ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.66
Committed: Wed Dec 13 03:28:42 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.65: +13 -10 lines
Log Message:
further cleanups and oofication

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 root 1.66 * Check nrof variable *before* calling can_merge()
189 elmex 1.1 *
190     * Improvements made with merge: Better checking on potion, and also
191     * check weight
192     */
193    
194 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
195 root 1.16 {
196     /* A couple quicksanity checks */
197 root 1.66 if (ob1 == ob2
198     || ob1->type != ob2->type
199     || ob1->speed != ob2->speed
200     || ob1->value != ob2->value
201     || ob1->name != ob2->name)
202 root 1.16 return 0;
203    
204 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
205 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206     * value could not be stored in a sint32 (which unfortunately sometimes is
207     * used to store nrof).
208     */
209     if (ob1->nrof + ob2->nrof >= 1UL << 31)
210     return 0;
211    
212     /* If the objects have been identified, set the BEEN_APPLIED flag.
213     * This is to the comparison of the flags below will be OK. We
214     * just can't ignore the been applied or identified flags, as they
215     * are not equal - just if it has been identified, the been_applied
216     * flags lose any meaning.
217     */
218     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220    
221     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 elmex 1.1
224    
225 root 1.16 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226     * being locked in inventory should prevent merging.
227     * 0x4 in flags3 is CLIENT_SENT
228     */
229     if ((ob1->arch != ob2->arch) ||
230     (ob1->flags[0] != ob2->flags[0]) ||
231     (ob1->flags[1] != ob2->flags[1]) ||
232     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234     (ob1->name != ob2->name) ||
235     (ob1->title != ob2->title) ||
236     (ob1->msg != ob2->msg) ||
237     (ob1->weight != ob2->weight) ||
238     (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239     (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240     (ob1->attacktype != ob2->attacktype) ||
241     (ob1->magic != ob2->magic) ||
242     (ob1->slaying != ob2->slaying) ||
243     (ob1->skill != ob2->skill) ||
244     (ob1->value != ob2->value) ||
245     (ob1->animation_id != ob2->animation_id) ||
246     (ob1->client_type != ob2->client_type) ||
247     (ob1->materialname != ob2->materialname) ||
248     (ob1->lore != ob2->lore) ||
249     (ob1->subtype != ob2->subtype) ||
250     (ob1->move_type != ob2->move_type) ||
251     (ob1->move_block != ob2->move_block) ||
252     (ob1->move_allow != ob2->move_allow) ||
253     (ob1->move_on != ob2->move_on) ||
254 root 1.24 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
255 root 1.16 return 0;
256    
257     /* This is really a spellbook check - really, we should
258     * check all objects in the inventory.
259     */
260     if (ob1->inv || ob2->inv)
261     {
262     /* if one object has inventory but the other doesn't, not equiv */
263     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 root 1.24 return 0;
265 root 1.16
266     /* Now check to see if the two inventory objects could merge */
267 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
268 root 1.24 return 0;
269 root 1.16
270     /* inventory ok - still need to check rest of this object to see
271     * if it is valid.
272     */
273     }
274 elmex 1.1
275 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
276     * it is possible for most any character to have more than one of
277     * some items equipped, and we don't want those to merge.
278     */
279     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
280     return 0;
281 elmex 1.1
282 root 1.16 /* Note sure why the following is the case - either the object has to
283     * be animated or have a very low speed. Is this an attempted monster
284     * check?
285     */
286 root 1.24 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
287 root 1.16 return 0;
288 elmex 1.1
289 root 1.16 switch (ob1->type)
290     {
291 root 1.29 case SCROLL:
292     if (ob1->level != ob2->level)
293     return 0;
294     break;
295 root 1.16 }
296 elmex 1.1
297 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
298     {
299     /* At least one of these has key_values. */
300     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
301 root 1.24 /* One has fields, but the other one doesn't. */
302     return 0;
303 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
304 root 1.24 return 0;
305 elmex 1.1 }
306 root 1.16
307     //TODO: generate an event or call into perl for additional checks
308     if (ob1->self || ob2->self)
309     {
310     ob1->optimise ();
311     ob2->optimise ();
312    
313     if (ob1->self || ob2->self)
314 root 1.24 return 0;
315 elmex 1.1 }
316    
317 root 1.16 /* Everything passes, must be OK. */
318     return 1;
319 elmex 1.1 }
320 root 1.24
321 elmex 1.1 /*
322     * sum_weight() is a recursive function which calculates the weight
323     * an object is carrying. It goes through in figures out how much
324     * containers are carrying, and sums it up.
