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Revision: 1.63
Committed: Tue Dec 12 20:53:02 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.62: +14 -18 lines
Log Message:
replace some function- by method-calls

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 1.63 remove ();
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 1.63 op->remove ();
950 root 1.24
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 root 1.63 op->destroy (0);
954 root 1.24 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 root 1.63 /* op->remove ():
1021 elmex 1.1 * 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 root 1.63 op->remove ();
1209     op->destroy (0);
1210 root 1.24 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 root 1.63 tmp->remove ();
1350     tmp->destroy (0);
1351 root 1.25 }
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 root 1.63 tmp->remove ();
1550     tmp->destroy (0);
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 root 1.63 orig_ob->destroy (1);
1587 root 1.24 else if (!is_removed)
1588     {
1589     if (orig_ob->env != NULL)
1590     sub_weight (orig_ob->env, orig_ob->weight * nr);
1591     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1592     {
1593     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1594     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1595     return NULL;
1596 root 1.8 }
1597 elmex 1.1 }
1598 root 1.29
1599 root 1.24 newob->nrof = nr;
1600 elmex 1.1
1601 root 1.24 return newob;
1602 elmex 1.1 }
1603    
1604     /*
1605     * decrease_ob_nr(object, number) decreases a specified number from
1606     * the amount of an object. If the amount reaches 0, the object
1607     * is subsequently removed and freed.
1608     *
1609     * Return value: 'op' if something is left, NULL if the amount reached 0
1610     */
1611    
1612 root 1.24 object *
1613     decrease_ob_nr (object *op, uint32 i)
1614 elmex 1.1 {
1615 root 1.29 object *tmp;
1616     player *pl;
1617 elmex 1.1
1618 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1619     return op;
1620    
1621     if (i > op->nrof)
1622     i = op->nrof;
1623    
1624     if (QUERY_FLAG (op, FLAG_REMOVED))
1625 root 1.29 op->nrof -= i;
1626 root 1.24 else if (op->env != NULL)
1627     {
1628     /* is this object in the players inventory, or sub container
1629     * therein?
1630     */
1631     tmp = is_player_inv (op->env);
1632     /* nope. Is this a container the player has opened?
1633     * If so, set tmp to that player.
1634     * IMO, searching through all the players will mostly
1635     * likely be quicker than following op->env to the map,
1636     * and then searching the map for a player.
1637     */
1638     if (!tmp)
1639     {
1640     for (pl = first_player; pl; pl = pl->next)
1641     if (pl->ob->container == op->env)
1642     break;
1643     if (pl)
1644     tmp = pl->ob;
1645     else
1646     tmp = NULL;
1647     }
1648 elmex 1.1
1649 root 1.24 if (i < op->nrof)
1650     {
1651     sub_weight (op->env, op->weight * i);
1652     op->nrof -= i;
1653     if (tmp)
1654     {
1655     esrv_send_item (tmp, op);
1656 elmex 1.1 }
1657 root 1.24 }
1658     else
1659     {
1660 root 1.63 op->remove ();
1661 root 1.24 op->nrof = 0;
1662     if (tmp)
1663     {
1664     esrv_del_item (tmp->contr, op->count);
1665 elmex 1.1 }
1666     }
1667     }
1668 root 1.24 else
1669 elmex 1.1 {
1670 root 1.29 object *above = op->above;
1671 elmex 1.1
1672 root 1.24 if (i < op->nrof)
1673 root 1.29 op->nrof -= i;
1674 root 1.24 else
1675     {
1676 root 1.63 op->remove ();
1677 root 1.24 op->nrof = 0;
1678     }
1679 root 1.29
1680 root 1.24 /* Since we just removed op, op->above is null */
1681     for (tmp = above; tmp != NULL; tmp = tmp->above)
1682     if (tmp->type == PLAYER)
1683     {
1684     if (op->nrof)
1685     esrv_send_item (tmp, op);
1686     else
1687     esrv_del_item (tmp->contr, op->count);
1688     }
1689 elmex 1.1 }
1690    
1691 root 1.24 if (op->nrof)
1692 root 1.29 return op;
1693 root 1.24 else
1694     {
1695 root 1.63 op->destroy (0);
1696 root 1.24 return NULL;
1697 elmex 1.1 }
1698     }
1699    
1700     /*
1701     * add_weight(object, weight) adds the specified weight to an object,
1702     * and also updates how much the environment(s) is/are carrying.
