     /* Check to see if we found the object that blocks view,
1435     * and make sure we have a below pointer for it so that
1436     * we can get inserted below this one, which requires we
1437     * set top to the object below us.
1438     */
1439     if (last && last->below && last != floor)
1440     top = last->below;
1441 root 1.8 }
1442 root 1.24 } /* If objects on this space */
1443 root 1.25
1444 root 1.24 if (flag & INS_MAP_LOAD)
1445     top = GET_MAP_TOP (op->map, op->x, op->y);
1446 root 1.25
1447 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1448     top = floor;
1449    
1450     /* Top is the object that our object (op) is going to get inserted above.
1451     */
1452    
1453     /* First object on this space */
1454     if (!top)
1455     {
1456     op->above = GET_MAP_OB (op->map, op->x, op->y);
1457 root 1.25
1458 root 1.24 if (op->above)
1459     op->above->below = op;
1460 root 1.25
1461 root 1.24 op->below = NULL;
1462     SET_MAP_OB (op->map, op->x, op->y, op);
1463     }
1464     else
1465     { /* get inserted into the stack above top */
1466     op->above = top->above;
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 = top;
1472     top->above = op;
1473     }
1474 root 1.25
1475 root 1.24 if (op->above == NULL)
1476     SET_MAP_TOP (op->map, op->x, op->y, op);
1477     } /* else not INS_BELOW_ORIGINATOR */
1478 root 1.8
1479 root 1.24 if (op->type == PLAYER)
1480     op->contr->do_los = 1;
1481    
1482     /* If we have a floor, we know the player, if any, will be above
1483     * it, so save a few ticks and start from there.
1484     */
1485     if (!(flag & INS_MAP_LOAD))
1486     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 root 1.25 if (tmp->type == PLAYER)
1488     tmp->contr->socket.update_look = 1;
1489 root 1.24
1490     /* If this object glows, it may affect lighting conditions that are
1491     * visible to others on this map. But update_all_los is really
1492     * an inefficient way to do this, as it means los for all players
1493     * on the map will get recalculated. The players could very well
1494     * be far away from this change and not affected in any way -
1495     * this should get redone to only look for players within range,
1496     * or just updating the P_NEED_UPDATE for spaces within this area
1497     * of effect may be sufficient.
1498     */
1499     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1500     update_all_los (op->map, op->x, op->y);
1501    
1502     /* updates flags (blocked, alive, no magic, etc) for this map space */
1503     update_object (op, UP_OBJ_INSERT);
1504    
1505     /* Don't know if moving this to the end will break anything. However,
1506     * we want to have update_look set above before calling this.
1507     *
1508     * check_move_on() must be after this because code called from
1509     * check_move_on() depends on correct map flags (so functions like
1510     * blocked() and wall() work properly), and these flags are updated by
1511     * update_object().
1512     */
1513    
1514     /* if this is not the head or flag has been passed, don't check walk on status */
1515     if (!(flag & INS_NO_WALK_ON) && !op->head)
1516     {
1517     if (check_move_on (op, originator))
1518     return NULL;
1519 elmex 1.1
1520 root 1.24 /* If we are a multi part object, lets work our way through the check
1521     * walk on's.
1522     */
1523     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524     if (check_move_on (tmp, originator))
1525     return NULL;
1526 elmex 1.1 }
1527 root 1.25
1528 root 1.24 return op;
1529 elmex 1.1 }
1530    
1531     /* this function inserts an object in the map, but if it
1532     * finds an object of its own type, it'll remove that one first.
1533     * op is the object to insert it under: supplies x and the map.
1534     */
1535 root 1.24 void
1536     replace_insert_ob_in_map (const char *arch_string, object *op)
1537     {
1538 root 1.29 object *
1539     tmp;
1540     object *
1541     tmp1;
1542 elmex 1.1
1543 root 1.24 /* first search for itself and remove any old instances */
1544 elmex 1.1
1545 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1546     {
1547     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548     {
1549     remove_ob (tmp);
1550     free_object (tmp);
1551 root 1.8 }
1552 elmex 1.1 }
1553    
1554 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1555 elmex 1.1
1556 root 1.24 tmp1->x = op->x;
1557     tmp1->y = op->y;
1558     insert_ob_in_map (tmp1, op->map, op, 0);
1559     }
1560 elmex 1.1
1561     /*
1562     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1563     * is returned contains nr objects, and the remaining parts contains
1564     * the rest (or is removed and freed if that number is 0).
1565     * On failure, NULL is returned, and the reason put into the
1566     * global static errmsg array.
1567     */
1568    
1569 root 1.24 object *
1570     get_split_ob (object *orig_ob, uint32 nr)
1571     {
1572     object *
1573     newob;
1574     int
1575     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1576    
1577     if (orig_ob->nrof < nr)
1578     {
1579     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1580     return NULL;
1581     }
1582 root 1.29
1583 root 1.24 newob = object_create_clone (orig_ob);
1584 root 1.29
1585 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1586     {
1587     if (!is_removed)
1588     remove_ob (orig_ob);
1589     free_object2 (orig_ob, 1);
1590 elmex 1.1 }
1591 root 1.24 else if (!is_removed)
1592     {
1593     if (orig_ob->env != NULL)
1594     sub_weight (orig_ob->env, orig_ob->weight * nr);
1595     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1596     {
1597     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1598     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1599     return NULL;
1600 root 1.8 }
1601 elmex 1.1 }
1602 root 1.29
1603 root 1.24 newob->nrof = nr;
1604 elmex 1.1
1605 root 1.24 return newob;
1606 elmex 1.1 }
1607    
1608     /*
1609     * decrease_ob_nr(object, number) decreases a specified number from
1610     * the amount of an object. If the amount reaches 0, the object
1611     * is subsequently removed and freed.