325     */
326 root 1.28 long
327 root 1.24 sum_weight (object *op)
328     {
329 root 1.28 long sum;
330 elmex 1.1 object *inv;
331 root 1.24
332     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333     {
334     if (inv->inv)
335     sum_weight (inv);
336     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337     }
338 root 1.37
339 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
340 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
341 root 1.37
342 root 1.24 if (op->carrying != sum)
343 elmex 1.1 op->carrying = sum;
344 root 1.37
345 elmex 1.1 return sum;
346     }
347    
348     /**
349     * Return the outermost environment object for a given object.
350     */
351    
352 root 1.24 object *
353     object_get_env_recursive (object *op)
354     {
355     while (op->env != NULL)
356     op = op->env;
357     return op;
358 elmex 1.1 }
359    
360     /*
361     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362     * a better check. We basically keeping traversing up until we can't
363     * or find a player.
364     */
365    
366 root 1.24 object *
367     is_player_inv (object *op)
368     {
369     for (; op != NULL && op->type != PLAYER; op = op->env)
370     if (op->env == op)
371     op->env = NULL;
372     return op;
373 elmex 1.1 }
374    
375     /*
376     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 root 1.11 * Some error messages.
378 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
379     */
380    
381 root 1.53 char *
382 root 1.24 dump_object (object *op)
383     {
384 root 1.53 if (!op)
385     return strdup ("[NULLOBJ]");
386 elmex 1.1
387 root 1.53 object_freezer freezer;
388     save_object (freezer, op, 3);
389     return freezer.as_string ();
390 elmex 1.1 }
391    
392     /*
393     * get_nearest_part(multi-object, object 2) returns the part of the
394     * multi-object 1 which is closest to the second object.
395     * If it's not a multi-object, it is returned.
396     */
397    
398 root 1.24 object *
399     get_nearest_part (object *op, const object *pl)
400     {
401     object *tmp, *closest;
402     int last_dist, i;
403    
404     if (op->more == NULL)
405 elmex 1.1 return op;
406 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
407     if ((i = distance (tmp, pl)) < last_dist)
408     closest = tmp, last_dist = i;
409 elmex 1.1 return closest;
410     }
411    
412     /*
413     * Returns the object which has the count-variable equal to the argument.
414     */
415    
416 root 1.24 object *
417     find_object (tag_t i)
418     {
419 root 1.54 for (object *op = object::first; op; op = op->next)
420 root 1.24 if (op->count == i)
421 root 1.54 return op;
422 root 1.48
423 root 1.54 return 0;
424 elmex 1.1 }
425    
426     /*
427     * Returns the first object which has a name equal to the argument.
428     * Used only by the patch command, but not all that useful.
429     * Enables features like "patch <name-of-other-player> food 999"
430     */
431    
432 root 1.24 object *
433     find_object_name (const char *str)
434     {
435 root 1.35 shstr_cmp str_ (str);
436 elmex 1.1 object *op;
437 root 1.24
438 root 1.45 for (op = object::first; op != NULL; op = op->next)
439 root 1.35 if (op->name == str_)
440 elmex 1.1 break;
441 root 1.11
442 elmex 1.1 return op;
443     }
444    
445 root 1.24 void
446     free_all_object_data ()
447 root 1.14 {
448     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
449 elmex 1.1 }
450    
451     /*
452     * Sets the owner and sets the skill and exp pointers to owner's current
453     * skill and experience objects.
454     */
455 root 1.24 void
456 root 1.30 object::set_owner (object *owner)
457 elmex 1.1 {
458 root 1.30 if (!owner)
459 root 1.24 return;
460    
461     /* next line added to allow objects which own objects */
462     /* Add a check for ownercounts in here, as I got into an endless loop
463     * with the fireball owning a poison cloud which then owned the
464     * fireball. I believe that was caused by one of the objects getting
465     * freed and then another object replacing it. Since the ownercounts
466     * didn't match, this check is valid and I believe that cause is valid.
467     */
468 root 1.30 while (owner->owner)
469 root 1.24 owner = owner->owner;
470 elmex 1.1
471 root 1.30 this->owner = owner;
472 elmex 1.1 }
473    
474     /* Zero the key_values on op, decrementing the shared-string
475     * refcounts and freeing the links.