1703     */
1704    
1705 root 1.24 void
1706     add_weight (object *op, signed long weight)
1707     {
1708     while (op != NULL)
1709     {
1710     if (op->type == CONTAINER)
1711 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1712    
1713 root 1.24 op->carrying += weight;
1714     op = op->env;
1715     }
1716 elmex 1.1 }
1717    
1718 root 1.24 object *
1719     insert_ob_in_ob (object *op, object *where)
1720     {
1721 root 1.59 if (!where)
1722 root 1.24 {
1723 root 1.53 char *dump = dump_object (op);
1724     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1725     free (dump);
1726 root 1.24 return op;
1727     }
1728 root 1.29
1729 root 1.24 if (where->head)
1730     {
1731 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1732 root 1.24 where = where->head;
1733     }
1734 root 1.29
1735 root 1.59 return where->insert (op);
1736     }
1737    
1738     /*
1739     * env->insert (op)
1740     * This function inserts the object op in the linked list
1741     * inside the object environment.
1742     *
1743     * The function returns now pointer to inserted item, and return value can
1744     * be != op, if items are merged. -Tero
1745     */
1746    
1747     object *
1748     object::insert (object *op)
1749     {
1750     object *tmp, *otmp;
1751    
1752     if (!QUERY_FLAG (op, FLAG_REMOVED))
1753     op->remove ();
1754    
1755 root 1.24 if (op->more)
1756     {
1757     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1758     return op;
1759     }
1760 root 1.29
1761 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1762     CLEAR_FLAG (op, FLAG_REMOVED);
1763     if (op->nrof)
1764     {
1765 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1766 root 1.24 if (CAN_MERGE (tmp, op))
1767     {
1768     /* return the original object and remove inserted object
1769     (client needs the original object) */
1770     tmp->nrof += op->nrof;
1771     /* Weight handling gets pretty funky. Since we are adding to
1772     * tmp->nrof, we need to increase the weight.
1773     */
1774 root 1.59 add_weight (this, op->weight * op->nrof);
1775 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1776 root 1.59 op->destroy (); /* free the inserted object */
1777 root 1.24 op = tmp;
1778 root 1.59 op->remove (); /* and fix old object's links */
1779 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1780     break;
1781     }
1782    
1783     /* I assume combined objects have no inventory
1784     * We add the weight - this object could have just been removed
1785     * (if it was possible to merge). calling remove_ob will subtract
1786     * the weight, so we need to add it in again, since we actually do
1787     * the linking below
1788     */
1789 root 1.59 add_weight (this, op->weight * op->nrof);
1790 root 1.24 }
1791     else
1792 root 1.59 add_weight (this, (op->weight + op->carrying));
1793 elmex 1.1
1794 root 1.59 otmp = is_player_inv (this);
1795     if (otmp && otmp->contr)
1796     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1797     fix_player (otmp);
1798 elmex 1.1
1799 root 1.24 op->map = NULL;
1800 root 1.59 op->env = this;
1801 root 1.24 op->above = NULL;
1802     op->below = NULL;
1803     op->x = 0, op->y = 0;
1804 elmex 1.1
1805     /* reset the light list and los of the players on the map */
1806 root 1.59 if ((op->glow_radius != 0) && map)
1807 root 1.24 {
1808 elmex 1.1 #ifdef DEBUG_LIGHTS
1809 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1810     #endif /* DEBUG_LIGHTS */
1811 root 1.59 if (MAP_DARKNESS (map))
1812     update_all_los (map, x, y);
1813 root 1.24 }
1814 elmex 1.1
1815     /* Client has no idea of ordering so lets not bother ordering it here.
1816     * It sure simplifies this function...
1817     */
1818 root 1.59 if (!inv)
1819     inv = op;
1820 root 1.24 else
1821     {
1822 root 1.59 op->below = inv;
1823 elmex 1.1 op->below->above = op;
1824 root 1.59 inv = op;
1825 root 1.24 }
1826 root 1.59
1827 elmex 1.1 return op;
1828     }
1829    
1830     /*
1831     * Checks if any objects has a move_type that matches objects
1832     * that effect this object on this space. Call apply() to process
1833     * these events.
1834     *
1835     * Any speed-modification due to SLOW_MOVE() of other present objects
1836     * will affect the speed_left of the object.
1837     *
1838     * originator: Player, monster or other object that caused 'op' to be inserted
1839     * into 'map'. May be NULL.
1840     *
1841     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1842     *
1843     * 4-21-95 added code to check if appropriate skill was readied - this will
1844     * permit faster movement by the player through this terrain. -b.t.
1845     *
1846     * MSW 2001-07-08: Check all objects on space, not just those below
1847     * object being inserted. insert_ob_in_map may not put new objects
1848     * on top.
1849     */
1850    
1851 root 1.24 int
1852     check_move_on (object *op, object *originator)
1853 elmex 1.1 {
1854 root 1.48 object *tmp;
1855 root 1.49 maptile *m = op->map;
1856 root 1.48 int x = op->x, y = op->y;
1857 root 1.26
1858 root 1.48 MoveType move_on, move_slow, move_block;
1859 root 1.24
1860     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1861     return 0;
1862    
1863     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1864     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1865     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1866    
1867     /* if nothing on this space will slow op down or be applied,
1868     * no need to do checking below. have to make sure move_type
1869     * is set, as lots of objects don't have it set - we treat that
1870     * as walking.