1612     *
1613     * Return value: 'op' if something is left, NULL if the amount reached 0
1614     */
1615    
1616 root 1.24 object *
1617     decrease_ob_nr (object *op, uint32 i)
1618 elmex 1.1 {
1619 root 1.29 object *tmp;
1620     player *pl;
1621 elmex 1.1
1622 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1623     return op;
1624    
1625     if (i > op->nrof)
1626     i = op->nrof;
1627    
1628     if (QUERY_FLAG (op, FLAG_REMOVED))
1629 root 1.29 op->nrof -= i;
1630 root 1.24 else if (op->env != NULL)
1631     {
1632     /* is this object in the players inventory, or sub container
1633     * therein?
1634     */
1635     tmp = is_player_inv (op->env);
1636     /* nope. Is this a container the player has opened?
1637     * If so, set tmp to that player.
1638     * IMO, searching through all the players will mostly
1639     * likely be quicker than following op->env to the map,
1640     * and then searching the map for a player.
1641     */
1642     if (!tmp)
1643     {
1644     for (pl = first_player; pl; pl = pl->next)
1645     if (pl->ob->container == op->env)
1646     break;
1647     if (pl)
1648     tmp = pl->ob;
1649     else
1650     tmp = NULL;
1651     }
1652 elmex 1.1
1653 root 1.24 if (i < op->nrof)
1654     {
1655     sub_weight (op->env, op->weight * i);
1656     op->nrof -= i;
1657     if (tmp)
1658     {
1659     esrv_send_item (tmp, op);
1660 elmex 1.1 }
1661 root 1.24 }
1662     else
1663     {
1664     remove_ob (op);
1665     op->nrof = 0;
1666     if (tmp)
1667     {
1668     esrv_del_item (tmp->contr, op->count);
1669 elmex 1.1 }
1670     }
1671     }
1672 root 1.24 else
1673 elmex 1.1 {
1674 root 1.29 object *above = op->above;
1675 elmex 1.1
1676 root 1.24 if (i < op->nrof)
1677 root 1.29 op->nrof -= i;
1678 root 1.24 else
1679     {
1680     remove_ob (op);
1681     op->nrof = 0;
1682     }
1683 root 1.29
1684 root 1.24 /* Since we just removed op, op->above is null */
1685     for (tmp = above; tmp != NULL; tmp = tmp->above)
1686     if (tmp->type == PLAYER)
1687     {
1688     if (op->nrof)
1689     esrv_send_item (tmp, op);
1690     else
1691     esrv_del_item (tmp->contr, op->count);
1692     }
1693 elmex 1.1 }
1694    
1695 root 1.24 if (op->nrof)
1696 root 1.29 return op;
1697 root 1.24 else
1698     {
1699     free_object (op);
1700     return NULL;
1701 elmex 1.1 }
1702     }
1703    
1704     /*
1705     * add_weight(object, weight) adds the specified weight to an object,
1706     * and also updates how much the environment(s) is/are carrying.
1707     */
1708    
1709 root 1.24 void
1710     add_weight (object *op, signed long weight)
1711     {
1712     while (op != NULL)
1713     {
1714     if (op->type == CONTAINER)
1715 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1716    
1717 root 1.24 op->carrying += weight;
1718     op = op->env;
1719     }
1720 elmex 1.1 }
1721    
1722 root 1.24 object *
1723     insert_ob_in_ob (object *op, object *where)
1724     {
1725 root 1.59 if (!where)
1726 root 1.24 {
1727 root 1.53 char *dump = dump_object (op);
1728     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1729     free (dump);
1730 root 1.24 return op;
1731     }
1732 root 1.29
1733 root 1.24 if (where->head)
1734     {
1735 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1736 root 1.24 where = where->head;
1737     }
1738 root 1.29
1739 root 1.59 return where->insert (op);
1740     }
1741    
1742     /*
1743     * env->insert (op)
1744     * This function inserts the object op in the linked list
1745     * inside the object environment.
1746     *
1747     * The function returns now pointer to inserted item, and return value can
1748     * be != op, if items are merged. -Tero
1749     */
1750    
1751     object *
1752     object::insert (object *op)
1753     {
1754     object *tmp, *otmp;
1755    
1756     if (!QUERY_FLAG (op, FLAG_REMOVED))
1757     op->remove ();
1758    
1759 root 1.24 if (op->more)
1760     {
1761     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1762     return op;
1763     }
1764 root 1.29
1765 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1766     CLEAR_FLAG (op, FLAG_REMOVED);
1767     if (op->nrof)
1768     {
1769 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1770 root 1.24 if (CAN_MERGE (tmp, op))
1771     {
1772     /* return the original object and remove inserted object
1773     (client needs the original object) */
1774     tmp->nrof += op->nrof;
1775     /* Weight handling gets pretty funky. Since we are adding to
1776     * tmp->nrof, we need to increase the weight.