476     */
477 root 1.24 static void
478     free_key_values (object *op)
479 root 1.11 {
480 root 1.24 for (key_value *i = op->key_values; i != 0;)
481 root 1.11 {
482     key_value *next = i->next;
483     delete i;
484 root 1.24
485 root 1.11 i = next;
486 elmex 1.1 }
487 root 1.24
488 root 1.11 op->key_values = 0;
489 elmex 1.1 }
490    
491 root 1.14 void object::clear ()
492     {
493     attachable_base::clear ();
494    
495     free_key_values (this);
496    
497 root 1.30 owner = 0;
498 root 1.24 name = 0;
499     name_pl = 0;
500     title = 0;
501     race = 0;
502     slaying = 0;
503     skill = 0;
504     msg = 0;
505     lore = 0;
506     custom_name = 0;
507 root 1.14 materialname = 0;
508 root 1.30 contr = 0;
509     below = 0;
510     above = 0;
511     inv = 0;
512     container = 0;
513     env = 0;
514     more = 0;
515     head = 0;
516     map = 0;
517     active_next = 0;
518     active_prev = 0;
519 root 1.14
520 root 1.30 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521 root 1.14
522     SET_FLAG (this, FLAG_REMOVED);
523 root 1.30
524     /* What is not cleared is next, prev, and count */
525    
526     expmul = 1.0;
527     face = blank_face;
528    
529     if (settings.casting_time)
530     casting_time = -1;
531 root 1.14 }
532    
533 elmex 1.1 /*
534 root 1.64 * copy_to first frees everything allocated by the dst object,
535     * and then copies the contents of itself into the second
536 elmex 1.1 * object, allocating what needs to be allocated. Basically, any
537     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
538     * if the first object is freed, the pointers in the new object
539     * will point at garbage.
540     */
541 root 1.24 void
542 root 1.64 object::copy_to (object *dst)
543 root 1.11 {
544 root 1.64 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545     bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
546    
547     *(object_copy *)dst = *this;
548     *(object_pod *)dst = *this;
549 root 1.11
550 root 1.64 if (self || cb)
551     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
552 root 1.11
553 root 1.24 if (is_freed)
554 root 1.64 SET_FLAG (dst, FLAG_FREED);
555 root 1.59
556 root 1.24 if (is_removed)
557 root 1.64 SET_FLAG (dst, FLAG_REMOVED);
558 elmex 1.1
559 root 1.64 if (speed < 0)
560     dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
561 elmex 1.1
562 root 1.11 /* Copy over key_values, if any. */
563 root 1.64 if (key_values)
564 root 1.14 {
565 root 1.23 key_value *tail = 0;
566 root 1.11 key_value *i;
567 elmex 1.1
568 root 1.64 dst->key_values = 0;
569 elmex 1.1
570 root 1.64 for (i = key_values; i; i = i->next)
571 root 1.11 {
572     key_value *new_link = new key_value;
573 root 1.8
574 root 1.24 new_link->next = 0;
575     new_link->key = i->key;
576 root 1.11 new_link->value = i->value;
577    
578     /* Try and be clever here, too. */
579 root 1.64 if (!dst->key_values)
580 root 1.11 {
581 root 1.64 dst->key_values = new_link;
582 root 1.11 tail = new_link;
583 root 1.8 }
584 root 1.11 else
585     {
586     tail->next = new_link;
587     tail = new_link;
588     }
589 root 1.14 }
590     }
591 root 1.2
592 root 1.64 update_ob_speed (dst);
593 elmex 1.1 }
594    
595 root 1.65 object *
596     object::clone ()
597     {
598     object *neu = create ();
599     copy_to (neu);
600     return neu;
601     }
602    
603 elmex 1.1 /*
604     * If an object with the IS_TURNABLE() flag needs to be turned due
605     * to the closest player being on the other side, this function can
606     * be called to update the face variable, _and_ how it looks on the map.
607     */
608    
609 root 1.24 void
610     update_turn_face (object *op)
611     {
612     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
613     return;
614     SET_ANIMATION (op, op->direction);
615     update_object (op, UP_OBJ_FACE);
616 elmex 1.1 }
617    
618     /*
619     * Updates the speed of an object. If the speed changes from 0 to another
620     * value, or vice versa, then add/remove the object from the active list.
621     * This function needs to be called whenever the speed of an object changes.
622     */
623 root 1.24 void
624     update_ob_speed (object *op)
625     {
626     extern int arch_init;
627 elmex 1.1
628 root 1.24 /* No reason putting the archetypes objects on the speed list,
629     * since they never really need to be updated.