1871     */
1872     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1873     return 0;
1874 elmex 1.1
1875 root 1.24 /* This is basically inverse logic of that below - basically,
1876     * if the object can avoid the move on or slow move, they do so,
1877     * but can't do it if the alternate movement they are using is
1878     * blocked. Logic on this seems confusing, but does seem correct.
1879     */
1880     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1881     return 0;
1882    
1883     /* The objects have to be checked from top to bottom.
1884     * Hence, we first go to the top:
1885     */
1886    
1887     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1888     {
1889     /* Trim the search when we find the first other spell effect
1890     * this helps performance so that if a space has 50 spell objects,
1891     * we don't need to check all of them.
1892     */
1893     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1894     break;
1895     }
1896 root 1.26
1897     for (; tmp; tmp = tmp->below)
1898 root 1.24 {
1899     if (tmp == op)
1900     continue; /* Can't apply yourself */
1901 elmex 1.1
1902 root 1.24 /* Check to see if one of the movement types should be slowed down.
1903     * Second check makes sure that the movement types not being slowed
1904     * (~slow_move) is not blocked on this space - just because the
1905     * space doesn't slow down swimming (for example), if you can't actually
1906     * swim on that space, can't use it to avoid the penalty.
1907     */
1908     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1909     {
1910     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1911     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1912     {
1913 elmex 1.1
1914 root 1.29 float
1915     diff = tmp->move_slow_penalty * FABS (op->speed);
1916 elmex 1.1
1917 root 1.24 if (op->type == PLAYER)
1918 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1919     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1920     diff /= 4.0;
1921    
1922 root 1.24 op->speed_left -= diff;
1923 root 1.8 }
1924     }
1925 elmex 1.1
1926 root 1.24 /* Basically same logic as above, except now for actual apply. */
1927     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1929     {
1930 root 1.26 move_apply (tmp, op, originator);
1931 root 1.24
1932 root 1.48 if (op->destroyed ())
1933 root 1.24 return 1;
1934    
1935     /* what the person/creature stepped onto has moved the object
1936     * someplace new. Don't process any further - if we did,
1937     * have a feeling strange problems would result.
1938     */
1939     if (op->map != m || op->x != x || op->y != y)
1940     return 0;
1941 root 1.8 }
1942 elmex 1.1 }
1943 root 1.26
1944 root 1.24 return 0;
1945 elmex 1.1 }
1946    
1947     /*
1948     * present_arch(arch, map, x, y) searches for any objects with
1949     * a matching archetype at the given map and coordinates.
1950     * The first matching object is returned, or NULL if none.
1951     */
1952    
1953 root 1.24 object *
1954 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1955 root 1.24 {
1956     object *
1957     tmp;
1958    
1959     if (m == NULL || out_of_map (m, x, y))
1960     {
1961     LOG (llevError, "Present_arch called outside map.\n");
1962     return NULL;
1963     }
1964     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1965     if (tmp->arch == at)
1966 elmex 1.1 return tmp;
1967     return NULL;
1968     }
1969    
1970     /*
1971     * present(type, map, x, y) searches for any objects with
1972     * a matching type variable at the given map and coordinates.
1973     * The first matching object is returned, or NULL if none.
1974     */
1975    
1976 root 1.24 object *
1977 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1978 root 1.24 {
1979     object *
1980     tmp;
1981    
1982     if (out_of_map (m, x, y))
1983     {
1984     LOG (llevError, "Present called outside map.\n");
1985     return NULL;
1986     }
1987     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1988     if (tmp->type == type)
1989 elmex 1.1 return tmp;
1990     return NULL;
1991     }
1992    
1993     /*
1994     * present_in_ob(type, object) searches for any objects with
1995     * a matching type variable in the inventory of the given object.
1996     * The first matching object is returned, or NULL if none.
1997     */
1998    
1999 root 1.24 object *
2000     present_in_ob (unsigned char type, const object *op)
2001     {
2002     object *
2003     tmp;
2004    
2005     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006     if (tmp->type == type)
2007 elmex 1.1 return tmp;
2008     return NULL;
2009     }
2010    
2011     /*
2012     * present_in_ob (type, str, object) searches for any objects with
2013     * a matching type & name variable in the inventory of the given object.
2014     * The first matching object is returned, or NULL if none.
2015     * This is mostly used by spell effect code, so that we only
2016     * have one spell effect at a time.
2017     * type can be used to narrow the search - if type is set,
2018     * the type must also match. -1 can be passed for the type,
2019     * in which case the type does not need to pass.