1777     */
1778 root 1.59 add_weight (this, op->weight * op->nrof);
1779 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1780 root 1.59 op->destroy (); /* free the inserted object */
1781 root 1.24 op = tmp;
1782 root 1.59 op->remove (); /* and fix old object's links */
1783 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1784     break;
1785     }
1786    
1787     /* I assume combined objects have no inventory
1788     * We add the weight - this object could have just been removed
1789     * (if it was possible to merge). calling remove_ob will subtract
1790     * the weight, so we need to add it in again, since we actually do
1791     * the linking below
1792     */
1793 root 1.59 add_weight (this, op->weight * op->nrof);
1794 root 1.24 }
1795     else
1796 root 1.59 add_weight (this, (op->weight + op->carrying));
1797 elmex 1.1
1798 root 1.59 otmp = is_player_inv (this);
1799     if (otmp && otmp->contr)
1800     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801     fix_player (otmp);
1802 elmex 1.1
1803 root 1.24 op->map = NULL;
1804 root 1.59 op->env = this;
1805 root 1.24 op->above = NULL;
1806     op->below = NULL;
1807     op->x = 0, op->y = 0;
1808 elmex 1.1
1809     /* reset the light list and los of the players on the map */
1810 root 1.59 if ((op->glow_radius != 0) && map)
1811 root 1.24 {
1812 elmex 1.1 #ifdef DEBUG_LIGHTS
1813 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1814     #endif /* DEBUG_LIGHTS */
1815 root 1.59 if (MAP_DARKNESS (map))
1816     update_all_los (map, x, y);
1817 root 1.24 }
1818 elmex 1.1
1819     /* Client has no idea of ordering so lets not bother ordering it here.
1820     * It sure simplifies this function...
1821     */
1822 root 1.59 if (!inv)
1823     inv = op;
1824 root 1.24 else
1825     {
1826 root 1.59 op->below = inv;
1827 elmex 1.1 op->below->above = op;
1828 root 1.59 inv = op;
1829 root 1.24 }
1830 root 1.59
1831 elmex 1.1 return op;
1832     }
1833    
1834     /*
1835     * Checks if any objects has a move_type that matches objects
1836     * that effect this object on this space. Call apply() to process
1837     * these events.
1838     *
1839     * Any speed-modification due to SLOW_MOVE() of other present objects
1840     * will affect the speed_left of the object.
1841     *
1842     * originator: Player, monster or other object that caused 'op' to be inserted
1843     * into 'map'. May be NULL.
1844     *
1845     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1846     *
1847     * 4-21-95 added code to check if appropriate skill was readied - this will
1848     * permit faster movement by the player through this terrain. -b.t.
1849     *
1850     * MSW 2001-07-08: Check all objects on space, not just those below
1851     * object being inserted. insert_ob_in_map may not put new objects
1852     * on top.
1853     */
1854    
1855 root 1.24 int
1856     check_move_on (object *op, object *originator)
1857 elmex 1.1 {
1858 root 1.48 object *tmp;
1859 root 1.49 maptile *m = op->map;
1860 root 1.48 int x = op->x, y = op->y;
1861 root 1.26
1862 root 1.48 MoveType move_on, move_slow, move_block;
1863 root 1.24
1864     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1865     return 0;
1866    
1867     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1868     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1869     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870    
1871     /* if nothing on this space will slow op down or be applied,
1872     * no need to do checking below. have to make sure move_type
1873     * is set, as lots of objects don't have it set - we treat that
1874     * as walking.
1875     */
1876     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877     return 0;
1878 elmex 1.1
1879 root 1.24 /* This is basically inverse logic of that below - basically,
1880     * if the object can avoid the move on or slow move, they do so,
1881     * but can't do it if the alternate movement they are using is
1882     * blocked. Logic on this seems confusing, but does seem correct.
1883     */
1884     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1885     return 0;
1886    
1887     /* The objects have to be checked from top to bottom.
1888     * Hence, we first go to the top:
1889     */
1890    
1891     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1892     {
1893     /* Trim the search when we find the first other spell effect
1894     * this helps performance so that if a space has 50 spell objects,
1895     * we don't need to check all of them.
1896     */
1897     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1898     break;
1899     }
1900 root 1.26
1901     for (; tmp; tmp = tmp->below)
1902 root 1.24 {
1903     if (tmp == op)
1904     continue; /* Can't apply yourself */
1905 elmex 1.1
1906 root 1.24 /* Check to see if one of the movement types should be slowed down.
1907     * Second check makes sure that the movement types not being slowed
1908     * (~slow_move) is not blocked on this space - just because the
1909     * space doesn't slow down swimming (for example), if you can't actually
1910     * swim on that space, can't use it to avoid the penalty.
1911     */
1912     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1913     {
1914     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1915     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1916     {
1917 elmex 1.1
1918 root 1.29 float
1919     diff = tmp->move_slow_penalty * FABS (op->speed);
1920 elmex 1.1
1921 root 1.24 if (op->type == PLAYER)
1922 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1923     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1924     diff /= 4.0;
1925    
1926 root 1.24 op->speed_left -= diff;
1927 root 1.8 }
1928     }
1929 elmex 1.1
1930 root 1.24 /* Basically same logic as above, except now for actual apply. */
1931     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1932     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1933     {
1934 root 1.26 move_apply (tmp, op, originator);
1935 root 1.24
1936 root 1.48 if (op->destroyed ())
1937 root 1.24 return 1;
1938    
1939     /* what the person/creature stepped onto has moved the object
1940     * someplace new. Don't process any further - if we did,
1941     * have a feeling strange problems would result.