630     */
631 elmex 1.1
632 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633     {
634     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
635 elmex 1.1 #ifdef MANY_CORES
636 root 1.24 abort ();
637 elmex 1.1 #else
638 root 1.24 op->speed = 0;
639 elmex 1.1 #endif
640     }
641 root 1.31
642 root 1.24 if (arch_init)
643 root 1.31 return;
644    
645 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646     {
647     /* If already on active list, don't do anything */
648     if (op->active_next || op->active_prev || op == active_objects)
649 root 1.8 return;
650 root 1.24
651     /* process_events() expects us to insert the object at the beginning
652     * of the list. */
653     op->active_next = active_objects;
654 root 1.31
655 root 1.24 if (op->active_next != NULL)
656     op->active_next->active_prev = op;
657 root 1.31
658 root 1.24 active_objects = op;
659 elmex 1.1 }
660 root 1.24 else
661     {
662     /* If not on the active list, nothing needs to be done */
663     if (!op->active_next && !op->active_prev && op != active_objects)
664     return;
665    
666     if (op->active_prev == NULL)
667     {
668     active_objects = op->active_next;
669 root 1.31
670 root 1.24 if (op->active_next != NULL)
671     op->active_next->active_prev = NULL;
672 root 1.8 }
673 root 1.24 else
674     {
675     op->active_prev->active_next = op->active_next;
676 root 1.31
677 root 1.24 if (op->active_next)
678     op->active_next->active_prev = op->active_prev;
679     }
680 root 1.31
681 root 1.24 op->active_next = NULL;
682     op->active_prev = NULL;
683 elmex 1.1 }
684     }
685    
686     /* This function removes object 'op' from the list of active
687     * objects.
688     * This should only be used for style maps or other such
689     * reference maps where you don't want an object that isn't
690     * in play chewing up cpu time getting processed.
691     * The reverse of this is to call update_ob_speed, which
692     * will do the right thing based on the speed of the object.
693     */
694 root 1.24 void
695     remove_from_active_list (object *op)
696 elmex 1.1 {
697 root 1.24 /* If not on the active list, nothing needs to be done */
698     if (!op->active_next && !op->active_prev && op != active_objects)
699     return;
700 elmex 1.1
701 root 1.24 if (op->active_prev == NULL)
702     {
703     active_objects = op->active_next;
704     if (op->active_next != NULL)
705     op->active_next->active_prev = NULL;
706 elmex 1.1 }
707 root 1.24 else
708     {
709     op->active_prev->active_next = op->active_next;
710     if (op->active_next)
711     op->active_next->active_prev = op->active_prev;
712 elmex 1.1 }
713 root 1.24 op->active_next = NULL;
714     op->active_prev = NULL;
715 elmex 1.1 }
716    
717     /*
718     * update_object() updates the array which represents the map.
719     * It takes into account invisible objects (and represent squares covered
720     * by invisible objects by whatever is below them (unless it's another
721     * invisible object, etc...)
722     * If the object being updated is beneath a player, the look-window
723     * of that player is updated (this might be a suboptimal way of
724     * updating that window, though, since update_object() is called _often_)
725     *
726     * action is a hint of what the caller believes need to be done.
727     * For example, if the only thing that has changed is the face (due to
728     * an animation), we don't need to call update_position until that actually
729     * comes into view of a player. OTOH, many other things, like addition/removal
730     * of walls or living creatures may need us to update the flags now.
731     * current action are:
732     * UP_OBJ_INSERT: op was inserted
733     * UP_OBJ_REMOVE: op was removed
734     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
735     * as that is easier than trying to look at what may have changed.
736     * UP_OBJ_FACE: only the objects face has changed.
737     */
738    
739 root 1.24 void
740     update_object (object *op, int action)
741     {
742     int update_now = 0, flags;
743     MoveType move_on, move_off, move_block, move_slow;
744    
745     if (op == NULL)
746     {
747     /* this should never happen */
748     LOG (llevDebug, "update_object() called for NULL object.\n");
749     return;
750 elmex 1.1 }
751 root 1.24
752     if (op->env != NULL)
753     {
754     /* Animation is currently handled by client, so nothing
755     * to do in this case.
756     */
757     return;
758 elmex 1.1 }
759    
760 root 1.24 /* If the map is saving, don't do anything as everything is
761     * going to get freed anyways.
762     */
763     if (!op->map || op->map->in_memory == MAP_SAVING)
764     return;
765    
766     /* make sure the object is within map boundaries */
767     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
768     {
769     LOG (llevError, "update_object() called for object out of map!\n");
770 elmex 1.1 #ifdef MANY_CORES
771 root 1.24 abort ();
772 elmex 1.1 #endif
773 root 1.24 return;
774 elmex 1.1 }
775    
776 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
777     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
778     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
779     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
780     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
781     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
782 elmex 1.1
783 root 1.24 if (action == UP_OBJ_INSERT)
784     {
785     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
786     update_now = 1;
787    
788     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
789     update_now = 1;
790 elmex 1.1
791 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
792     update_now = 1;
793 elmex 1.1
794 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
795     update_now = 1;
796 elmex 1.1
797 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798     update_now = 1;
799 root 1.20
800 root 1.24 if ((move_on | op->move_on) != move_on)
801     update_now = 1;
802 root 1.20
803 root 1.24 if ((move_off | op->move_off) != move_off)
804     update_now = 1;
805 root 1.20
806 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
807     * to have move_allow right now.