2020     * str is the string to match against. Note that we match against
2021     * the object name, not the archetype name. this is so that the
2022     * spell code can use one object type (force), but change it's name
2023     * to be unique.
2024     */
2025    
2026 root 1.24 object *
2027     present_in_ob_by_name (int type, const char *str, const object *op)
2028     {
2029     object *
2030     tmp;
2031 elmex 1.1
2032 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2033     {
2034     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2035     return tmp;
2036 elmex 1.1 }
2037 root 1.24 return NULL;
2038 elmex 1.1 }
2039    
2040     /*
2041     * present_arch_in_ob(archetype, object) searches for any objects with
2042     * a matching archetype in the inventory of the given object.
2043     * The first matching object is returned, or NULL if none.
2044     */
2045    
2046 root 1.24 object *
2047     present_arch_in_ob (const archetype *at, const object *op)
2048     {
2049     object *
2050     tmp;
2051    
2052     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2053     if (tmp->arch == at)
2054 elmex 1.1 return tmp;
2055     return NULL;
2056     }
2057    
2058     /*
2059     * activate recursively a flag on an object inventory
2060     */
2061 root 1.24 void
2062     flag_inv (object *op, int flag)
2063     {
2064     object *
2065     tmp;
2066    
2067     if (op->inv)
2068     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2069     {
2070     SET_FLAG (tmp, flag);
2071     flag_inv (tmp, flag);
2072 elmex 1.1 }
2073 root 1.24 } /*
2074     * desactivate recursively a flag on an object inventory
2075     */
2076     void
2077     unflag_inv (object *op, int flag)
2078     {
2079     object *
2080     tmp;
2081    
2082     if (op->inv)
2083     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2084     {
2085     CLEAR_FLAG (tmp, flag);
2086     unflag_inv (tmp, flag);
2087 elmex 1.1 }
2088     }
2089    
2090     /*
2091     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2092     * all it's inventory (recursively).
2093     * If checksums are used, a player will get set_cheat called for
2094     * him/her-self and all object carried by a call to this function.
2095     */
2096    
2097 root 1.24 void
2098     set_cheat (object *op)
2099     {
2100     SET_FLAG (op, FLAG_WAS_WIZ);
2101     flag_inv (op, FLAG_WAS_WIZ);
2102 elmex 1.1 }
2103    
2104     /*
2105     * find_free_spot(object, map, x, y, start, stop) will search for
2106     * a spot at the given map and coordinates which will be able to contain
2107     * the given object. start and stop specifies how many squares
2108     * to search (see the freearr_x/y[] definition).
2109     * It returns a random choice among the alternatives found.
2110     * start and stop are where to start relative to the free_arr array (1,9
2111     * does all 4 immediate directions). This returns the index into the
2112     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2113     * Note - this only checks to see if there is space for the head of the
2114     * object - if it is a multispace object, this should be called for all
2115     * pieces.
2116     * Note2: This function does correctly handle tiled maps, but does not
2117     * inform the caller. However, insert_ob_in_map will update as
2118     * necessary, so the caller shouldn't need to do any special work.
2119     * Note - updated to take an object instead of archetype - this is necessary
2120     * because arch_blocked (now ob_blocked) needs to know the movement type
2121     * to know if the space in question will block the object. We can't use
2122     * the archetype because that isn't correct if the monster has been
2123     * customized, changed states, etc.
2124     */
2125    
2126 root 1.24 int
2127 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2128 root 1.24 {
2129     int
2130     i,
2131     index = 0, flag;
2132     static int
2133     altern[SIZEOFFREE];
2134    
2135     for (i = start; i < stop; i++)
2136     {
2137     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2138     if (!flag)
2139     altern[index++] = i;
2140    
2141     /* Basically, if we find a wall on a space, we cut down the search size.
2142     * In this way, we won't return spaces that are on another side of a wall.
2143     * This mostly work, but it cuts down the search size in all directions -
2144     * if the space being examined only has a wall to the north and empty
2145     * spaces in all the other directions, this will reduce the search space
2146     * to only the spaces immediately surrounding the target area, and
2147     * won't look 2 spaces south of the target space.
2148     */
2149     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2150     stop = maxfree[i];
2151 elmex 1.1 }
2152 root 1.24 if (!index)
2153     return -1;
2154     return altern[RANDOM () % index];
2155 elmex 1.1 }
2156    
2157     /*
2158 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2159 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2160     * But it will return the first available spot, not a random choice.
2161     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2162     */
2163    
2164 root 1.24 int
2165 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2166 root 1.24 {
2167     int
2168     i;
2169    
2170     for (i = 0; i < SIZEOFFREE; i++)
2171     {
2172     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2173     return i;
2174 elmex 1.1 }
2175 root 1.24 return -1;
2176 elmex 1.1 }
2177    
2178     /*
2179     * The function permute(arr, begin, end) randomly reorders the array
2180     * arr[begin..end-1].