1942     */
1943     if (op->map != m || op->x != x || op->y != y)
1944     return 0;
1945 root 1.8 }
1946 elmex 1.1 }
1947 root 1.26
1948 root 1.24 return 0;
1949 elmex 1.1 }
1950    
1951     /*
1952     * present_arch(arch, map, x, y) searches for any objects with
1953     * a matching archetype at the given map and coordinates.
1954     * The first matching object is returned, or NULL if none.
1955     */
1956    
1957 root 1.24 object *
1958 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1959 root 1.24 {
1960     object *
1961     tmp;
1962    
1963     if (m == NULL || out_of_map (m, x, y))
1964     {
1965     LOG (llevError, "Present_arch called outside map.\n");
1966     return NULL;
1967     }
1968     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1969     if (tmp->arch == at)
1970 elmex 1.1 return tmp;
1971     return NULL;
1972     }
1973    
1974     /*
1975     * present(type, map, x, y) searches for any objects with
1976     * a matching type variable at the given map and coordinates.
1977     * The first matching object is returned, or NULL if none.
1978     */
1979    
1980 root 1.24 object *
1981 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1982 root 1.24 {
1983     object *
1984     tmp;
1985    
1986     if (out_of_map (m, x, y))
1987     {
1988     LOG (llevError, "Present called outside map.\n");
1989     return NULL;
1990     }
1991     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1992     if (tmp->type == type)
1993 elmex 1.1 return tmp;
1994     return NULL;
1995     }
1996    
1997     /*
1998     * present_in_ob(type, object) searches for any objects with
1999     * a matching type variable in the inventory of the given object.
2000     * The first matching object is returned, or NULL if none.
2001     */
2002    
2003 root 1.24 object *
2004     present_in_ob (unsigned char type, const object *op)
2005     {
2006     object *
2007     tmp;
2008    
2009     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2010     if (tmp->type == type)
2011 elmex 1.1 return tmp;
2012     return NULL;
2013     }
2014    
2015     /*
2016     * present_in_ob (type, str, object) searches for any objects with
2017     * a matching type & name variable in the inventory of the given object.
2018     * The first matching object is returned, or NULL if none.
2019     * This is mostly used by spell effect code, so that we only
2020     * have one spell effect at a time.
2021     * type can be used to narrow the search - if type is set,
2022     * the type must also match. -1 can be passed for the type,
2023     * in which case the type does not need to pass.
2024     * str is the string to match against. Note that we match against
2025     * the object name, not the archetype name. this is so that the
2026     * spell code can use one object type (force), but change it's name
2027     * to be unique.
2028     */
2029    
2030 root 1.24 object *
2031     present_in_ob_by_name (int type, const char *str, const object *op)
2032     {
2033     object *
2034     tmp;
2035 elmex 1.1
2036 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2037     {
2038     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2039     return tmp;
2040 elmex 1.1 }
2041 root 1.24 return NULL;
2042 elmex 1.1 }
2043    
2044     /*
2045     * present_arch_in_ob(archetype, object) searches for any objects with
2046     * a matching archetype in the inventory of the given object.
2047     * The first matching object is returned, or NULL if none.
2048     */
2049    
2050 root 1.24 object *
2051     present_arch_in_ob (const archetype *at, const object *op)
2052     {
2053     object *
2054     tmp;
2055    
2056     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057     if (tmp->arch == at)
2058 elmex 1.1 return tmp;
2059     return NULL;
2060     }
2061    
2062     /*
2063     * activate recursively a flag on an object inventory
2064     */
2065 root 1.24 void
2066     flag_inv (object *op, int flag)
2067     {
2068     object *
2069     tmp;
2070    
2071     if (op->inv)
2072     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2073     {
2074     SET_FLAG (tmp, flag);
2075     flag_inv (tmp, flag);
2076 elmex 1.1 }
2077 root 1.24 } /*
2078     * desactivate recursively a flag on an object inventory
2079     */
2080     void
2081     unflag_inv (object *op, int flag)
2082     {
2083     object *
2084     tmp;
2085    
2086     if (op->inv)
2087     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2088     {
2089     CLEAR_FLAG (tmp, flag);
2090     unflag_inv (tmp, flag);
2091 elmex 1.1 }
2092     }
2093    
2094     /*
2095     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2096     * all it's inventory (recursively).
2097     * If checksums are used, a player will get set_cheat called for
2098     * him/her-self and all object carried by a call to this function.
2099     */
2100    
2101 root 1.24 void
2102     set_cheat (object *op)
2103     {
2104     SET_FLAG (op, FLAG_WAS_WIZ);
2105     flag_inv (op, FLAG_WAS_WIZ);
2106 elmex 1.1 }
2107    
2108     /*
2109     * find_free_spot(object, map, x, y, start, stop) will search for
2110     * a spot at the given map and coordinates which will be able to contain
2111     * the given object. start and stop specifies how many squares
2112     * to search (see the freearr_x/y[] definition).
2113     * It returns a random choice among the alternatives found.