808     */
809     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
810     update_now = 1;
811 root 1.20
812 root 1.24 if ((move_slow | op->move_slow) != move_slow)
813     update_now = 1;
814     }
815 root 1.59
816 root 1.24 /* if the object is being removed, we can't make intelligent
817     * decisions, because remove_ob can't really pass the object
818     * that is being removed.
819     */
820     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 root 1.27 update_now = 1;
822 root 1.24 else if (action == UP_OBJ_FACE)
823 root 1.29 /* Nothing to do for that case */ ;
824 root 1.24 else
825 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 elmex 1.1
827 root 1.24 if (update_now)
828     {
829     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830     update_position (op->map, op->x, op->y);
831 elmex 1.1 }
832    
833 root 1.24 if (op->more != NULL)
834     update_object (op->more, action);
835 elmex 1.1 }
836    
837 root 1.45 object::vector object::mortals;
838     object::vector object::objects; // not yet used
839     object *object::first;
840 root 1.21
841     void object::free_mortals ()
842     {
843 root 1.45 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 root 1.30 if ((*i)->refcnt)
845     ++i; // further delay freeing
846     else
847 root 1.25 {
848 root 1.40 delete *i;
849 root 1.25 mortals.erase (i);
850     }
851 root 1.21 }
852    
853     object::object ()
854     {
855 root 1.22 SET_FLAG (this, FLAG_REMOVED);
856    
857     expmul = 1.0;
858     face = blank_face;
859     }
860    
861     object::~object ()
862     {
863     free_key_values (this);
864     }
865    
866 root 1.24 void object::link ()
867 root 1.22 {
868 root 1.21 count = ++ob_count;
869 root 1.41 uuid = gen_uuid ();
870 root 1.21
871     prev = 0;
872 root 1.45 next = object::first;
873 root 1.21
874 root 1.45 if (object::first)
875     object::first->prev = this;
876 root 1.21
877 root 1.45 object::first = this;
878 root 1.21 }
879    
880 root 1.24 void object::unlink ()
881 root 1.21 {
882 root 1.45 if (this == object::first)
883     object::first = next;
884 root 1.38
885 root 1.22 /* Remove this object from the list of used objects */
886 root 1.41 if (prev) prev->next = next;
887     if (next) next->prev = prev;
888 root 1.25
889 root 1.41 prev = 0;
890     next = 0;
891 root 1.24 }
892 root 1.21
893     object *object::create ()
894     {
895 root 1.42 object *op = new object;
896 root 1.22 op->link ();
897     return op;
898 root 1.21 }
899 elmex 1.1
900     /*
901     * free_object() frees everything allocated by an object, removes
902     * it from the list of used objects, and puts it on the list of
903     * free objects. The IS_FREED() flag is set in the object.
904     * The object must have been removed by remove_ob() first for
905     * this function to succeed.
906     *
907 root 1.52 * If destroy_inventory is set, free inventory as well. Else drop items in
908 elmex 1.1 * inventory to the ground.
909     */
910 root 1.52 void object::destroy (bool destroy_inventory)
911 root 1.14 {
912 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
913     return;
914    
915 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
916     remove_friendly_object (this);
917    
918 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
919 root 1.63 remove ();
920 root 1.14
921 root 1.29 SET_FLAG (this, FLAG_FREED);
922 root 1.14
923 root 1.21 if (more)
924 root 1.14 {
925 root 1.52 more->destroy (destroy_inventory);
926 root 1.21 more = 0;
927 elmex 1.1 }
928    
929 root 1.21 if (inv)
930 root 1.14 {
931     /* Only if the space blocks everything do we not process -
932 root 1.17 * if some form of movement is allowed, let objects
933 root 1.14 * drop on that space.
