ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.64
Committed: Tue Dec 12 21:39:56 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.63: +31 -45 lines
Log Message:
- more ooficiation
- removed now superfluous remove 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 elmex 1.1 /*
532 root 1.64 * copy_to first frees everything allocated by the dst object,
533     * and then copies the contents of itself into the second
534 elmex 1.1 * object, allocating what needs to be allocated. Basically, any
535     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
536     * if the first object is freed, the pointers in the new object
537     * will point at garbage.
538     */
539 root 1.24 void
540 root 1.64 object::copy_to (object *dst)
541 root 1.11 {
542 root 1.64 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543     bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544    
545     *(object_copy *)dst = *this;
546     *(object_pod *)dst = *this;
547 root 1.11
548 root 1.64 if (self || cb)
549     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
550 root 1.11
551 root 1.24 if (is_freed)
552 root 1.64 SET_FLAG (dst, FLAG_FREED);
553 root 1.59
554 root 1.24 if (is_removed)
555 root 1.64 SET_FLAG (dst, FLAG_REMOVED);
556 elmex 1.1
557 root 1.64 if (speed < 0)
558     dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
559 elmex 1.1
560 root 1.11 /* Copy over key_values, if any. */
561 root 1.64 if (key_values)
562 root 1.14 {
563 root 1.23 key_value *tail = 0;
564 root 1.11 key_value *i;
565 elmex 1.1
566 root 1.64 dst->key_values = 0;
567 elmex 1.1
568 root 1.64 for (i = key_values; i; i = i->next)
569 root 1.11 {
570     key_value *new_link = new key_value;
571 root 1.8
572 root 1.24 new_link->next = 0;
573     new_link->key = i->key;
574 root 1.11 new_link->value = i->value;
575    
576     /* Try and be clever here, too. */
577 root 1.64 if (!dst->key_values)
578 root 1.11 {
579 root 1.64 dst->key_values = new_link;
580 root 1.11 tail = new_link;
581 root 1.8 }
582 root 1.11 else
583     {
584     tail->next = new_link;
585     tail = new_link;
586     }
587 root 1.14 }
588     }
589 root 1.2
590 root 1.64 update_ob_speed (dst);
591 elmex 1.1 }
592    
593     /*
594     * If an object with the IS_TURNABLE() flag needs to be turned due
595     * to the closest player being on the other side, this function can
596     * be called to update the face variable, _and_ how it looks on the map.
597     */
598    
599 root 1.24 void
600     update_turn_face (object *op)
601     {
602     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
603     return;
604     SET_ANIMATION (op, op->direction);
605     update_object (op, UP_OBJ_FACE);
606 elmex 1.1 }
607    
608     /*
609     * Updates the speed of an object. If the speed changes from 0 to another
610     * value, or vice versa, then add/remove the object from the active list.
611     * This function needs to be called whenever the speed of an object changes.
612     */
613 root 1.24 void
614     update_ob_speed (object *op)
615     {
616     extern int arch_init;
617 elmex 1.1
618 root 1.24 /* No reason putting the archetypes objects on the speed list,
619     * since they never really need to be updated.
620     */
621 elmex 1.1
622 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
623     {
624     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
625 elmex 1.1 #ifdef MANY_CORES
626 root 1.24 abort ();
627 elmex 1.1 #else
628 root 1.24 op->speed = 0;
629 elmex 1.1 #endif
630     }
631 root 1.31
632 root 1.24 if (arch_init)
633 root 1.31 return;
634    
635 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
636     {
637     /* If already on active list, don't do anything */
638     if (op->active_next || op->active_prev || op == active_objects)
639 root 1.8 return;
640 root 1.24
641     /* process_events() expects us to insert the object at the beginning
642     * of the list. */
643     op->active_next = active_objects;
644 root 1.31
645 root 1.24 if (op->active_next != NULL)
646     op->active_next->active_prev = op;
647 root 1.31
648 root 1.24 active_objects = op;
649 elmex 1.1 }
650 root 1.24 else
651     {
652     /* If not on the active list, nothing needs to be done */
653     if (!op->active_next && !op->active_prev && op != active_objects)
654     return;
655    
656     if (op->active_prev == NULL)
657     {
658     active_objects = op->active_next;
659 root 1.31
660 root 1.24 if (op->active_next != NULL)
661     op->active_next->active_prev = NULL;
662 root 1.8 }
663 root 1.24 else
664     {
665     op->active_prev->active_next = op->active_next;
666 root 1.31
667 root 1.24 if (op->active_next)
668     op->active_next->active_prev = op->active_prev;
669     }
670 root 1.31
671 root 1.24 op->active_next = NULL;
672     op->active_prev = NULL;
673 elmex 1.1 }
674     }
675    
676     /* This function removes object 'op' from the list of active
677     * objects.
678     * This should only be used for style maps or other such
679     * reference maps where you don't want an object that isn't
680     * in play chewing up cpu time getting processed.
681     * The reverse of this is to call update_ob_speed, which
682     * will do the right thing based on the speed of the object.
683     */
684 root 1.24 void
685     remove_from_active_list (object *op)
686 elmex 1.1 {
687 root 1.24 /* If not on the active list, nothing needs to be done */
688     if (!op->active_next && !op->active_prev && op != active_objects)
689     return;
690 elmex 1.1
691 root 1.24 if (op->active_prev == NULL)
692     {
693     active_objects = op->active_next;
694     if (op->active_next != NULL)
695     op->active_next->active_prev = NULL;
696 elmex 1.1 }
697 root 1.24 else
698     {
699     op->active_prev->active_next = op->active_next;
700     if (op->active_next)
701     op->active_next->active_prev = op->active_prev;
702 elmex 1.1 }
703 root 1.24 op->active_next = NULL;
704     op->active_prev = NULL;
705 elmex 1.1 }
706    
707     /*
708     * update_object() updates the array which represents the map.
709     * It takes into account invisible objects (and represent squares covered
710     * by invisible objects by whatever is below them (unless it's another
711     * invisible object, etc...)
712     * If the object being updated is beneath a player, the look-window
713     * of that player is updated (this might be a suboptimal way of
714     * updating that window, though, since update_object() is called _often_)
715     *
716     * action is a hint of what the caller believes need to be done.
717     * For example, if the only thing that has changed is the face (due to
718     * an animation), we don't need to call update_position until that actually
719     * comes into view of a player. OTOH, many other things, like addition/removal
720     * of walls or living creatures may need us to update the flags now.
721     * current action are:
722     * UP_OBJ_INSERT: op was inserted
723     * UP_OBJ_REMOVE: op was removed
724     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725     * as that is easier than trying to look at what may have changed.
726     * UP_OBJ_FACE: only the objects face has changed.
727     */
728    
729 root 1.24 void
730     update_object (object *op, int action)
731     {
732     int update_now = 0, flags;
733     MoveType move_on, move_off, move_block, move_slow;
734    
735     if (op == NULL)
736     {
737     /* this should never happen */
738     LOG (llevDebug, "update_object() called for NULL object.\n");
739     return;
740 elmex 1.1 }
741 root 1.24
742     if (op->env != NULL)
743     {
744     /* Animation is currently handled by client, so nothing
745     * to do in this case.
746     */
747     return;
748 elmex 1.1 }
749    
750 root 1.24 /* If the map is saving, don't do anything as everything is
751     * going to get freed anyways.
752     */
753     if (!op->map || op->map->in_memory == MAP_SAVING)
754     return;
755    
756     /* make sure the object is within map boundaries */
757     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
758     {
759     LOG (llevError, "update_object() called for object out of map!\n");
760 elmex 1.1 #ifdef MANY_CORES
761 root 1.24 abort ();
762 elmex 1.1 #endif
763 root 1.24 return;
764 elmex 1.1 }
765    
766 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
767     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
768     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
769     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
770     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
771     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
772 elmex 1.1
773 root 1.24 if (action == UP_OBJ_INSERT)
774     {
775     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
776     update_now = 1;
777    
778     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
779     update_now = 1;
780 elmex 1.1
781 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
782     update_now = 1;
783 elmex 1.1
784 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
785     update_now = 1;
786 elmex 1.1
787 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788     update_now = 1;
789 root 1.20
790 root 1.24 if ((move_on | op->move_on) != move_on)
791     update_now = 1;
792 root 1.20
793 root 1.24 if ((move_off | op->move_off) != move_off)
794     update_now = 1;
795 root 1.20
796 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
797     * to have move_allow right now.
798     */
799     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
800     update_now = 1;
801 root 1.20
802 root 1.24 if ((move_slow | op->move_slow) != move_slow)
803     update_now = 1;
804     }
805 root 1.59
806 root 1.24 /* if the object is being removed, we can't make intelligent
807     * decisions, because remove_ob can't really pass the object
808     * that is being removed.