2114     * start and stop are where to start relative to the free_arr array (1,9
2115     * does all 4 immediate directions). This returns the index into the
2116     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2117     * Note - this only checks to see if there is space for the head of the
2118     * object - if it is a multispace object, this should be called for all
2119     * pieces.
2120     * Note2: This function does correctly handle tiled maps, but does not
2121     * inform the caller. However, insert_ob_in_map will update as
2122     * necessary, so the caller shouldn't need to do any special work.
2123     * Note - updated to take an object instead of archetype - this is necessary
2124     * because arch_blocked (now ob_blocked) needs to know the movement type
2125     * to know if the space in question will block the object. We can't use
2126     * the archetype because that isn't correct if the monster has been
2127     * customized, changed states, etc.
2128     */
2129    
2130 root 1.24 int
2131 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2132 root 1.24 {
2133     int
2134     i,
2135     index = 0, flag;
2136     static int
2137     altern[SIZEOFFREE];
2138    
2139     for (i = start; i < stop; i++)
2140     {
2141     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2142     if (!flag)
2143     altern[index++] = i;
2144    
2145     /* Basically, if we find a wall on a space, we cut down the search size.
2146     * In this way, we won't return spaces that are on another side of a wall.
2147     * This mostly work, but it cuts down the search size in all directions -
2148     * if the space being examined only has a wall to the north and empty
2149     * spaces in all the other directions, this will reduce the search space
2150     * to only the spaces immediately surrounding the target area, and
2151     * won't look 2 spaces south of the target space.
2152     */
2153     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2154     stop = maxfree[i];
2155 elmex 1.1 }
2156 root 1.24 if (!index)
2157     return -1;
2158     return altern[RANDOM () % index];
2159 elmex 1.1 }
2160    
2161     /*
2162 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2163 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2164     * But it will return the first available spot, not a random choice.
2165     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2166     */
2167    
2168 root 1.24 int
2169 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2170 root 1.24 {
2171     int
2172     i;
2173    
2174     for (i = 0; i < SIZEOFFREE; i++)
2175     {
2176     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2177     return i;
2178 elmex 1.1 }
2179 root 1.24 return -1;
2180 elmex 1.1 }
2181    
2182     /*
2183     * The function permute(arr, begin, end) randomly reorders the array
2184     * arr[begin..end-1].
2185     */
2186 root 1.24 static void
2187     permute (int *arr, int begin, int end)
2188 elmex 1.1 {
2189 root 1.24 int
2190     i,
2191     j,
2192     tmp,
2193     len;
2194 elmex 1.1
2195 root 1.24 len = end - begin;
2196     for (i = begin; i < end; i++)
2197 elmex 1.1 {
2198 root 1.24 j = begin + RANDOM () % len;
2199 elmex 1.1
2200 root 1.24 tmp = arr[i];
2201     arr[i] = arr[j];
2202     arr[j] = tmp;
2203 elmex 1.1 }
2204     }
2205    
2206     /* new function to make monster searching more efficient, and effective!
2207     * This basically returns a randomized array (in the passed pointer) of
2208     * the spaces to find monsters. In this way, it won't always look for
2209     * monsters to the north first. However, the size of the array passed
2210     * covers all the spaces, so within that size, all the spaces within
2211     * the 3x3 area will be searched, just not in a predictable order.
2212     */
2213 root 1.24 void
2214     get_search_arr (int *search_arr)
2215 elmex 1.1 {
2216 root 1.24 int
2217     i;
2218 elmex 1.1
2219 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2220 elmex 1.1 {
2221 root 1.24 search_arr[i] = i;
2222 elmex 1.1 }
2223    
2224 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2225     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2226     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2227 elmex 1.1 }
2228    
2229     /*
2230     * find_dir(map, x, y, exclude) will search some close squares in the
2231     * given map at the given coordinates for live objects.
2232     * It will not considered the object given as exclude among possible
2233     * live objects.
2234     * It returns the direction toward the first/closest live object if finds
2235     * any, otherwise 0.
2236     * Perhaps incorrectly, but I'm making the assumption that exclude
2237     * is actually want is going to try and move there. We need this info
2238     * because we have to know what movement the thing looking to move
2239     * there is capable of.
2240     */
2241    
2242 root 1.24 int
2243 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2244 root 1.24 {
2245     int
2246     i,
2247     max = SIZEOFFREE, mflags;
2248 root 1.29
2249     sint16 nx, ny;
2250 root 1.24 object *
2251     tmp;
2252 root 1.49 maptile *
2253 root 1.24 mp;
2254 root 1.29
2255     MoveType blocked, move_type;
2256 root 1.24
2257     if (exclude && exclude->head)
2258     {
2259     exclude = exclude->head;
2260     move_type = exclude->move_type;
2261     }
2262     else
2263     {
2264     /* If we don't have anything, presume it can use all movement types. */
2265     move_type = MOVE_ALL;
2266     }
2267    
2268     for (i = 1; i < max; i++)
2269     {
2270     mp = m;
2271     nx = x + freearr_x[i];
2272     ny = y + freearr_y[i];
2273    
2274     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2275     if (mflags & P_OUT_OF_MAP)
2276     {
2277     max = maxfree[i];
2278     }
2279     else
2280     {
2281     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2282    
2283     if ((move_type & blocked) == move_type)
2284     {
2285     max = maxfree[i];
2286     }
2287     else if (mflags & P_IS_ALIVE)
2288     {
2289     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2290     {
2291     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2292     {
2293     break;
2294 root 1.8 }
2295     }
2296 root 1.24 if (tmp)
2297     {
2298     return freedir[i];
2299 root 1.8 }
2300     }
2301     }
2302 elmex 1.1 }
2303 root 1.24 return 0;
2304 elmex 1.1 }
2305    
2306     /*
2307     * distance(object 1, object 2) will return the square of the
2308     * distance between the two given objects.