934     */
935 root 1.52 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
936 root 1.24 {
937 root 1.29 object *op = inv;
938 root 1.24
939     while (op)
940     {
941 root 1.29 object *tmp = op->below;
942 root 1.52 op->destroy (destroy_inventory);
943 root 1.24 op = tmp;
944     }
945     }
946 root 1.14 else
947 root 1.24 { /* Put objects in inventory onto this space */
948 root 1.29 object *op = inv;
949 root 1.24
950     while (op)
951     {
952 root 1.29 object *tmp = op->below;
953 root 1.14
954 root 1.63 op->remove ();
955 root 1.24
956     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
957     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 root 1.64 op->destroy ();
959 root 1.24 else
960     {
961     op->x = x;
962     op->y = y;
963     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
964     }
965    
966     op = tmp;
967     }
968     }
969 root 1.14 }
970    
971 root 1.57 // hack to ensure that freed objects still have a valid map
972     {
973     static maptile *freed_map; // freed objects are moved here to avoid crashes
974    
975     if (!freed_map)
976     {
977     freed_map = new maptile;
978    
979     freed_map->name = "/internal/freed_objects_map";
980     freed_map->width = 3;
981     freed_map->height = 3;
982    
983     freed_map->allocate ();
984     }
985    
986     map = freed_map;
987     x = 1;
988     y = 1;
989     }
990    
991 root 1.44 // clear those pointers that likely might have circular references to us
992     owner = 0;
993     enemy = 0;
994     attacked_by = 0;
995 root 1.25
996 root 1.52 // only relevant for players(?), but make sure of it anyways
997     contr = 0;
998    
999 root 1.14 /* Remove object from the active list */
1000 root 1.21 speed = 0;
1001     update_ob_speed (this);
1002 elmex 1.1
1003 root 1.22 unlink ();
1004    
1005 root 1.21 mortals.push_back (this);
1006 elmex 1.1 }
1007    
1008     /*
1009     * sub_weight() recursively (outwards) subtracts a number from the
1010     * weight of an object (and what is carried by it's environment(s)).
1011     */
1012 root 1.24 void
1013     sub_weight (object *op, signed long weight)
1014     {
1015     while (op != NULL)
1016     {
1017     if (op->type == CONTAINER)
1018 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1019    
1020 root 1.24 op->carrying -= weight;
1021     op = op->env;
1022 elmex 1.1 }
1023     }
1024    
1025 root 1.63 /* op->remove ():
1026 elmex 1.1 * This function removes the object op from the linked list of objects
1027     * which it is currently tied to. When this function is done, the
1028     * object will have no environment. If the object previously had an
1029     * environment, the x and y coordinates will be updated to
1030     * the previous environment.
1031     * Beware: This function is called from the editor as well!
1032     */
1033 root 1.24 void
1034 root 1.59 object::remove ()
1035 root 1.24 {
1036 root 1.45 object *tmp, *last = 0;
1037     object *otmp;
1038 root 1.26
1039 root 1.45 int check_walk_off;
1040 root 1.24
1041 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
1042 root 1.29 return;
1043 root 1.24
1044 root 1.59 SET_FLAG (this, FLAG_REMOVED);
1045 root 1.26
1046 root 1.59 if (more)
1047     more->remove ();
1048 root 1.24
1049     /*
1050     * In this case, the object to be removed is in someones
1051     * inventory.
1052     */
1053 root 1.59 if (env)
1054 root 1.24 {
1055 root 1.59 if (nrof)
1056     sub_weight (env, weight * nrof);
1057 root 1.24 else
1058 root 1.59 sub_weight (env, weight + carrying);
1059 root 1.24
1060     /* NO_FIX_PLAYER is set when a great many changes are being
1061     * made to players inventory. If set, avoiding the call
1062     * to save cpu time.
1063     */
1064 root 1.59 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1065 root 1.24 fix_player (otmp);
1066    
1067 root 1.59 if (above != NULL)
1068     above->below = below;
1069 root 1.24 else
1070 root 1.59 env->inv = below;
1071 root 1.24
1072 root 1.59 if (below != NULL)
1073     below->above = above;
1074 root 1.24
1075     /* we set up values so that it could be inserted into
1076     * the map, but we don't actually do that - it is up
1077     * to the caller to decide what we want to do.
1078     */
1079 root 1.59 x = env->x, y = env->y;
1080     map = env->map;
1081     above = 0, below = 0;
1082     env = 0;
1083     }
1084     else if (map)
1085     {
1086 root 1.29 /* Re did the following section of code - it looks like it had
1087     * lots of logic for things we no longer care about
1088 root 1.24 */
1089 elmex 1.1
1090 root 1.29 /* link the object above us */
1091 root 1.59 if (above)
1092     above->below = below;
1093 root 1.29 else
1094 root 1.59 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1095 root 1.24
1096 root 1.29 /* Relink the object below us, if there is one */
1097 root 1.59 if (below)
1098     below->above = above;
1099 root 1.29 else
1100     {
1101     /* Nothing below, which means we need to relink map object for this space
1102     * use translated coordinates in case some oddness with map tiling is
1103     * evident
1104     */
1105 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1106 root 1.29 {
1107 root 1.59 char *dump = dump_object (this);
1108 root 1.29 LOG (llevError,
1109 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);
1110     free (dump);
1111 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
1112 root 1.53 LOG (llevError, "%s\n", dump);
1113     free (dump);
1114 root 1.29 }
1115 elmex 1.1
1116 root 1.59 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1117 root 1.8 }
1118 root 1.26
1119 root 1.59 above = 0;
1120     below = 0;
1121 root 1.26
1122 root 1.59 if (map->in_memory == MAP_SAVING)
1123 root 1.29 return;
1124 elmex 1.1
1125 root 1.59 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1126 elmex 1.1
1127 root 1.59 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1128 root 1.24 {
1129 root 1.29 /* No point updating the players look faces if he is the object
1130     * being removed.