809     */
810     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
811 root 1.27 update_now = 1;
812 root 1.24 else if (action == UP_OBJ_FACE)
813 root 1.29 /* Nothing to do for that case */ ;
814 root 1.24 else
815 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
816 elmex 1.1
817 root 1.24 if (update_now)
818     {
819     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
820     update_position (op->map, op->x, op->y);
821 elmex 1.1 }
822    
823 root 1.24 if (op->more != NULL)
824     update_object (op->more, action);
825 elmex 1.1 }
826    
827 root 1.45 object::vector object::mortals;
828     object::vector object::objects; // not yet used
829     object *object::first;
830 root 1.21
831     void object::free_mortals ()
832     {
833 root 1.45 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 root 1.30 if ((*i)->refcnt)
835     ++i; // further delay freeing
836     else
837 root 1.25 {
838 root 1.40 delete *i;
839 root 1.25 mortals.erase (i);
840     }
841 root 1.21 }
842    
843     object::object ()
844     {
845 root 1.22 SET_FLAG (this, FLAG_REMOVED);
846    
847     expmul = 1.0;
848     face = blank_face;
849     }
850    
851     object::~object ()
852     {
853     free_key_values (this);
854     }
855    
856 root 1.24 void object::link ()
857 root 1.22 {
858 root 1.21 count = ++ob_count;
859 root 1.41 uuid = gen_uuid ();
860 root 1.21
861     prev = 0;
862 root 1.45 next = object::first;
863 root 1.21
864 root 1.45 if (object::first)
865     object::first->prev = this;
866 root 1.21
867 root 1.45 object::first = this;
868 root 1.21 }
869    
870 root 1.24 void object::unlink ()
871 root 1.21 {
872 root 1.45 if (this == object::first)
873     object::first = next;
874 root 1.38
875 root 1.22 /* Remove this object from the list of used objects */
876 root 1.41 if (prev) prev->next = next;
877     if (next) next->prev = prev;
878 root 1.25
879 root 1.41 prev = 0;
880     next = 0;
881 root 1.24 }
882 root 1.21
883     object *object::create ()
884     {
885 root 1.42 object *op = new object;
886 root 1.22 op->link ();
887     return op;
888 root 1.21 }
889 elmex 1.1
890     /*
891     * free_object() frees everything allocated by an object, removes
892     * it from the list of used objects, and puts it on the list of
893     * free objects. The IS_FREED() flag is set in the object.
894     * The object must have been removed by remove_ob() first for
895     * this function to succeed.
896     *
897 root 1.52 * If destroy_inventory is set, free inventory as well. Else drop items in
898 elmex 1.1 * inventory to the ground.
899     */
900 root 1.52 void object::destroy (bool destroy_inventory)
901 root 1.14 {
902 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
903     return;
904    
905 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
906     remove_friendly_object (this);
907    
908 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
909 root 1.63 remove ();
910 root 1.14
911 root 1.29 SET_FLAG (this, FLAG_FREED);
912 root 1.14
913 root 1.21 if (more)
914 root 1.14 {
915 root 1.52 more->destroy (destroy_inventory);
916 root 1.21 more = 0;
917 elmex 1.1 }
918    
919 root 1.21 if (inv)
920 root 1.14 {
921     /* Only if the space blocks everything do we not process -
922 root 1.17 * if some form of movement is allowed, let objects
923 root 1.14 * drop on that space.
924     */
925 root 1.52 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
926 root 1.24 {
927 root 1.29 object *op = inv;
928 root 1.24
929     while (op)
930     {
931 root 1.29 object *tmp = op->below;
932 root 1.52 op->destroy (destroy_inventory);
933 root 1.24 op = tmp;
934     }
935     }
936 root 1.14 else
937 root 1.24 { /* Put objects in inventory onto this space */
938 root 1.29 object *op = inv;
939 root 1.24
940     while (op)
941     {
942 root 1.29 object *tmp = op->below;
943 root 1.14
944 root 1.63 op->remove ();
945 root 1.24
946     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
947     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
948 root 1.64 op->destroy ();
949 root 1.24 else
950     {
951     op->x = x;
952     op->y = y;
953     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
954     }
955    
956     op = tmp;
957     }
958     }
959 root 1.14 }
960    
961 root 1.57 // hack to ensure that freed objects still have a valid map
962     {
963     static maptile *freed_map; // freed objects are moved here to avoid crashes
964    
965     if (!freed_map)
966     {
967     freed_map = new maptile;
968    
969     freed_map->name = "/internal/freed_objects_map";
970     freed_map->width = 3;
971     freed_map->height = 3;
972    
973     freed_map->allocate ();
974     }
975    
976     map = freed_map;
977     x = 1;
978     y = 1;
979     }
980    
981 root 1.44 // clear those pointers that likely might have circular references to us
982     owner = 0;
983     enemy = 0;
984     attacked_by = 0;
985 root 1.25
986 root 1.52 // only relevant for players(?), but make sure of it anyways
987     contr = 0;
988    
989 root 1.14 /* Remove object from the active list */
990 root 1.21 speed = 0;
991     update_ob_speed (this);
992 elmex 1.1
993 root 1.22 unlink ();
994    
995 root 1.21 mortals.push_back (this);
996 elmex 1.1 }
997    
998     /*
999     * sub_weight() recursively (outwards) subtracts a number from the
1000     * weight of an object (and what is carried by it's environment(s)).
1001     */
1002 root 1.24 void
1003     sub_weight (object *op, signed long weight)
1004     {
1005     while (op != NULL)
1006     {
1007     if (op->type == CONTAINER)
1008 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1009    
1010 root 1.24 op->carrying -= weight;
1011     op = op->env;
1012 elmex 1.1 }
1013     }
1014    
1015 root 1.63 /* op->remove ():
1016 elmex 1.1 * This function removes the object op from the linked list of objects
1017     * which it is currently tied to. When this function is done, the
1018     * object will have no environment. If the object previously had an
1019     * environment, the x and y coordinates will be updated to
1020     * the previous environment.
1021     * Beware: This function is called from the editor as well!
1022     */
1023 root 1.24 void
1024 root 1.59 object::remove ()
1025 root 1.24 {
1026 root 1.45 object *tmp, *last = 0;
1027     object *otmp;
1028 root 1.26
1029 root 1.45 int check_walk_off;
1030 root 1.24
1031 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
1032 root 1.29 return;
1033 root 1.24
1034 root 1.59 SET_FLAG (this, FLAG_REMOVED);
1035 root 1.26
1036 root 1.59 if (more)
1037     more->remove ();
1038 root 1.24
1039     /*
1040     * In this case, the object to be removed is in someones
1041     * inventory.
1042     */
1043 root 1.59 if (env)
1044 root 1.24 {
1045 root 1.59 if (nrof)
1046     sub_weight (env, weight * nrof);
1047 root 1.24 else
1048 root 1.59 sub_weight (env, weight + carrying);
1049 root 1.24
1050     /* NO_FIX_PLAYER is set when a great many changes are being
1051     * made to players inventory. If set, avoiding the call
1052     * to save cpu time.
1053     */
1054 root 1.59 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 root 1.24 fix_player (otmp);
1056    
1057 root 1.59 if (above != NULL)
1058     above->below = below;
1059 root 1.24 else
1060 root 1.59 env->inv = below;
1061 root 1.24
1062 root 1.59 if (below != NULL)
1063     below->above = above;
1064 root 1.24
1065     /* we set up values so that it could be inserted into
1066     * the map, but we don't actually do that - it is up
1067     * to the caller to decide what we want to do.
1068     */
1069 root 1.59 x = env->x, y = env->y;
1070     map = env->map;
1071     above = 0, below = 0;
1072     env = 0;
1073     }
1074     else if (map)
1075     {
1076 root 1.29 /* Re did the following section of code - it looks like it had
1077     * lots of logic for things we no longer care about
1078 root 1.24 */
1079 elmex 1.1
1080 root 1.29 /* link the object above us */
1081 root 1.59 if (above)
1082     above->below = below;
1083 root 1.29 else
1084 root 1.59 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1085 root 1.24
1086 root 1.29 /* Relink the object below us, if there is one */
1087 root 1.59 if (below)
1088     below->above = above;
1089 root 1.29 else
1090     {
1091     /* Nothing below, which means we need to relink map object for this space
1092     * use translated coordinates in case some oddness with map tiling is
1093     * evident
1094     */
1095 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1096 root 1.29 {
1097 root 1.59 char *dump = dump_object (this);
1098 root 1.29 LOG (llevError,
1099 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);
1100     free (dump);
1101 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
1102 root 1.53 LOG (llevError, "%s\n", dump);
1103     free (dump);
1104 root 1.29 }
1105 elmex 1.1
1106 root 1.59 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1107 root 1.8 }
1108 root 1.26
1109 root 1.59 above = 0;
1110     below = 0;
1111 root 1.26
1112 root 1.59 if (map->in_memory == MAP_SAVING)
1113 root 1.29 return;
1114 elmex 1.1
1115 root 1.59 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1116 elmex 1.1
1117 root 1.59 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1118 root 1.24 {
1119 root 1.29 /* No point updating the players look faces if he is the object
1120     * being removed.