2181     */
2182 root 1.24 static void
2183     permute (int *arr, int begin, int end)
2184 elmex 1.1 {
2185 root 1.24 int
2186     i,
2187     j,
2188     tmp,
2189     len;
2190 elmex 1.1
2191 root 1.24 len = end - begin;
2192     for (i = begin; i < end; i++)
2193 elmex 1.1 {
2194 root 1.24 j = begin + RANDOM () % len;
2195 elmex 1.1
2196 root 1.24 tmp = arr[i];
2197     arr[i] = arr[j];
2198     arr[j] = tmp;
2199 elmex 1.1 }
2200     }
2201    
2202     /* new function to make monster searching more efficient, and effective!
2203     * This basically returns a randomized array (in the passed pointer) of
2204     * the spaces to find monsters. In this way, it won't always look for
2205     * monsters to the north first. However, the size of the array passed
2206     * covers all the spaces, so within that size, all the spaces within
2207     * the 3x3 area will be searched, just not in a predictable order.
2208     */
2209 root 1.24 void
2210     get_search_arr (int *search_arr)
2211 elmex 1.1 {
2212 root 1.24 int
2213     i;
2214 elmex 1.1
2215 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2216 elmex 1.1 {
2217 root 1.24 search_arr[i] = i;
2218 elmex 1.1 }
2219    
2220 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2221     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2222     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2223 elmex 1.1 }
2224    
2225     /*
2226     * find_dir(map, x, y, exclude) will search some close squares in the
2227     * given map at the given coordinates for live objects.
2228     * It will not considered the object given as exclude among possible
2229     * live objects.
2230     * It returns the direction toward the first/closest live object if finds
2231     * any, otherwise 0.
2232     * Perhaps incorrectly, but I'm making the assumption that exclude
2233     * is actually want is going to try and move there. We need this info
2234     * because we have to know what movement the thing looking to move
2235     * there is capable of.
2236     */
2237    
2238 root 1.24 int
2239 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2240 root 1.24 {
2241     int
2242     i,
2243     max = SIZEOFFREE, mflags;
2244 root 1.29
2245     sint16 nx, ny;
2246 root 1.24 object *
2247     tmp;
2248 root 1.49 maptile *
2249 root 1.24 mp;
2250 root 1.29
2251     MoveType blocked, move_type;
2252 root 1.24
2253     if (exclude && exclude->head)
2254     {
2255     exclude = exclude->head;
2256     move_type = exclude->move_type;
2257     }
2258     else
2259     {
2260     /* If we don't have anything, presume it can use all movement types. */
2261     move_type = MOVE_ALL;
2262     }
2263    
2264     for (i = 1; i < max; i++)
2265     {
2266     mp = m;
2267     nx = x + freearr_x[i];
2268     ny = y + freearr_y[i];
2269    
2270     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2271     if (mflags & P_OUT_OF_MAP)
2272     {
2273     max = maxfree[i];
2274     }
2275     else
2276     {
2277     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2278    
2279     if ((move_type & blocked) == move_type)
2280     {
2281     max = maxfree[i];
2282     }
2283     else if (mflags & P_IS_ALIVE)
2284     {
2285     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2286     {
2287     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2288     {
2289     break;
2290 root 1.8 }
2291     }
2292 root 1.24 if (tmp)
2293     {
2294     return freedir[i];
2295 root 1.8 }
2296     }
2297     }
2298 elmex 1.1 }
2299 root 1.24 return 0;
2300 elmex 1.1 }
2301    
2302     /*
2303     * distance(object 1, object 2) will return the square of the
2304     * distance between the two given objects.
2305     */
2306    
2307 root 1.24 int
2308     distance (const object *ob1, const object *ob2)
2309     {
2310     int
2311     i;
2312    
2313     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2314 elmex 1.1 return i;
2315     }
2316    
2317     /*
2318     * find_dir_2(delta-x,delta-y) will return a direction in which
2319     * an object which has subtracted the x and y coordinates of another
2320     * object, needs to travel toward it.
2321     */
2322    
2323 root 1.24 int
2324     find_dir_2 (int x, int y)
2325     {
2326     int
2327     q;
2328 elmex 1.1
2329 root 1.24 if (y)
2330     q = x * 100 / y;
2331 elmex 1.1 else if (x)
2332 root 1.24 q = -300 * x;
2333 elmex 1.1 else
2334     return 0;
2335    
2336 root 1.24 if (y > 0)
2337     {
2338     if (q < -242)
2339     return 3;
2340     if (q < -41)
2341     return 2;
2342     if (q < 41)
2343     return 1;
2344     if (q < 242)
2345     return 8;
2346     return 7;
2347     }
2348 elmex 1.1
2349     if (q < -242)
2350 root 1.24 return 7;
2351 elmex 1.1 if (q < -41)
2352 root 1.24 return 6;
2353 elmex 1.1 if (q < 41)
2354 root 1.24 return 5;
2355 elmex 1.1 if (q < 242)
2356 root 1.24 return 4;
2357 elmex 1.1
2358 root 1.24 return 3;
2359 elmex 1.1 }
2360    
2361     /*
2362     * absdir(int): Returns a number between 1 and 8, which represent
2363     * the "absolute" direction of a number (it actually takes care of
2364     * "overflow" in previous calculations of a direction).