2309     */
2310    
2311 root 1.24 int
2312     distance (const object *ob1, const object *ob2)
2313     {
2314     int
2315     i;
2316    
2317     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2318 elmex 1.1 return i;
2319     }
2320    
2321     /*
2322     * find_dir_2(delta-x,delta-y) will return a direction in which
2323     * an object which has subtracted the x and y coordinates of another
2324     * object, needs to travel toward it.
2325     */
2326    
2327 root 1.24 int
2328     find_dir_2 (int x, int y)
2329     {
2330     int
2331     q;
2332 elmex 1.1
2333 root 1.24 if (y)
2334     q = x * 100 / y;
2335 elmex 1.1 else if (x)
2336 root 1.24 q = -300 * x;
2337 elmex 1.1 else
2338     return 0;
2339    
2340 root 1.24 if (y > 0)
2341     {
2342     if (q < -242)
2343     return 3;
2344     if (q < -41)
2345     return 2;
2346     if (q < 41)
2347     return 1;
2348     if (q < 242)
2349     return 8;
2350     return 7;
2351     }
2352 elmex 1.1
2353     if (q < -242)
2354 root 1.24 return 7;
2355 elmex 1.1 if (q < -41)
2356 root 1.24 return 6;
2357 elmex 1.1 if (q < 41)
2358 root 1.24 return 5;
2359 elmex 1.1 if (q < 242)
2360 root 1.24 return 4;
2361 elmex 1.1
2362 root 1.24 return 3;
2363 elmex 1.1 }
2364    
2365     /*
2366     * absdir(int): Returns a number between 1 and 8, which represent
2367     * the "absolute" direction of a number (it actually takes care of
2368     * "overflow" in previous calculations of a direction).
2369     */
2370    
2371 root 1.24 int
2372     absdir (int d)
2373     {
2374     while (d < 1)
2375     d += 8;
2376     while (d > 8)
2377     d -= 8;
2378 elmex 1.1 return d;
2379     }
2380    
2381     /*
2382     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2383     * between two directions (which are expected to be absolute (see absdir())
2384     */
2385    
2386 root 1.24 int
2387     dirdiff (int dir1, int dir2)
2388     {
2389     int
2390     d;
2391    
2392     d = abs (dir1 - dir2);
2393     if (d > 4)
2394 elmex 1.1 d = 8 - d;
2395     return d;
2396     }
2397    
2398     /* peterm:
2399     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2400     * Basically, this is a table of directions, and what directions
2401     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2402     * This basically means that if direction is 15, then it could either go
2403     * direction 4, 14, or 16 to get back to where we are.
2404     * Moved from spell_util.c to object.c with the other related direction
2405     * functions.
2406     */
2407    
2408 root 1.24 int
2409     reduction_dir[SIZEOFFREE][3] = {
2410     {0, 0, 0}, /* 0 */
2411     {0, 0, 0}, /* 1 */
2412     {0, 0, 0}, /* 2 */
2413     {0, 0, 0}, /* 3 */
2414     {0, 0, 0}, /* 4 */
2415     {0, 0, 0}, /* 5 */
2416     {0, 0, 0}, /* 6 */
2417     {0, 0, 0}, /* 7 */
2418     {0, 0, 0}, /* 8 */
2419     {8, 1, 2}, /* 9 */
2420     {1, 2, -1}, /* 10 */
2421     {2, 10, 12}, /* 11 */
2422     {2, 3, -1}, /* 12 */
2423     {2, 3, 4}, /* 13 */
2424     {3, 4, -1}, /* 14 */
2425     {4, 14, 16}, /* 15 */
2426     {5, 4, -1}, /* 16 */
2427     {4, 5, 6}, /* 17 */
2428     {6, 5, -1}, /* 18 */
2429     {6, 20, 18}, /* 19 */
2430     {7, 6, -1}, /* 20 */
2431     {6, 7, 8}, /* 21 */
2432     {7, 8, -1}, /* 22 */
2433     {8, 22, 24}, /* 23 */
2434     {8, 1, -1}, /* 24 */
2435     {24, 9, 10}, /* 25 */
2436     {9, 10, -1}, /* 26 */
2437     {10, 11, -1}, /* 27 */
2438     {27, 11, 29}, /* 28 */
2439     {11, 12, -1}, /* 29 */
2440     {12, 13, -1}, /* 30 */
2441     {12, 13, 14}, /* 31 */
2442     {13, 14, -1}, /* 32 */
2443     {14, 15, -1}, /* 33 */
2444     {33, 15, 35}, /* 34 */
2445     {16, 15, -1}, /* 35 */
2446     {17, 16, -1}, /* 36 */
2447     {18, 17, 16}, /* 37 */
2448     {18, 17, -1}, /* 38 */
2449     {18, 19, -1}, /* 39 */
2450     {41, 19, 39}, /* 40 */
2451     {19, 20, -1}, /* 41 */
2452     {20, 21, -1}, /* 42 */
2453     {20, 21, 22}, /* 43 */
2454     {21, 22, -1}, /* 44 */
2455     {23, 22, -1}, /* 45 */
2456     {45, 47, 23}, /* 46 */
2457     {23, 24, -1}, /* 47 */
2458     {24, 9, -1}
2459     }; /* 48 */
2460 elmex 1.1
2461     /* Recursive routine to step back and see if we can
2462     * find a path to that monster that we found. If not,
2463     * we don't bother going toward it. Returns 1 if we
2464     * can see a direct way to get it
2465     * Modified to be map tile aware -.MSW
2466     */
2467    
2468 root 1.24
2469     int
2470 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2471 root 1.24 {
2472 root 1.29 sint16 dx, dy;
2473 root 1.24 int
2474     mflags;
2475    
2476     if (dir < 0)
2477     return 0; /* exit condition: invalid direction */
2478    
2479     dx = x + freearr_x[dir];
2480     dy = y + freearr_y[dir];
2481    
2482     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2483    
2484     /* This functional arguably was incorrect before - it was
2485     * checking for P_WALL - that was basically seeing if
2486     * we could move to the monster - this is being more
2487     * literal on if we can see it. To know if we can actually
2488     * move to the monster, we'd need the monster passed in or
2489     * at least its move type.