1121 root 1.24 */
1122 root 1.29
1123 root 1.59 if (tmp->type == PLAYER && tmp != this)
1124 root 1.24 {
1125 root 1.29 /* If a container that the player is currently using somehow gets
1126     * removed (most likely destroyed), update the player view
1127     * appropriately.
1128     */
1129 root 1.59 if (tmp->container == this)
1130 root 1.29 {
1131 root 1.59 CLEAR_FLAG (this, FLAG_APPLIED);
1132     tmp->container = 0;
1133 root 1.29 }
1134    
1135     tmp->contr->socket.update_look = 1;
1136 root 1.8 }
1137 root 1.26
1138 root 1.29 /* See if player moving off should effect something */
1139 root 1.50 if (check_walk_off
1140 root 1.59 && ((move_type & tmp->move_off)
1141     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1142 root 1.29 {
1143 root 1.59 move_apply (tmp, this, 0);
1144 root 1.24
1145 root 1.59 if (destroyed ())
1146 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1147 root 1.8 }
1148    
1149 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1150    
1151     if (tmp->above == tmp)
1152 root 1.59 tmp->above = 0;
1153 root 1.8
1154 root 1.29 last = tmp;
1155     }
1156 root 1.26
1157 root 1.29 /* last == NULL of there are no objects on this space */
1158 root 1.59 if (!last)
1159 root 1.29 {
1160     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1161     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1162     * those out anyways, and if there are any flags set right now, they won't
1163     * be correct anyways.
1164     */
1165 root 1.59 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1166     update_position (map, x, y);
1167 root 1.29 }
1168     else
1169     update_object (last, UP_OBJ_REMOVE);
1170 root 1.26
1171 root 1.59 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1172     update_all_los (map, x, y);
1173 elmex 1.1 }
1174     }
1175    
1176     /*
1177     * merge_ob(op,top):
1178     *
1179     * This function goes through all objects below and including top, and
1180     * merges op to the first matching object.
1181     * If top is NULL, it is calculated.
1182     * Returns pointer to object if it succeded in the merge, otherwise NULL
1183     */
1184 root 1.24 object *
1185     merge_ob (object *op, object *top)
1186     {
1187     if (!op->nrof)
1188 elmex 1.1 return 0;
1189 root 1.29
1190 root 1.24 if (top == NULL)
1191     for (top = op; top != NULL && top->above != NULL; top = top->above);
1192 root 1.29
1193 root 1.24 for (; top != NULL; top = top->below)
1194 elmex 1.1 {
1195 root 1.24 if (top == op)
1196     continue;
1197     if (CAN_MERGE (op, top))
1198     {
1199     top->nrof += op->nrof;
1200    
1201 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1203 root 1.64 op->destroy ();
1204 root 1.24 return top;
1205     }
1206 elmex 1.1 }
1207 root 1.29
1208 root 1.45 return 0;
1209 elmex 1.1 }
1210    
1211     /*
1212     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1213     * job preparing multi-part monsters
1214     */
1215 root 1.24 object *
1216 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1217 root 1.24 {
1218 root 1.29 object *tmp;
1219 root 1.24
1220     if (op->head)
1221     op = op->head;
1222 root 1.29
1223 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1224     {
1225     tmp->x = x + tmp->arch->clone.x;
1226     tmp->y = y + tmp->arch->clone.y;
1227 elmex 1.1 }
1228 root 1.29
1229 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1230 elmex 1.1 }
1231    
1232     /*
1233     * insert_ob_in_map (op, map, originator, flag):
1234     * This function inserts the object in the two-way linked list
1235     * which represents what is on a map.
1236     * The second argument specifies the map, and the x and y variables
1237     * in the object about to be inserted specifies the position.
1238     *
1239     * originator: Player, monster or other object that caused 'op' to be inserted
1240     * into 'map'. May be NULL.
1241     *
1242     * flag is a bitmask about special things to do (or not do) when this
1243     * function is called. see the object.h file for the INS_ values.
1244     * Passing 0 for flag gives proper default values, so flag really only needs
1245     * to be set if special handling is needed.
1246     *
1247     * Return value:
1248     * new object if 'op' was merged with other object
1249     * NULL if 'op' was destroyed
1250     * just 'op' otherwise
1251     */
1252    
1253 root 1.24 object *
1254 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1255 elmex 1.1 {
1256 root 1.25 object *tmp, *top, *floor = NULL;
1257     sint16 x, y;
1258 elmex 1.1
1259 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1260     {
1261     LOG (llevError, "Trying to insert freed object!\n");
1262     return NULL;
1263     }
1264 root 1.25
1265 root 1.24 if (m == NULL)
1266     {
1267 root 1.53 char *dump = dump_object (op);
1268     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1269     free (dump);
1270 root 1.24 return op;
1271 elmex 1.1 }
1272 root 1.25
1273 root 1.24 if (out_of_map (m, op->x, op->y))
1274     {
1275 root 1.53 char *dump = dump_object (op);
1276     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1277 elmex 1.1 #ifdef MANY_CORES
1278 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1279     * is likely to cause a crash. Better to find out where it is getting
1280     * improperly inserted.
1281     */
1282     abort ();
1283 elmex 1.1 #endif
1284 root 1.53 free (dump);
1285 root 1.24 return op;
1286 elmex 1.1 }
1287 root 1.25
1288 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1289     {
1290 root 1.53 char *dump = dump_object (op);
1291     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1292     free (dump);
1293 root 1.24 return op;
1294     }
1295 root 1.25
1296 root 1.24 if (op->more != NULL)
1297     {
1298     /* The part may be on a different map. */
1299    
1300 root 1.26 object *more = op->more;
1301 root 1.24
1302     /* We really need the caller to normalize coordinates - if
1303     * we set the map, that doesn't work if the location is within
1304     * a map and this is straddling an edge. So only if coordinate
1305     * is clear wrong do we normalize it.
1306     */
1307     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1308 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1309 root 1.24 else if (!more->map)
1310     {
1311     /* For backwards compatibility - when not dealing with tiled maps,
1312     * more->map should always point to the parent.
1313     */
1314     more->map = m;
1315     }
1316    
1317     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318     {
1319     if (!op->head)
1320     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1321 root 1.26
1322 root 1.24 return NULL;
1323 root 1.8 }
1324 root 1.24 }
1325 root 1.25
1326 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1327 root 1.8
1328 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1329     * of areas of callers (eg, anything that uses find_free_spot would now
1330     * need extra work
1331     */
1332     op->map = get_map_from_coord (m, &op->x, &op->y);
1333     x = op->x;
1334     y = op->y;
1335    
1336     /* this has to be done after we translate the coordinates.
1337     */
1338     if (op->nrof && !(flag & INS_NO_MERGE))
1339 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1340     if (CAN_MERGE (op, tmp))
1341     {
1342     op->nrof += tmp->nrof;
1343 root 1.64 tmp->destroy ();
1344 root 1.25 }
1345 root 1.24
1346     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1347     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1348 root 1.25
1349 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1350     CLEAR_FLAG (op, FLAG_NO_STEAL);
1351    
1352     if (flag & INS_BELOW_ORIGINATOR)
1353     {
1354     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1355     {
1356     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1357     abort ();
1358     }
1359 root 1.25
1360 root 1.24 op->above = originator;
1361     op->below = originator->below;
1362 root 1.25
1363 root 1.24 if (op->below)
1364     op->below->above = op;
1365     else
1366     SET_MAP_OB (op->map, op->x, op->y, op);
1367 root 1.25
1368 root 1.24 /* since *below* originator, no need to update top */
1369     originator->below = op;
1370 elmex 1.1 }
1371 root 1.24 else
1372     {
1373     /* If there are other objects, then */
1374     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1375     {
1376 root 1.25 object *last = NULL;
1377 root 1.24
1378     /*
1379     * If there are multiple objects on this space, we do some trickier handling.
1380     * We've already dealt with merging if appropriate.
1381     * Generally, we want to put the new object on top. But if
1382     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1383     * floor, we want to insert above that and no further.