2365     */
2366    
2367 root 1.24 int
2368     absdir (int d)
2369     {
2370     while (d < 1)
2371     d += 8;
2372     while (d > 8)
2373     d -= 8;
2374 elmex 1.1 return d;
2375     }
2376    
2377     /*
2378     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2379     * between two directions (which are expected to be absolute (see absdir())
2380     */
2381    
2382 root 1.24 int
2383     dirdiff (int dir1, int dir2)
2384     {
2385     int
2386     d;
2387    
2388     d = abs (dir1 - dir2);
2389     if (d > 4)
2390 elmex 1.1 d = 8 - d;
2391     return d;
2392     }
2393    
2394     /* peterm:
2395     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2396     * Basically, this is a table of directions, and what directions
2397     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2398     * This basically means that if direction is 15, then it could either go
2399     * direction 4, 14, or 16 to get back to where we are.
2400     * Moved from spell_util.c to object.c with the other related direction
2401     * functions.
2402     */
2403    
2404 root 1.24 int
2405     reduction_dir[SIZEOFFREE][3] = {
2406     {0, 0, 0}, /* 0 */
2407     {0, 0, 0}, /* 1 */
2408     {0, 0, 0}, /* 2 */
2409     {0, 0, 0}, /* 3 */
2410     {0, 0, 0}, /* 4 */
2411     {0, 0, 0}, /* 5 */
2412     {0, 0, 0}, /* 6 */
2413     {0, 0, 0}, /* 7 */
2414     {0, 0, 0}, /* 8 */
2415     {8, 1, 2}, /* 9 */
2416     {1, 2, -1}, /* 10 */
2417     {2, 10, 12}, /* 11 */
2418     {2, 3, -1}, /* 12 */
2419     {2, 3, 4}, /* 13 */
2420     {3, 4, -1}, /* 14 */
2421     {4, 14, 16}, /* 15 */
2422     {5, 4, -1}, /* 16 */
2423     {4, 5, 6}, /* 17 */
2424     {6, 5, -1}, /* 18 */
2425     {6, 20, 18}, /* 19 */
2426     {7, 6, -1}, /* 20 */
2427     {6, 7, 8}, /* 21 */
2428     {7, 8, -1}, /* 22 */
2429     {8, 22, 24}, /* 23 */
2430     {8, 1, -1}, /* 24 */
2431     {24, 9, 10}, /* 25 */
2432     {9, 10, -1}, /* 26 */
2433     {10, 11, -1}, /* 27 */
2434     {27, 11, 29}, /* 28 */
2435     {11, 12, -1}, /* 29 */
2436     {12, 13, -1}, /* 30 */
2437     {12, 13, 14}, /* 31 */
2438     {13, 14, -1}, /* 32 */
2439     {14, 15, -1}, /* 33 */
2440     {33, 15, 35}, /* 34 */
2441     {16, 15, -1}, /* 35 */
2442     {17, 16, -1}, /* 36 */
2443     {18, 17, 16}, /* 37 */
2444     {18, 17, -1}, /* 38 */
2445     {18, 19, -1}, /* 39 */
2446     {41, 19, 39}, /* 40 */
2447     {19, 20, -1}, /* 41 */
2448     {20, 21, -1}, /* 42 */
2449     {20, 21, 22}, /* 43 */
2450     {21, 22, -1}, /* 44 */
2451     {23, 22, -1}, /* 45 */
2452     {45, 47, 23}, /* 46 */
2453     {23, 24, -1}, /* 47 */
2454     {24, 9, -1}
2455     }; /* 48 */
2456 elmex 1.1
2457     /* Recursive routine to step back and see if we can
2458     * find a path to that monster that we found. If not,
2459     * we don't bother going toward it. Returns 1 if we
2460     * can see a direct way to get it
2461     * Modified to be map tile aware -.MSW
2462     */
2463    
2464 root 1.24
2465     int
2466 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2467 root 1.24 {
2468 root 1.29 sint16 dx, dy;
2469 root 1.24 int
2470     mflags;
2471    
2472     if (dir < 0)
2473     return 0; /* exit condition: invalid direction */
2474    
2475     dx = x + freearr_x[dir];
2476     dy = y + freearr_y[dir];
2477    
2478     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2479    
2480     /* This functional arguably was incorrect before - it was
2481     * checking for P_WALL - that was basically seeing if
2482     * we could move to the monster - this is being more
2483     * literal on if we can see it. To know if we can actually
2484     * move to the monster, we'd need the monster passed in or
2485     * at least its move type.