1131 root 1.24 */
1132 root 1.29
1133 root 1.59 if (tmp->type == PLAYER && tmp != this)
1134 root 1.24 {
1135 root 1.29 /* If a container that the player is currently using somehow gets
1136     * removed (most likely destroyed), update the player view
1137     * appropriately.
1138     */
1139 root 1.59 if (tmp->container == this)
1140 root 1.29 {
1141 root 1.59 CLEAR_FLAG (this, FLAG_APPLIED);
1142     tmp->container = 0;
1143 root 1.29 }
1144    
1145     tmp->contr->socket.update_look = 1;
1146 root 1.8 }
1147 root 1.26
1148 root 1.29 /* See if player moving off should effect something */
1149 root 1.50 if (check_walk_off
1150 root 1.59 && ((move_type & tmp->move_off)
1151     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 root 1.29 {
1153 root 1.59 move_apply (tmp, this, 0);
1154 root 1.24
1155 root 1.59 if (destroyed ())
1156 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 root 1.8 }
1158    
1159 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160    
1161     if (tmp->above == tmp)
1162 root 1.59 tmp->above = 0;
1163 root 1.8
1164 root 1.29 last = tmp;
1165     }
1166 root 1.26
1167 root 1.29 /* last == NULL of there are no objects on this space */
1168 root 1.59 if (!last)
1169 root 1.29 {
1170     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172     * those out anyways, and if there are any flags set right now, they won't
1173     * be correct anyways.
1174     */
1175 root 1.59 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176     update_position (map, x, y);
1177 root 1.29 }
1178     else
1179     update_object (last, UP_OBJ_REMOVE);
1180 root 1.26
1181 root 1.59 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1182     update_all_los (map, x, y);
1183 elmex 1.1 }
1184     }
1185    
1186     /*
1187     * merge_ob(op,top):
1188     *
1189     * This function goes through all objects below and including top, and
1190     * merges op to the first matching object.
1191     * If top is NULL, it is calculated.
1192     * Returns pointer to object if it succeded in the merge, otherwise NULL
1193     */
1194 root 1.24 object *
1195     merge_ob (object *op, object *top)
1196     {
1197     if (!op->nrof)
1198 elmex 1.1 return 0;
1199 root 1.29
1200 root 1.24 if (top == NULL)
1201     for (top = op; top != NULL && top->above != NULL; top = top->above);
1202 root 1.29
1203 root 1.24 for (; top != NULL; top = top->below)
1204 elmex 1.1 {
1205 root 1.24 if (top == op)
1206     continue;
1207 root 1.66
1208     if (object::can_merge (op, top))
1209 root 1.24 {
1210     top->nrof += op->nrof;
1211    
1212 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1213 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1214 root 1.64 op->destroy ();
1215 root 1.24 return top;
1216     }
1217 elmex 1.1 }
1218 root 1.29
1219 root 1.45 return 0;
1220 elmex 1.1 }
1221    
1222     /*
1223     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1224     * job preparing multi-part monsters
1225     */
1226 root 1.24 object *
1227 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228 root 1.24 {
1229 root 1.29 object *tmp;
1230 root 1.24
1231     if (op->head)
1232     op = op->head;
1233 root 1.29
1234 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1235     {
1236     tmp->x = x + tmp->arch->clone.x;
1237     tmp->y = y + tmp->arch->clone.y;
1238 elmex 1.1 }
1239 root 1.29
1240 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1241 elmex 1.1 }
1242    
1243     /*
1244     * insert_ob_in_map (op, map, originator, flag):
1245     * This function inserts the object in the two-way linked list
1246     * which represents what is on a map.
1247     * The second argument specifies the map, and the x and y variables
1248     * in the object about to be inserted specifies the position.
1249     *
1250     * originator: Player, monster or other object that caused 'op' to be inserted
1251     * into 'map'. May be NULL.
1252     *
1253     * flag is a bitmask about special things to do (or not do) when this
1254     * function is called. see the object.h file for the INS_ values.
1255     * Passing 0 for flag gives proper default values, so flag really only needs
1256     * to be set if special handling is needed.