1384     * Also, if there are spell objects on this space, we stop processing
1385     * once we get to them. This reduces the need to traverse over all of
1386     * them when adding another one - this saves quite a bit of cpu time
1387     * when lots of spells are cast in one area. Currently, it is presumed
1388     * that flying non pickable objects are spell objects.
1389     */
1390 elmex 1.1
1391 root 1.24 while (top != NULL)
1392     {
1393     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1394     floor = top;
1395 root 1.26
1396 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))
1397     {
1398     /* We insert above top, so we want this object below this */
1399     top = top->below;
1400     break;
1401     }
1402 root 1.26
1403 root 1.24 last = top;
1404     top = top->above;
1405     }
1406 root 1.26
1407 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1408     top = last;
1409 root 1.8
1410 root 1.24 /* We let update_position deal with figuring out what the space
1411     * looks like instead of lots of conditions here.
1412     * makes things faster, and effectively the same result.
1413     */
1414    
1415     /* Have object 'fall below' other objects that block view.
1416     * Unless those objects are exits, type 66
1417     * If INS_ON_TOP is used, don't do this processing
1418     * Need to find the object that in fact blocks view, otherwise
1419     * stacking is a bit odd.
1420     */
1421     if (!(flag & INS_ON_TOP) &&
1422     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1423     {
1424     for (last = top; last != floor; last = last->below)
1425     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426     break;
1427     /* Check to see if we found the object that blocks view,
1428     * and make sure we have a below pointer for it so that
1429     * we can get inserted below this one, which requires we
1430     * set top to the object below us.
1431     */
1432     if (last && last->below && last != floor)
1433     top = last->below;
1434 root 1.8 }
1435 root 1.24 } /* If objects on this space */
1436 root 1.25
1437 root 1.24 if (flag & INS_MAP_LOAD)
1438     top = GET_MAP_TOP (op->map, op->x, op->y);
1439 root 1.25
1440 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1441     top = floor;
1442    
1443     /* Top is the object that our object (op) is going to get inserted above.
1444     */
1445    
1446     /* First object on this space */
1447     if (!top)
1448     {
1449     op->above = GET_MAP_OB (op->map, op->x, op->y);
1450 root 1.25
1451 root 1.24 if (op->above)
1452     op->above->below = op;
1453 root 1.25
1454 root 1.24 op->below = NULL;
1455     SET_MAP_OB (op->map, op->x, op->y, op);
1456     }
1457     else
1458     { /* get inserted into the stack above top */
1459     op->above = top->above;
1460 root 1.25
1461 root 1.24 if (op->above)
1462     op->above->below = op;
1463 root 1.25
1464 root 1.24 op->below = top;
1465     top->above = op;
1466     }
1467 root 1.25
1468 root 1.24 if (op->above == NULL)
1469     SET_MAP_TOP (op->map, op->x, op->y, op);
1470     } /* else not INS_BELOW_ORIGINATOR */
1471 root 1.8
1472 root 1.24 if (op->type == PLAYER)
1473     op->contr->do_los = 1;
1474    
1475     /* If we have a floor, we know the player, if any, will be above
1476     * it, so save a few ticks and start from there.
1477     */
1478     if (!(flag & INS_MAP_LOAD))
1479     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1480 root 1.25 if (tmp->type == PLAYER)
1481     tmp->contr->socket.update_look = 1;
1482 root 1.24
1483     /* If this object glows, it may affect lighting conditions that are
1484     * visible to others on this map. But update_all_los is really
1485     * an inefficient way to do this, as it means los for all players
1486     * on the map will get recalculated. The players could very well
1487     * be far away from this change and not affected in any way -
1488     * this should get redone to only look for players within range,
1489     * or just updating the P_NEED_UPDATE for spaces within this area
1490     * of effect may be sufficient.
1491     */
1492     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1493     update_all_los (op->map, op->x, op->y);
1494    
1495     /* updates flags (blocked, alive, no magic, etc) for this map space */
1496     update_object (op, UP_OBJ_INSERT);
1497    
1498     /* Don't know if moving this to the end will break anything. However,
1499     * we want to have update_look set above before calling this.
1500     *
1501     * check_move_on() must be after this because code called from
1502     * check_move_on() depends on correct map flags (so functions like
1503     * blocked() and wall() work properly), and these flags are updated by
1504     * update_object().
1505     */
1506    
1507     /* if this is not the head or flag has been passed, don't check walk on status */
1508     if (!(flag & INS_NO_WALK_ON) && !op->head)
1509     {
1510     if (check_move_on (op, originator))
1511     return NULL;
1512 elmex 1.1
1513 root 1.24 /* If we are a multi part object, lets work our way through the check
1514     * walk on's.
1515     */
1516     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1517     if (check_move_on (tmp, originator))
1518     return NULL;
1519 elmex 1.1 }
1520 root 1.25
1521 root 1.24 return op;
1522 elmex 1.1 }
1523    
1524     /* this function inserts an object in the map, but if it
1525     * finds an object of its own type, it'll remove that one first.
1526     * op is the object to insert it under: supplies x and the map.
1527     */
1528 root 1.24 void
1529     replace_insert_ob_in_map (const char *arch_string, object *op)
1530     {
1531 root 1.29 object *
1532     tmp;
1533     object *
1534     tmp1;
1535 elmex 1.1
1536 root 1.24 /* first search for itself and remove any old instances */
1537 elmex 1.1
1538 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1539 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1540     tmp->destroy ();
1541 elmex 1.1
1542 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1543 elmex 1.1
1544 root 1.24 tmp1->x = op->x;
1545     tmp1->y = op->y;
1546     insert_ob_in_map (tmp1, op->map, op, 0);
1547     }
1548 elmex 1.1
1549     /*
1550     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1551     * is returned contains nr objects, and the remaining parts contains
1552     * the rest (or is removed and freed if that number is 0).
1553     * On failure, NULL is returned, and the reason put into the
1554     * global static errmsg array.
1555     */
1556    
1557 root 1.24 object *
1558     get_split_ob (object *orig_ob, uint32 nr)
1559     {
1560 root 1.64 object *newob;
1561     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1562 root 1.24
1563     if (orig_ob->nrof < nr)
1564     {
1565     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1566     return NULL;
1567     }
1568 root 1.29
1569 root 1.24 newob = object_create_clone (orig_ob);
1570 root 1.29
1571 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1572 root 1.63 orig_ob->destroy (1);
1573 root 1.24 else if (!is_removed)
1574     {
1575     if (orig_ob->env != NULL)
1576     sub_weight (orig_ob->env, orig_ob->weight * nr);
1577     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1578     {
1579     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1580     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1581     return NULL;
1582 root 1.8 }
1583 elmex 1.1 }
1584 root 1.29
1585 root 1.24 newob->nrof = nr;
1586 elmex 1.1
1587 root 1.24 return newob;
1588 elmex 1.1 }
1589    
1590     /*
1591     * decrease_ob_nr(object, number) decreases a specified number from
1592     * the amount of an object. If the amount reaches 0, the object
1593     * is subsequently removed and freed.
1594     *
1595     * Return value: 'op' if something is left, NULL if the amount reached 0
1596     */
1597    
1598 root 1.24 object *
1599     decrease_ob_nr (object *op, uint32 i)
1600 elmex 1.1 {
1601 root 1.29 object *tmp;
1602     player *pl;
1603 elmex 1.1
1604 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1605     return op;
1606    
1607     if (i > op->nrof)
1608     i = op->nrof;
1609    
1610     if (QUERY_FLAG (op, FLAG_REMOVED))
1611 root 1.29 op->nrof -= i;
1612 root 1.24 else if (op->env != NULL)
1613     {
1614     /* is this object in the players inventory, or sub container
1615     * therein?
1616     */
1617     tmp = is_player_inv (op->env);
1618     /* nope. Is this a container the player has opened?
1619     * If so, set tmp to that player.
1620     * IMO, searching through all the players will mostly
1621     * likely be quicker than following op->env to the map,
1622     * and then searching the map for a player.