2486     */
2487     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2488     return 0;
2489    
2490     /* yes, can see. */
2491     if (dir < 9)
2492     return 1;
2493     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2494     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2495     }
2496    
2497    
2498    
2499 elmex 1.1 /*
2500     * can_pick(picker, item): finds out if an object is possible to be
2501     * picked up by the picker. Returnes 1 if it can be
2502     * picked up, otherwise 0.
2503     *
2504     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2505     * core dumps if they do.
2506     *
2507     * Add a check so we can't pick up invisible objects (0.93.8)
2508     */
2509    
2510 root 1.24 int
2511     can_pick (const object *who, const object *item)
2512     {
2513     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2514     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2515     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2516 elmex 1.1 }
2517    
2518    
2519     /*
2520     * create clone from object to another
2521     */
2522 root 1.24 object *
2523     object_create_clone (object *asrc)
2524     {
2525 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2526 elmex 1.1
2527 root 1.24 if (!asrc)
2528 root 1.62 return 0;
2529    
2530 root 1.24 src = asrc;
2531     if (src->head)
2532     src = src->head;
2533    
2534 root 1.62 prev = 0;
2535 root 1.24 for (part = src; part; part = part->more)
2536     {
2537     tmp = get_object ();
2538     copy_object (part, tmp);
2539     tmp->x -= src->x;
2540     tmp->y -= src->y;
2541 root 1.62
2542 root 1.24 if (!part->head)
2543     {
2544     dst = tmp;
2545 root 1.62 tmp->head = 0;
2546 root 1.24 }
2547     else
2548     {
2549     tmp->head = dst;
2550     }
2551 root 1.62
2552     tmp->more = 0;
2553    
2554 root 1.24 if (prev)
2555     prev->more = tmp;
2556 root 1.62
2557 root 1.24 prev = tmp;
2558 elmex 1.1 }
2559 root 1.24
2560     for (item = src->inv; item; item = item->below)
2561 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2562 elmex 1.1
2563 root 1.24 return dst;
2564 elmex 1.1 }
2565    
2566     /* GROS - Creates an object using a string representing its content. */
2567     /* Basically, we save the content of the string to a temp file, then call */
2568     /* load_object on it. I admit it is a highly inefficient way to make things, */
2569     /* but it was simple to make and allows reusing the load_object function. */
2570     /* Remember not to use load_object_str in a time-critical situation. */
2571     /* Also remember that multiparts objects are not supported for now. */
2572    
2573 root 1.24 object *
2574     load_object_str (const char *obstr)
2575 elmex 1.1 {
2576 root 1.48 object *op;
2577     char filename[MAX_BUF];
2578 root 1.9
2579 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2580    
2581 root 1.48 FILE *tempfile = fopen (filename, "w");
2582 root 1.24
2583     if (tempfile == NULL)
2584 elmex 1.1 {
2585 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2586     return NULL;
2587 root 1.41 }
2588    
2589 root 1.24 fprintf (tempfile, obstr);
2590     fclose (tempfile);
2591 elmex 1.1
2592 root 1.24 op = get_object ();
2593 elmex 1.1
2594 root 1.29 object_thawer thawer (filename);
2595 root 1.13
2596 root 1.24 if (thawer)
2597     load_object (thawer, op, 0);
2598 root 1.13
2599 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2600     CLEAR_FLAG (op, FLAG_REMOVED);
2601 root 1.9
2602 root 1.24 return op;
2603 elmex 1.1 }
2604    
2605     /* This returns the first object in who's inventory that
2606     * has the same type and subtype match.
2607     * returns NULL if no match.
2608     */
2609 root 1.24 object *
2610     find_obj_by_type_subtype (const object *who, int type, int subtype)
2611 elmex 1.1 {
2612 root 1.48 object *tmp;
2613 elmex 1.1
2614 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2615     if (tmp->type == type && tmp->subtype == subtype)
2616     return tmp;
2617 elmex 1.1
2618 root 1.24 return NULL;
2619 elmex 1.1 }
2620    
2621     /* If ob has a field named key, return the link from the list,
2622     * otherwise return NULL.
2623     *
2624     * key must be a passed in shared string - otherwise, this won't
2625     * do the desired thing.
2626     */
2627 root 1.24 key_value *
2628     get_ob_key_link (const object *ob, const char *key)
2629     {
2630 root 1.48 key_value *link;
2631 root 1.24
2632     for (link = ob->key_values; link != NULL; link = link->next)
2633 root 1.48 if (link->key == key)
2634     return link;
2635 root 1.24
2636     return NULL;
2637     }
2638 elmex 1.1
2639     /*
2640     * Returns the value of op has an extra_field for key, or NULL.