2490     */
2491     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2492     return 0;
2493    
2494     /* yes, can see. */
2495     if (dir < 9)
2496     return 1;
2497     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2498     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2499     }
2500    
2501    
2502    
2503 elmex 1.1 /*
2504     * can_pick(picker, item): finds out if an object is possible to be
2505     * picked up by the picker. Returnes 1 if it can be
2506     * picked up, otherwise 0.
2507     *
2508     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2509     * core dumps if they do.
2510     *
2511     * Add a check so we can't pick up invisible objects (0.93.8)
2512     */
2513    
2514 root 1.24 int
2515     can_pick (const object *who, const object *item)
2516     {
2517     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2518     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2519     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2520 elmex 1.1 }
2521    
2522    
2523     /*
2524     * create clone from object to another
2525     */
2526 root 1.24 object *
2527     object_create_clone (object *asrc)
2528     {
2529 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2530 elmex 1.1
2531 root 1.24 if (!asrc)
2532 root 1.62 return 0;
2533    
2534 root 1.24 src = asrc;
2535     if (src->head)
2536     src = src->head;
2537    
2538 root 1.62 prev = 0;
2539 root 1.24 for (part = src; part; part = part->more)
2540     {
2541     tmp = get_object ();
2542     copy_object (part, tmp);
2543     tmp->x -= src->x;
2544     tmp->y -= src->y;
2545 root 1.62
2546 root 1.24 if (!part->head)
2547     {
2548     dst = tmp;
2549 root 1.62 tmp->head = 0;
2550 root 1.24 }
2551     else
2552     {
2553     tmp->head = dst;
2554     }
2555 root 1.62
2556     tmp->more = 0;
2557    
2558 root 1.24 if (prev)
2559     prev->more = tmp;
2560 root 1.62
2561 root 1.24 prev = tmp;
2562 elmex 1.1 }
2563 root 1.24
2564     for (item = src->inv; item; item = item->below)
2565 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2566 elmex 1.1
2567 root 1.24 return dst;
2568 elmex 1.1 }
2569    
2570     /* GROS - Creates an object using a string representing its content. */
2571     /* Basically, we save the content of the string to a temp file, then call */
2572     /* load_object on it. I admit it is a highly inefficient way to make things, */
2573     /* but it was simple to make and allows reusing the load_object function. */
2574     /* Remember not to use load_object_str in a time-critical situation. */
2575     /* Also remember that multiparts objects are not supported for now. */
2576    
2577 root 1.24 object *
2578     load_object_str (const char *obstr)
2579 elmex 1.1 {
2580 root 1.48 object *op;
2581     char filename[MAX_BUF];
2582 root 1.9
2583 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2584    
2585 root 1.48 FILE *tempfile = fopen (filename, "w");
2586 root 1.24
2587     if (tempfile == NULL)
2588 elmex 1.1 {
2589 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2590     return NULL;
2591 root 1.41 }
2592    
2593 root 1.24 fprintf (tempfile, obstr);
2594     fclose (tempfile);
2595 elmex 1.1
2596 root 1.24 op = get_object ();
2597 elmex 1.1
2598 root 1.29 object_thawer thawer (filename);
2599 root 1.13
2600 root 1.24 if (thawer)
2601     load_object (thawer, op, 0);
2602 root 1.13
2603 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2604     CLEAR_FLAG (op, FLAG_REMOVED);
2605 root 1.9
2606 root 1.24 return op;
2607 elmex 1.1 }
2608    
2609     /* This returns the first object in who's inventory that
2610     * has the same type and subtype match.
2611     * returns NULL if no match.
2612     */
2613 root 1.24 object *
2614     find_obj_by_type_subtype (const object *who, int type, int subtype)
2615 elmex 1.1 {
2616 root 1.48 object *tmp;
2617 elmex 1.1
2618 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2619     if (tmp->type == type && tmp->subtype == subtype)
2620     return tmp;
2621 elmex 1.1
2622 root 1.24 return NULL;
2623 elmex 1.1 }
2624    
2625     /* If ob has a field named key, return the link from the list,
2626     * otherwise return NULL.