1623     */
1624     if (!tmp)
1625     {
1626     for (pl = first_player; pl; pl = pl->next)
1627     if (pl->ob->container == op->env)
1628     break;
1629     if (pl)
1630     tmp = pl->ob;
1631     else
1632     tmp = NULL;
1633     }
1634 elmex 1.1
1635 root 1.24 if (i < op->nrof)
1636     {
1637     sub_weight (op->env, op->weight * i);
1638     op->nrof -= i;
1639     if (tmp)
1640     {
1641     esrv_send_item (tmp, op);
1642 elmex 1.1 }
1643 root 1.24 }
1644     else
1645     {
1646 root 1.63 op->remove ();
1647 root 1.24 op->nrof = 0;
1648     if (tmp)
1649     {
1650     esrv_del_item (tmp->contr, op->count);
1651 elmex 1.1 }
1652     }
1653     }
1654 root 1.24 else
1655 elmex 1.1 {
1656 root 1.29 object *above = op->above;
1657 elmex 1.1
1658 root 1.24 if (i < op->nrof)
1659 root 1.29 op->nrof -= i;
1660 root 1.24 else
1661     {
1662 root 1.63 op->remove ();
1663 root 1.24 op->nrof = 0;
1664     }
1665 root 1.29
1666 root 1.24 /* Since we just removed op, op->above is null */
1667     for (tmp = above; tmp != NULL; tmp = tmp->above)
1668     if (tmp->type == PLAYER)
1669     {
1670     if (op->nrof)
1671     esrv_send_item (tmp, op);
1672     else
1673     esrv_del_item (tmp->contr, op->count);
1674     }
1675 elmex 1.1 }
1676    
1677 root 1.24 if (op->nrof)
1678 root 1.29 return op;
1679 root 1.24 else
1680     {
1681 root 1.64 op->destroy ();
1682 root 1.24 return NULL;
1683 elmex 1.1 }
1684     }
1685    
1686     /*
1687     * add_weight(object, weight) adds the specified weight to an object,
1688     * and also updates how much the environment(s) is/are carrying.
1689     */
1690    
1691 root 1.24 void
1692     add_weight (object *op, signed long weight)
1693     {
1694     while (op != NULL)
1695     {
1696     if (op->type == CONTAINER)
1697 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1698    
1699 root 1.24 op->carrying += weight;
1700     op = op->env;
1701     }
1702 elmex 1.1 }
1703    
1704 root 1.24 object *
1705     insert_ob_in_ob (object *op, object *where)
1706     {
1707 root 1.59 if (!where)
1708 root 1.24 {
1709 root 1.53 char *dump = dump_object (op);
1710     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1711     free (dump);
1712 root 1.24 return op;
1713     }
1714 root 1.29
1715 root 1.24 if (where->head)
1716     {
1717 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1718 root 1.24 where = where->head;
1719     }
1720 root 1.29
1721 root 1.59 return where->insert (op);
1722     }
1723    
1724     /*
1725     * env->insert (op)
1726     * This function inserts the object op in the linked list
1727     * inside the object environment.
1728     *
1729     * The function returns now pointer to inserted item, and return value can
1730     * be != op, if items are merged. -Tero
1731     */
1732    
1733     object *
1734     object::insert (object *op)
1735     {
1736     object *tmp, *otmp;
1737    
1738     if (!QUERY_FLAG (op, FLAG_REMOVED))
1739     op->remove ();
1740    
1741 root 1.24 if (op->more)
1742     {
1743     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1744     return op;
1745     }
1746 root 1.29
1747 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1748     CLEAR_FLAG (op, FLAG_REMOVED);
1749     if (op->nrof)
1750     {
1751 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1752 root 1.24 if (CAN_MERGE (tmp, op))
1753     {
1754     /* return the original object and remove inserted object
1755     (client needs the original object) */
1756     tmp->nrof += op->nrof;
1757     /* Weight handling gets pretty funky. Since we are adding to
1758     * tmp->nrof, we need to increase the weight.
1759     */
1760 root 1.59 add_weight (this, op->weight * op->nrof);
1761 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1762 root 1.59 op->destroy (); /* free the inserted object */
1763 root 1.24 op = tmp;
1764 root 1.59 op->remove (); /* and fix old object's links */
1765 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1766     break;
1767     }
1768    
1769     /* I assume combined objects have no inventory
1770     * We add the weight - this object could have just been removed
1771     * (if it was possible to merge). calling remove_ob will subtract
1772     * the weight, so we need to add it in again, since we actually do
1773     * the linking below
1774     */
1775 root 1.59 add_weight (this, op->weight * op->nrof);
1776 root 1.24 }
1777     else
1778 root 1.59 add_weight (this, (op->weight + op->carrying));
1779 elmex 1.1
1780 root 1.59 otmp = is_player_inv (this);
1781     if (otmp && otmp->contr)
1782     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1783     fix_player (otmp);
1784 elmex 1.1
1785 root 1.24 op->map = NULL;
1786 root 1.59 op->env = this;
1787 root 1.24 op->above = NULL;
1788     op->below = NULL;
1789     op->x = 0, op->y = 0;
1790 elmex 1.1
1791     /* reset the light list and los of the players on the map */
1792 root 1.59 if ((op->glow_radius != 0) && map)
1793 root 1.24 {
1794 elmex 1.1 #ifdef DEBUG_LIGHTS
1795 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1796     #endif /* DEBUG_LIGHTS */
1797 root 1.59 if (MAP_DARKNESS (map))
1798     update_all_los (map, x, y);
1799 root 1.24 }
1800 elmex 1.1
1801     /* Client has no idea of ordering so lets not bother ordering it here.
1802     * It sure simplifies this function...
1803     */
1804 root 1.59 if (!inv)
1805     inv = op;
1806 root 1.24 else
1807     {
1808 root 1.59 op->below = inv;
1809 elmex 1.1 op->below->above = op;
1810 root 1.59 inv = op;
1811 root 1.24 }
1812 root 1.59
1813 elmex 1.1 return op;
1814     }
1815    
1816     /*
1817     * Checks if any objects has a move_type that matches objects
1818     * that effect this object on this space. Call apply() to process
1819     * these events.
1820     *
1821     * Any speed-modification due to SLOW_MOVE() of other present objects
1822     * will affect the speed_left of the object.
1823     *
1824     * originator: Player, monster or other object that caused 'op' to be inserted
1825     * into 'map'. May be NULL.
1826     *
1827     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1828     *
1829     * 4-21-95 added code to check if appropriate skill was readied - this will
1830     * permit faster movement by the player through this terrain. -b.t.
1831     *
1832     * MSW 2001-07-08: Check all objects on space, not just those below
1833     * object being inserted. insert_ob_in_map may not put new objects
1834     * on top.
1835     */
1836    
1837 root 1.24 int
1838     check_move_on (object *op, object *originator)
1839 elmex 1.1 {
1840 root 1.48 object *tmp;
1841 root 1.49 maptile *m = op->map;
1842 root 1.48 int x = op->x, y = op->y;
1843 root 1.26
1844 root 1.48 MoveType move_on, move_slow, move_block;
1845 root 1.24
1846     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1847     return 0;
1848    
1849     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1850     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1851     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1852    
1853     /* if nothing on this space will slow op down or be applied,
1854     * no need to do checking below. have to make sure move_type
1855     * is set, as lots of objects don't have it set - we treat that
1856     * as walking.
1857     */
1858     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1859     return 0;
1860 elmex 1.1
1861 root 1.24 /* This is basically inverse logic of that below - basically,
1862     * if the object can avoid the move on or slow move, they do so,
1863     * but can't do it if the alternate movement they are using is
1864     * blocked. Logic on this seems confusing, but does seem correct.
1865     */
1866     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1867     return 0;
1868    
1869     /* The objects have to be checked from top to bottom.
1870     * Hence, we first go to the top:
1871     */
1872    
1873     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1874     {
1875     /* Trim the search when we find the first other spell effect
1876     * this helps performance so that if a space has 50 spell objects,
1877     * we don't need to check all of them.
1878     */
1879     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1880     break;
1881     }
1882 root 1.26
1883     for (; tmp; tmp = tmp->below)
1884 root 1.24 {
1885     if (tmp == op)
1886     continue; /* Can't apply yourself */
1887 elmex 1.1
1888 root 1.24 /* Check to see if one of the movement types should be slowed down.
1889     * Second check makes sure that the movement types not being slowed
1890     * (~slow_move) is not blocked on this space - just because the
1891     * space doesn't slow down swimming (for example), if you can't actually
1892     * swim on that space, can't use it to avoid the penalty.
1893     */
1894     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1895     {
1896     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1897     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1898     {
1899 elmex 1.1
1900 root 1.29 float
1901     diff = tmp->move_slow_penalty * FABS (op->speed);
1902 elmex 1.1
1903 root 1.24 if (op->type == PLAYER)
1904 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1905     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1906     diff /= 4.0;
1907    
1908 root 1.24 op->speed_left -= diff;
1909 root 1.8 }
1910     }
1911 elmex 1.1
1912 root 1.24 /* Basically same logic as above, except now for actual apply. */
1913     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1914     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1915     {
1916 root 1.26 move_apply (tmp, op, originator);
1917 root 1.24
1918 root 1.48 if (op->destroyed ())
1919 root 1.24 return 1;
1920    
1921     /* what the person/creature stepped onto has moved the object
1922     * someplace new. Don't process any further - if we did,
1923     * have a feeling strange problems would result.