2641     *
2642     * The argument doesn't need to be a shared string.
2643     *
2644     * The returned string is shared.
2645     */
2646 root 1.24 const char *
2647     get_ob_key_value (const object *op, const char *const key)
2648     {
2649 root 1.35 key_value *link;
2650     shstr_cmp canonical_key (key);
2651 root 1.24
2652 root 1.35 if (!canonical_key)
2653 root 1.24 {
2654     /* 1. There being a field named key on any object
2655     * implies there'd be a shared string to find.
2656     * 2. Since there isn't, no object has this field.
2657     * 3. Therefore, *this* object doesn't have this field.
2658     */
2659 root 1.35 return 0;
2660 elmex 1.1 }
2661    
2662 root 1.24 /* This is copied from get_ob_key_link() above -
2663     * only 4 lines, and saves the function call overhead.
2664     */
2665 root 1.35 for (link = op->key_values; link; link = link->next)
2666     if (link->key == canonical_key)
2667     return link->value;
2668    
2669     return 0;
2670 elmex 1.1 }
2671    
2672    
2673     /*
2674     * Updates the canonical_key in op to value.
2675     *
2676     * canonical_key is a shared string (value doesn't have to be).
2677     *
2678     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2679     * keys.
2680     *
2681     * Returns TRUE on success.
2682     */
2683 root 1.24 int
2684     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2685     {
2686     key_value *
2687     field = NULL, *last = NULL;
2688    
2689     for (field = op->key_values; field != NULL; field = field->next)
2690     {
2691     if (field->key != canonical_key)
2692     {
2693     last = field;
2694     continue;
2695     }
2696    
2697     if (value)
2698     field->value = value;
2699     else
2700     {
2701     /* Basically, if the archetype has this key set,
2702     * we need to store the null value so when we save
2703     * it, we save the empty value so that when we load,
2704     * we get this value back again.
2705     */
2706     if (get_ob_key_link (&op->arch->clone, canonical_key))
2707     field->value = 0;
2708     else
2709     {
2710     if (last)
2711     last->next = field->next;
2712     else
2713     op->key_values = field->next;
2714    
2715 root 1.29 delete field;
2716 root 1.24 }
2717     }
2718     return TRUE;
2719     }
2720     /* IF we get here, key doesn't exist */
2721    
2722     /* No field, we'll have to add it. */
2723    
2724     if (!add_key)
2725     {
2726     return FALSE;
2727     }
2728     /* There isn't any good reason to store a null
2729     * value in the key/value list. If the archetype has
2730     * this key, then we should also have it, so shouldn't
2731     * be here. If user wants to store empty strings,
2732     * should pass in ""
2733     */
2734     if (value == NULL)
2735 elmex 1.1 return TRUE;
2736 root 1.24
2737     field = new key_value;
2738    
2739     field->key = canonical_key;
2740     field->value = value;
2741     /* Usual prepend-addition. */
2742     field->next = op->key_values;
2743     op->key_values = field;
2744    
2745     return TRUE;
2746 elmex 1.1 }
2747    
2748     /*
2749     * Updates the key in op to value.
2750     *
2751     * If add_key is FALSE, this will only update existing keys,
2752     * and not add new ones.
2753     * In general, should be little reason FALSE is ever passed in for add_key
2754     *
2755     * Returns TRUE on success.
2756     */
2757 root 1.24 int
2758     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2759 root 1.11 {
2760 root 1.29 shstr key_ (key);
2761 root 1.24
2762 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2763 elmex 1.1 }
2764 root 1.31
2765 root 1.34 object::depth_iterator::depth_iterator (object *container)
2766     : iterator_base (container)
2767     {
2768     while (item->inv)
2769     item = item->inv;
2770     }
2771    
2772 root 1.31 void
2773 root 1.34 object::depth_iterator::next ()
2774 root 1.31 {
2775 root 1.34 if (item->below)
2776     {
2777     item = item->below;
2778    
2779     while (item->inv)
2780     item = item->inv;
2781     }
2782 root 1.31 else
2783 root 1.34 item = item->env;
2784 root 1.31 }
2785 root 1.34
2786 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2787     const char *
2788     object::debug_desc (char *info) const
2789     {
2790     char info2[256 * 3];
2791     char *p = info;
2792    
2793     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2794     count,
2795     &name,
2796     title ? " " : "",
2797     title ? (const char *)title : "");
2798    
2799     if (env)
2800     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801    
2802     if (map)
2803     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2804    
2805     return info;
2806     }
2807    
2808     const char *
2809     object::debug_desc () const
2810     {
2811     static char info[256 * 3];
2812     return debug_desc (info);
2813     }
2814