2627     *
2628     * key must be a passed in shared string - otherwise, this won't
2629     * do the desired thing.
2630     */
2631 root 1.24 key_value *
2632     get_ob_key_link (const object *ob, const char *key)
2633     {
2634 root 1.48 key_value *link;
2635 root 1.24
2636     for (link = ob->key_values; link != NULL; link = link->next)
2637 root 1.48 if (link->key == key)
2638     return link;
2639 root 1.24
2640     return NULL;
2641     }
2642 elmex 1.1
2643     /*
2644     * Returns the value of op has an extra_field for key, or NULL.
2645     *
2646     * The argument doesn't need to be a shared string.
2647     *
2648     * The returned string is shared.
2649     */
2650 root 1.24 const char *
2651     get_ob_key_value (const object *op, const char *const key)
2652     {
2653 root 1.35 key_value *link;
2654     shstr_cmp canonical_key (key);
2655 root 1.24
2656 root 1.35 if (!canonical_key)
2657 root 1.24 {
2658     /* 1. There being a field named key on any object
2659     * implies there'd be a shared string to find.
2660     * 2. Since there isn't, no object has this field.
2661     * 3. Therefore, *this* object doesn't have this field.
2662     */
2663 root 1.35 return 0;
2664 elmex 1.1 }
2665    
2666 root 1.24 /* This is copied from get_ob_key_link() above -
2667     * only 4 lines, and saves the function call overhead.
2668     */
2669 root 1.35 for (link = op->key_values; link; link = link->next)
2670     if (link->key == canonical_key)
2671     return link->value;
2672    
2673     return 0;
2674 elmex 1.1 }
2675    
2676    
2677     /*
2678     * Updates the canonical_key in op to value.
2679     *
2680     * canonical_key is a shared string (value doesn't have to be).
2681     *
2682     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683     * keys.
2684     *
2685     * Returns TRUE on success.
2686     */
2687 root 1.24 int
2688     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2689     {
2690     key_value *
2691     field = NULL, *last = NULL;
2692    
2693     for (field = op->key_values; field != NULL; field = field->next)
2694     {
2695     if (field->key != canonical_key)
2696     {
2697     last = field;
2698     continue;
2699     }
2700    
2701     if (value)
2702     field->value = value;
2703     else
2704     {
2705     /* Basically, if the archetype has this key set,
2706     * we need to store the null value so when we save
2707     * it, we save the empty value so that when we load,
2708     * we get this value back again.
2709     */
2710     if (get_ob_key_link (&op->arch->clone, canonical_key))
2711     field->value = 0;
2712     else
2713     {
2714     if (last)
2715     last->next = field->next;
2716     else
2717     op->key_values = field->next;
2718    
2719 root 1.29 delete field;
2720 root 1.24 }
2721     }
2722     return TRUE;
2723     }
2724     /* IF we get here, key doesn't exist */
2725    
2726     /* No field, we'll have to add it. */
2727    
2728     if (!add_key)
2729     {
2730     return FALSE;
2731     }
2732     /* There isn't any good reason to store a null
2733     * value in the key/value list. If the archetype has
2734     * this key, then we should also have it, so shouldn't
2735     * be here. If user wants to store empty strings,
2736     * should pass in ""
2737     */
2738     if (value == NULL)
2739 elmex 1.1 return TRUE;
2740 root 1.24
2741     field = new key_value;
2742    
2743     field->key = canonical_key;
2744     field->value = value;
2745     /* Usual prepend-addition. */
2746     field->next = op->key_values;
2747     op->key_values = field;
2748    
2749     return TRUE;
2750 elmex 1.1 }
2751    
2752     /*
2753     * Updates the key in op to value.
2754     *
2755     * If add_key is FALSE, this will only update existing keys,
2756     * and not add new ones.
2757     * In general, should be little reason FALSE is ever passed in for add_key
2758     *
2759     * Returns TRUE on success.
2760     */
2761 root 1.24 int
2762     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2763 root 1.11 {
2764 root 1.29 shstr key_ (key);
2765 root 1.24
2766 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2767 elmex 1.1 }
2768 root 1.31
2769 root 1.34 object::depth_iterator::depth_iterator (object *container)
2770     : iterator_base (container)
2771     {
2772     while (item->inv)
2773     item = item->inv;
2774     }
2775    
2776 root 1.31 void
2777 root 1.34 object::depth_iterator::next ()
2778 root 1.31 {
2779 root 1.34 if (item->below)
2780     {
2781     item = item->below;
2782    
2783     while (item->inv)
2784     item = item->inv;
2785     }
2786 root 1.31 else
2787 root 1.34 item = item->env;
2788 root 1.31 }
2789 root 1.34
2790 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2791     const char *
2792     object::debug_desc (char *info) const
2793     {
2794     char info2[256 * 3];
2795     char *p = info;
2796    
2797     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2798     count,
2799     &name,
2800     title ? " " : "",
2801     title ? (const char *)title : "");
2802    
2803     if (env)
2804     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2805    
2806     if (map)
2807     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2808    
2809     return info;
2810     }
2811    
2812     const char *
2813     object::debug_desc () const
2814     {
2815     static char info[256 * 3];
2816     return debug_desc (info);
2817     }
2818