1924     */
1925     if (op->map != m || op->x != x || op->y != y)
1926     return 0;
1927 root 1.8 }
1928 elmex 1.1 }
1929 root 1.26
1930 root 1.24 return 0;
1931 elmex 1.1 }
1932    
1933     /*
1934     * present_arch(arch, map, x, y) searches for any objects with
1935     * a matching archetype at the given map and coordinates.
1936     * The first matching object is returned, or NULL if none.
1937     */
1938    
1939 root 1.24 object *
1940 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1941 root 1.24 {
1942     object *
1943     tmp;
1944    
1945     if (m == NULL || out_of_map (m, x, y))
1946     {
1947     LOG (llevError, "Present_arch called outside map.\n");
1948     return NULL;
1949     }
1950     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1951     if (tmp->arch == at)
1952 elmex 1.1 return tmp;
1953     return NULL;
1954     }
1955    
1956     /*
1957     * present(type, map, x, y) searches for any objects with
1958     * a matching type variable at the given map and coordinates.
1959     * The first matching object is returned, or NULL if none.
1960     */
1961    
1962 root 1.24 object *
1963 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1964 root 1.24 {
1965     object *
1966     tmp;
1967    
1968     if (out_of_map (m, x, y))
1969     {
1970     LOG (llevError, "Present called outside map.\n");
1971     return NULL;
1972     }
1973     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1974     if (tmp->type == type)
1975 elmex 1.1 return tmp;
1976     return NULL;
1977     }
1978    
1979     /*
1980     * present_in_ob(type, object) searches for any objects with
1981     * a matching type variable in the inventory of the given object.
1982     * The first matching object is returned, or NULL if none.
1983     */
1984    
1985 root 1.24 object *
1986     present_in_ob (unsigned char type, const object *op)
1987     {
1988     object *
1989     tmp;
1990    
1991     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1992     if (tmp->type == type)
1993 elmex 1.1 return tmp;
1994     return NULL;
1995     }
1996    
1997     /*
1998     * present_in_ob (type, str, object) searches for any objects with
1999     * a matching type & name variable in the inventory of the given object.
2000     * The first matching object is returned, or NULL if none.
2001     * This is mostly used by spell effect code, so that we only
2002     * have one spell effect at a time.
2003     * type can be used to narrow the search - if type is set,
2004     * the type must also match. -1 can be passed for the type,
2005     * in which case the type does not need to pass.
2006     * str is the string to match against. Note that we match against
2007     * the object name, not the archetype name. this is so that the
2008     * spell code can use one object type (force), but change it's name
2009     * to be unique.
2010     */
2011    
2012 root 1.24 object *
2013     present_in_ob_by_name (int type, const char *str, const object *op)
2014     {
2015     object *
2016     tmp;
2017 elmex 1.1
2018 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2019     {
2020     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2021     return tmp;
2022 elmex 1.1 }
2023 root 1.24 return NULL;
2024 elmex 1.1 }
2025    
2026     /*
2027     * present_arch_in_ob(archetype, object) searches for any objects with
2028     * a matching archetype in the inventory of the given object.
2029     * The first matching object is returned, or NULL if none.
2030     */
2031    
2032 root 1.24 object *
2033     present_arch_in_ob (const archetype *at, const object *op)
2034     {
2035     object *
2036     tmp;
2037    
2038     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039     if (tmp->arch == at)
2040 elmex 1.1 return tmp;
2041     return NULL;
2042     }
2043    
2044     /*
2045     * activate recursively a flag on an object inventory
2046     */
2047 root 1.24 void
2048     flag_inv (object *op, int flag)
2049     {
2050     object *
2051     tmp;
2052    
2053     if (op->inv)
2054     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2055     {
2056     SET_FLAG (tmp, flag);
2057     flag_inv (tmp, flag);
2058 elmex 1.1 }
2059 root 1.24 } /*
2060     * desactivate recursively a flag on an object inventory
2061     */
2062     void
2063     unflag_inv (object *op, int flag)
2064     {
2065     object *
2066     tmp;
2067    
2068     if (op->inv)
2069     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070     {
2071     CLEAR_FLAG (tmp, flag);
2072     unflag_inv (tmp, flag);
2073 elmex 1.1 }
2074     }
2075    
2076     /*
2077     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2078     * all it's inventory (recursively).
2079     * If checksums are used, a player will get set_cheat called for
2080     * him/her-self and all object carried by a call to this function.
2081     */
2082    
2083 root 1.24 void
2084     set_cheat (object *op)
2085     {
2086     SET_FLAG (op, FLAG_WAS_WIZ);
2087     flag_inv (op, FLAG_WAS_WIZ);
2088 elmex 1.1 }
2089    
2090     /*
2091     * find_free_spot(object, map, x, y, start, stop) will search for
2092     * a spot at the given map and coordinates which will be able to contain
2093     * the given object. start and stop specifies how many squares
2094     * to search (see the freearr_x/y[] definition).
2095     * It returns a random choice among the alternatives found.
2096     * start and stop are where to start relative to the free_arr array (1,9
2097     * does all 4 immediate directions). This returns the index into the
2098     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2099     * Note - this only checks to see if there is space for the head of the
2100     * object - if it is a multispace object, this should be called for all
2101     * pieces.
2102     * Note2: This function does correctly handle tiled maps, but does not
2103     * inform the caller. However, insert_ob_in_map will update as
2104     * necessary, so the caller shouldn't need to do any special work.
2105     * Note - updated to take an object instead of archetype - this is necessary
2106     * because arch_blocked (now ob_blocked) needs to know the movement type
2107     * to know if the space in question will block the object. We can't use
2108     * the archetype because that isn't correct if the monster has been
2109     * customized, changed states, etc.
2110     */
2111    
2112 root 1.24 int
2113 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114 root 1.24 {
2115     int
2116     i,
2117     index = 0, flag;
2118     static int
2119     altern[SIZEOFFREE];
2120    
2121     for (i = start; i < stop; i++)
2122     {
2123     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2124     if (!flag)
2125     altern[index++] = i;
2126    
2127     /* Basically, if we find a wall on a space, we cut down the search size.
2128     * In this way, we won't return spaces that are on another side of a wall.
2129     * This mostly work, but it cuts down the search size in all directions -
2130     * if the space being examined only has a wall to the north and empty
2131     * spaces in all the other directions, this will reduce the search space
2132     * to only the spaces immediately surrounding the target area, and
2133     * won't look 2 spaces south of the target space.
2134     */
2135     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2136     stop = maxfree[i];
2137 elmex 1.1 }
2138 root 1.24 if (!index)
2139     return -1;
2140     return altern[RANDOM () % index];
2141 elmex 1.1 }
2142    
2143     /*
2144 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2145 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2146     * But it will return the first available spot, not a random choice.
2147     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2148     */
2149    
2150 root 1.24 int
2151 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152 root 1.24 {
2153     int
2154     i;
2155    
2156     for (i = 0; i < SIZEOFFREE; i++)
2157     {
2158     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2159     return i;
2160 elmex 1.1 }
2161 root 1.24 return -1;
2162 elmex 1.1 }
2163    
2164     /*
2165     * The function permute(arr, begin, end) randomly reorders the array
2166     * arr[begin..end-1].
2167     */
2168 root 1.24 static void
2169     permute (int *arr, int begin, int end)
2170 elmex 1.1 {
2171 root 1.24 int
2172     i,
2173     j,
2174     tmp,
2175     len;
2176 elmex 1.1
2177 root 1.24 len = end - begin;
2178     for (i = begin; i < end; i++)
2179 elmex 1.1 {
2180 root 1.24 j = begin + RANDOM () % len;
2181 elmex 1.1
2182 root 1.24 tmp = arr[i];
2183     arr[i] = arr[j];
2184     arr[j] = tmp;
2185 elmex 1.1 }
2186     }
2187    
2188     /* new function to make monster searching more efficient, and effective!
2189     * This basically returns a randomized array (in the passed pointer) of
2190     * the spaces to find monsters. In this way, it won't always look for
2191     * monsters to the north first. However, the size of the array passed
2192     * covers all the spaces, so within that size, all the spaces within
2193     * the 3x3 area will be searched, just not in a predictable order.
2194     */
2195 root 1.24 void
2196     get_search_arr (int *search_arr)
2197 elmex 1.1 {
2198 root 1.24 int
2199     i;
2200 elmex 1.1
2201 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2202 elmex 1.1 {
2203 root 1.24 search_arr[i] = i;
2204 elmex 1.1 }
2205    
2206 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2207     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2208     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2209 elmex 1.1 }
2210    
2211     /*
2212     * find_dir(map, x, y, exclude) will search some close squares in the
2213     * given map at the given coordinates for live objects.
2214     * It will not considered the object given as exclude among possible
2215     * live objects.
2216     * It returns the direction toward the first/closest live object if finds
2217     * any, otherwise 0.
2218     * Perhaps incorrectly, but I'm making the assumption that exclude
2219     * is actually want is going to try and move there. We need this info
2220     * because we have to know what movement the thing looking to move
2221     * there is capable of.
2222     */
2223    
2224 root 1.24 int
2225 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2226 root 1.24 {
2227     int
2228     i,
2229     max = SIZEOFFREE, mflags;
2230 root 1.29
2231     sint16 nx, ny;
2232 root 1.24 object *
2233     tmp;
2234 root 1.49 maptile *
2235 root 1.24 mp;
2236 root 1.29
2237     MoveType blocked, move_type;
2238 root 1.24
2239     if (exclude && exclude->head)
2240     {
2241     exclude = exclude->head;
2242     move_type = exclude->move_type;
2243     }
2244     else
2245     {
2246     /* If we don't have anything, presume it can use all movement types. */
2247     move_type = MOVE_ALL;
2248     }
2249    
2250     for (i = 1; i < max; i++)
2251     {
2252     mp = m;
2253     nx = x + freearr_x[i];
2254     ny = y + freearr_y[i];
2255    
2256     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2257     if (mflags & P_OUT_OF_MAP)
2258     {
2259     max = maxfree[i];
2260     }
2261     else
2262     {
2263     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2264    
2265     if ((move_type & blocked) == move_type)
2266     {
2267     max = maxfree[i];
2268     }
2269     else if (mflags & P_IS_ALIVE)
2270     {
2271     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2272     {
2273     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2274     {
2275     break;
2276 root 1.8 }
2277     }
2278 root 1.24 if (tmp)
2279     {
2280     return freedir[i];
2281 root 1.8 }
2282     }
2283     }
2284 elmex 1.1 }
2285 root 1.24 return 0;
2286 elmex 1.1 }
2287    
2288     /*
2289     * distance(object 1, object 2) will return the square of the
2290     * distance between the two given objects.
2291     */
2292    
2293 root 1.24 int
2294     distance (const object *ob1, const object *ob2)
2295     {
2296     int
2297     i;
2298    
2299     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2300 elmex 1.1 return i;
2301     }
2302    
2303     /*
2304     * find_dir_2(delta-x,delta-y) will return a direction in which
2305     * an object which has subtracted the x and y coordinates of another
2306     * object, needs to travel toward it.
2307     */
2308    
2309 root 1.24 int
2310     find_dir_2 (int x, int y)
2311     {
2312     int
2313     q;
2314 elmex 1.1
2315 root 1.24 if (y)
2316     q = x * 100 / y;
2317 elmex 1.1 else if (x)
2318 root 1.24 q = -300 * x;
2319 elmex 1.1 else
2320     return 0;
2321    
2322 root 1.24 if (y > 0)
2323     {
2324     if (q < -242)
2325     return 3;
2326     if (q < -41)
2327     return 2;
2328     if (q < 41)
2329     return 1;
2330     if (q < 242)
2331     return 8;
2332     return 7;
2333     }
2334 elmex 1.1
2335     if (q < -242)
2336 root 1.24 return 7;
2337 elmex 1.1 if (q < -41)
2338 root 1.24 return 6;
2339 elmex 1.1 if (q < 41)
2340 root 1.24 return 5;
2341 elmex 1.1 if (q < 242)
2342 root 1.24 return 4;
2343 elmex 1.1
2344 root 1.24 return 3;
2345 elmex 1.1 }
2346    
2347     /*
2348     * absdir(int): Returns a number between 1 and 8, which represent
2349     * the "absolute" direction of a number (it actually takes care of
2350     * "overflow" in previous calculations of a direction).
2351     */
2352    
2353 root 1.24 int
2354     absdir (int d)
2355     {
2356     while (d < 1)
2357     d += 8;
2358     while (d > 8)
2359     d -= 8;
2360 elmex 1.1 return d;
2361     }
2362    
2363     /*
2364     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2365     * between two directions (which are expected to be absolute (see absdir())
2366     */
2367    
2368 root 1.24 int
2369     dirdiff (int dir1, int dir2)
2370     {
2371     int
2372     d;
2373    
2374     d = abs (dir1 - dir2);
2375     if (d > 4)
2376 elmex 1.1 d = 8 - d;
2377     return d;
2378     }
2379    
2380     /* peterm:
2381     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2382     * Basically, this is a table of directions, and what directions
2383     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2384     * This basically means that if direction is 15, then it could either go
2385     * direction 4, 14, or 16 to get back to where we are.
2386     * Moved from spell_util.c to object.c with the other related direction
2387     * functions.
2388     */
2389    
2390 root 1.24 int
2391     reduction_dir[SIZEOFFREE][3] = {
2392     {0, 0, 0}, /* 0 */
2393     {0, 0, 0}, /* 1 */
2394     {0, 0, 0}, /* 2 */
2395     {0, 0, 0}, /* 3 */
2396     {0, 0, 0}, /* 4 */
2397     {0, 0, 0}, /* 5 */
2398     {0, 0, 0}, /* 6 */
2399     {0, 0, 0}, /* 7 */
2400     {0, 0, 0}, /* 8 */
2401     {8, 1, 2}, /* 9 */
2402     {1, 2, -1}, /* 10 */
2403     {2, 10, 12}, /* 11 */
2404     {2, 3, -1}, /* 12 */
2405     {2, 3, 4}, /* 13 */
2406     {3, 4, -1}, /* 14 */
2407     {4, 14, 16}, /* 15 */
2408     {5, 4, -1}, /* 16 */
2409     {4, 5, 6}, /* 17 */
2410     {6, 5, -1}, /* 18 */
2411     {6, 20, 18}, /* 19 */
2412     {7, 6, -1}, /* 20 */
2413     {6, 7, 8}, /* 21 */
2414     {7, 8, -1}, /* 22 */
2415     {8, 22, 24}, /* 23 */
2416     {8, 1, -1}, /* 24 */
2417     {24, 9, 10}, /* 25 */
2418     {9, 10, -1}, /* 26 */
2419     {10, 11, -1}, /* 27 */
2420     {27, 11, 29}, /* 28 */
2421     {11, 12, -1}, /* 29 */
2422     {12, 13, -1}, /* 30 */
2423     {12, 13, 14}, /* 31 */
2424     {13, 14, -1}, /* 32 */
2425     {14, 15, -1}, /* 33 */
2426     {33, 15, 35}, /* 34 */
2427     {16, 15, -1}, /* 35 */
2428     {17, 16, -1}, /* 36 */
2429     {18, 17, 16}, /* 37 */
2430     {18, 17, -1}, /* 38 */
2431     {18, 19, -1}, /* 39 */
2432     {41, 19, 39}, /* 40 */
2433     {19, 20, -1}, /* 41 */
2434     {20, 21, -1}, /* 42 */
2435     {20, 21, 22}, /* 43 */
2436     {21, 22, -1}, /* 44 */
2437     {23, 22, -1}, /* 45 */
2438     {45, 47, 23}, /* 46 */
2439     {23, 24, -1}, /* 47 */
2440     {24, 9, -1}
2441     }; /* 48 */
2442 elmex 1.1
2443     /* Recursive routine to step back and see if we can
2444     * find a path to that monster that we found. If not,
2445     * we don't bother going toward it. Returns 1 if we
2446     * can see a direct way to get it
2447     * Modified to be map tile aware -.MSW
2448     */
2449    
2450 root 1.24
2451     int
2452 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2453 root 1.24 {
2454 root 1.29 sint16 dx, dy;
2455 root 1.24 int
2456     mflags;
2457    
2458     if (dir < 0)
2459     return 0; /* exit condition: invalid direction */
2460    
2461     dx = x + freearr_x[dir];
2462     dy = y + freearr_y[dir];
2463    
2464     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2465    
2466     /* This functional arguably was incorrect before - it was
2467     * checking for P_WALL - that was basically seeing if
2468     * we could move to the monster - this is being more
2469     * literal on if we can see it. To know if we can actually
2470     * move to the monster, we'd need the monster passed in or
2471     * at least its move type.
2472     */
2473     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2474     return 0;
2475    
2476     /* yes, can see. */
2477     if (dir < 9)
2478     return 1;
2479     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2480     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2481     }
2482    
2483    
2484    
2485 elmex 1.1 /*
2486     * can_pick(picker, item): finds out if an object is possible to be
2487     * picked up by the picker. Returnes 1 if it can be
2488     * picked up, otherwise 0.
2489     *
2490     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2491     * core dumps if they do.
2492     *
2493     * Add a check so we can't pick up invisible objects (0.93.8)
2494     */
2495    
2496 root 1.24 int
2497     can_pick (const object *who, const object *item)
2498     {
2499     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2500     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2501     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2502 elmex 1.1 }
2503    
2504    
2505     /*
2506     * create clone from object to another
2507     */
2508 root 1.24 object *
2509     object_create_clone (object *asrc)
2510     {
2511 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2512 elmex 1.1
2513 root 1.24 if (!asrc)
2514 root 1.62 return 0;
2515    
2516 root 1.24 src = asrc;
2517     if (src->head)
2518     src = src->head;
2519    
2520 root 1.62 prev = 0;
2521 root 1.24 for (part = src; part; part = part->more)
2522     {
2523 root 1.64 tmp = object::create ();
2524     part->copy_to (tmp);
2525 root 1.24 tmp->x -= src->x;
2526     tmp->y -= src->y;
2527 root 1.62
2528 root 1.24 if (!part->head)
2529     {
2530     dst = tmp;
2531 root 1.62 tmp->head = 0;
2532 root 1.24 }
2533     else
2534     {
2535     tmp->head = dst;
2536     }
2537 root 1.62
2538     tmp->more = 0;
2539    
2540 root 1.24 if (prev)
2541     prev->more = tmp;
2542 root 1.62
2543 root 1.24 prev = tmp;
2544 elmex 1.1 }
2545 root 1.24
2546     for (item = src->inv; item; item = item->below)
2547 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2548 elmex 1.1
2549 root 1.24 return dst;
2550 elmex 1.1 }
2551    
2552     /* GROS - Creates an object using a string representing its content. */
2553     /* Basically, we save the content of the string to a temp file, then call */
2554     /* load_object on it. I admit it is a highly inefficient way to make things, */
2555     /* but it was simple to make and allows reusing the load_object function. */
2556     /* Remember not to use load_object_str in a time-critical situation. */
2557     /* Also remember that multiparts objects are not supported for now. */
2558    
2559 root 1.24 object *
2560     load_object_str (const char *obstr)
2561 elmex 1.1 {
2562 root 1.48 object *op;
2563     char filename[MAX_BUF];
2564 root 1.9
2565 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2566    
2567 root 1.48 FILE *tempfile = fopen (filename, "w");
2568 root 1.24
2569     if (tempfile == NULL)
2570 elmex 1.1 {
2571 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2572     return NULL;
2573 root 1.41 }
2574    
2575 root 1.24 fprintf (tempfile, obstr);
2576     fclose (tempfile);
2577 elmex 1.1
2578 root 1.64 op = object::create ();
2579 elmex 1.1
2580 root 1.29 object_thawer thawer (filename);
2581 root 1.13
2582 root 1.24 if (thawer)
2583     load_object (thawer, op, 0);
2584 root 1.13
2585 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2586     CLEAR_FLAG (op, FLAG_REMOVED);
2587 root 1.9
2588 root 1.24 return op;
2589 elmex 1.1 }
2590    
2591     /* This returns the first object in who's inventory that
2592     * has the same type and subtype match.
2593     * returns NULL if no match.
2594     */
2595 root 1.24 object *
2596     find_obj_by_type_subtype (const object *who, int type, int subtype)
2597 elmex 1.1 {
2598 root 1.48 object *tmp;
2599 elmex 1.1
2600 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2601     if (tmp->type == type && tmp->subtype == subtype)
2602     return tmp;
2603 elmex 1.1
2604 root 1.24 return NULL;
2605 elmex 1.1 }
2606    
2607     /* If ob has a field named key, return the link from the list,
2608     * otherwise return NULL.
2609     *
2610     * key must be a passed in shared string - otherwise, this won't
2611     * do the desired thing.
2612     */
2613 root 1.24 key_value *
2614     get_ob_key_link (const object *ob, const char *key)
2615     {
2616 root 1.48 key_value *link;
2617 root 1.24
2618     for (link = ob->key_values; link != NULL; link = link->next)
2619 root 1.48 if (link->key == key)
2620     return link;
2621 root 1.24
2622     return NULL;
2623     }
2624 elmex 1.1
2625     /*
2626     * Returns the value of op has an extra_field for key, or NULL.
2627     *
2628     * The argument doesn't need to be a shared string.
2629     *
2630     * The returned string is shared.
2631     */
2632 root 1.24 const char *
2633     get_ob_key_value (const object *op, const char *const key)
2634     {
2635 root 1.35 key_value *link;
2636     shstr_cmp canonical_key (key);
2637 root 1.24
2638 root 1.35 if (!canonical_key)
2639 root 1.24 {
2640     /* 1. There being a field named key on any object
2641     * implies there'd be a shared string to find.
2642     * 2. Since there isn't, no object has this field.
2643     * 3. Therefore, *this* object doesn't have this field.
2644     */
2645 root 1.35 return 0;
2646 elmex 1.1 }
2647    
2648 root 1.24 /* This is copied from get_ob_key_link() above -
2649     * only 4 lines, and saves the function call overhead.
2650     */
2651 root 1.35 for (link = op->key_values; link; link = link->next)
2652     if (link->key == canonical_key)
2653     return link->value;
2654    
2655     return 0;
2656 elmex 1.1 }
2657    
2658    
2659     /*
2660     * Updates the canonical_key in op to value.
2661     *
2662     * canonical_key is a shared string (value doesn't have to be).
2663     *
2664     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2665     * keys.
2666     *
2667     * Returns TRUE on success.
2668     */
2669 root 1.24 int
2670     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671     {
2672     key_value *
2673     field = NULL, *last = NULL;
2674    
2675     for (field = op->key_values; field != NULL; field = field->next)
2676     {
2677     if (field->key != canonical_key)
2678     {
2679     last = field;
2680     continue;
2681     }
2682    
2683     if (value)
2684     field->value = value;
2685     else
2686     {
2687     /* Basically, if the archetype has this key set,
2688     * we need to store the null value so when we save
2689     * it, we save the empty value so that when we load,
2690     * we get this value back again.
2691     */
2692     if (get_ob_key_link (&op->arch->clone, canonical_key))
2693     field->value = 0;
2694     else
2695     {
2696     if (last)
2697     last->next = field->next;
2698     else
2699     op->key_values = field->next;
2700    
2701 root 1.29 delete field;
2702 root 1.24 }
2703     }
2704     return TRUE;
2705     }
2706     /* IF we get here, key doesn't exist */
2707    
2708     /* No field, we'll have to add it. */
2709    
2710     if (!add_key)
2711     {
2712     return FALSE;
2713     }
2714     /* There isn't any good reason to store a null
2715     * value in the key/value list. If the archetype has
2716     * this key, then we should also have it, so shouldn't
2717     * be here. If user wants to store empty strings,
2718     * should pass in ""
2719     */
2720     if (value == NULL)
2721 elmex 1.1 return TRUE;
2722 root 1.24
2723     field = new key_value;
2724    
2725     field->key = canonical_key;
2726     field->value = value;
2727     /* Usual prepend-addition. */
2728     field->next = op->key_values;
2729     op->key_values = field;
2730    
2731     return TRUE;
2732 elmex 1.1 }
2733    
2734     /*
2735     * Updates the key in op to value.
2736     *
2737     * If add_key is FALSE, this will only update existing keys,
2738     * and not add new ones.
2739     * In general, should be little reason FALSE is ever passed in for add_key
2740     *
2741     * Returns TRUE on success.
2742     */
2743 root 1.24 int
2744     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2745 root 1.11 {
2746 root 1.29 shstr key_ (key);
2747 root 1.24
2748 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2749 elmex 1.1 }
2750 root 1.31
2751 root 1.34 object::depth_iterator::depth_iterator (object *container)
2752     : iterator_base (container)
2753     {
2754     while (item->inv)
2755     item = item->inv;
2756     }
2757    
2758 root 1.31 void
2759 root 1.34 object::depth_iterator::next ()
2760 root 1.31 {
2761 root 1.34 if (item->below)
2762     {
2763     item = item->below;
2764    
2765     while (item->inv)
2766     item = item->inv;
2767     }
2768 root 1.31 else
2769 root 1.34 item = item->env;
2770 root 1.31 }
2771 root 1.34
2772 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2773     const char *
2774     object::debug_desc (char *info) const
2775     {
2776     char info2[256 * 3];
2777     char *p = info;
2778    
2779     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2780     count,
2781     &name,
2782     title ? " " : "",
2783     title ? (const char *)title : "");
2784    
2785     if (env)
2786     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2787    
2788     if (map)
2789     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2790    
2791     return info;
2792     }
2793    
2794     const char *
2795     object::debug_desc () const
2796     {
2797     static char info[256 * 3];
2798     return debug_desc (info);
2799     }
2800