1257     *
1258     * Return value:
1259     * new object if 'op' was merged with other object
1260     * NULL if 'op' was destroyed
1261     * just 'op' otherwise
1262     */
1263    
1264 root 1.24 object *
1265 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266 elmex 1.1 {
1267 root 1.25 object *tmp, *top, *floor = NULL;
1268     sint16 x, y;
1269 elmex 1.1
1270 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1271     {
1272     LOG (llevError, "Trying to insert freed object!\n");
1273     return NULL;
1274     }
1275 root 1.25
1276 root 1.24 if (m == NULL)
1277     {
1278 root 1.53 char *dump = dump_object (op);
1279     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1280     free (dump);
1281 root 1.24 return op;
1282 elmex 1.1 }
1283 root 1.25
1284 root 1.24 if (out_of_map (m, op->x, op->y))
1285     {
1286 root 1.53 char *dump = dump_object (op);
1287     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1288 elmex 1.1 #ifdef MANY_CORES
1289 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1290     * is likely to cause a crash. Better to find out where it is getting
1291     * improperly inserted.
1292     */
1293     abort ();
1294 elmex 1.1 #endif
1295 root 1.53 free (dump);
1296 root 1.24 return op;
1297 elmex 1.1 }
1298 root 1.25
1299 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1300     {
1301 root 1.53 char *dump = dump_object (op);
1302     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303     free (dump);
1304 root 1.24 return op;
1305     }
1306 root 1.25
1307 root 1.24 if (op->more != NULL)
1308     {
1309     /* The part may be on a different map. */
1310    
1311 root 1.26 object *more = op->more;
1312 root 1.24
1313     /* We really need the caller to normalize coordinates - if
1314     * we set the map, that doesn't work if the location is within
1315     * a map and this is straddling an edge. So only if coordinate
1316     * is clear wrong do we normalize it.
1317     */
1318     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1319 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1320 root 1.24 else if (!more->map)
1321     {
1322     /* For backwards compatibility - when not dealing with tiled maps,
1323     * more->map should always point to the parent.
1324     */
1325     more->map = m;
1326     }
1327    
1328     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329     {
1330     if (!op->head)
1331     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332 root 1.26
1333 root 1.24 return NULL;
1334 root 1.8 }
1335 root 1.24 }
1336 root 1.25
1337 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1338 root 1.8
1339 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1340     * of areas of callers (eg, anything that uses find_free_spot would now
1341     * need extra work
1342     */
1343     op->map = get_map_from_coord (m, &op->x, &op->y);
1344     x = op->x;
1345     y = op->y;
1346    
1347     /* this has to be done after we translate the coordinates.
1348     */
1349     if (op->nrof && !(flag & INS_NO_MERGE))
1350 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1351 root 1.66 if (object::can_merge (op, tmp))
1352 root 1.25 {
1353     op->nrof += tmp->nrof;
1354 root 1.64 tmp->destroy ();
1355 root 1.25 }
1356 root 1.24
1357     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1358     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1359 root 1.25
1360 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1361     CLEAR_FLAG (op, FLAG_NO_STEAL);
1362    
1363     if (flag & INS_BELOW_ORIGINATOR)
1364     {
1365     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1366     {
1367     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1368     abort ();
1369     }
1370 root 1.25
1371 root 1.24 op->above = originator;
1372     op->below = originator->below;
1373 root 1.25
1374 root 1.24 if (op->below)
1375     op->below->above = op;
1376     else
1377     SET_MAP_OB (op->map, op->x, op->y, op);
1378 root 1.25
1379 root 1.24 /* since *below* originator, no need to update top */
1380     originator->below = op;
1381 elmex 1.1 }
1382 root 1.24 else
1383     {
1384     /* If there are other objects, then */
1385     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1386     {
1387 root 1.25 object *last = NULL;
1388 root 1.24
1389     /*
1390     * If there are multiple objects on this space, we do some trickier handling.
1391     * We've already dealt with merging if appropriate.
1392     * Generally, we want to put the new object on top. But if
1393     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1394     * floor, we want to insert above that and no further.
1395     * Also, if there are spell objects on this space, we stop processing
1396     * once we get to them. This reduces the need to traverse over all of
1397     * them when adding another one - this saves quite a bit of cpu time
1398     * when lots of spells are cast in one area. Currently, it is presumed
1399     * that flying non pickable objects are spell objects.
1400     */
1401 elmex 1.1
1402 root 1.24 while (top != NULL)
1403     {
1404     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405     floor = top;
1406 root 1.26
1407 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))
1408     {
1409     /* We insert above top, so we want this object below this */
1410     top = top->below;
1411     break;
1412     }
1413 root 1.26
1414 root 1.24 last = top;
1415     top = top->above;
1416     }
1417 root 1.26
1418 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1419     top = last;
1420 root 1.8
1421 root 1.24 /* We let update_position deal with figuring out what the space
1422     * looks like instead of lots of conditions here.
1423     * makes things faster, and effectively the same result.
1424     */
1425    
1426     /* Have object 'fall below' other objects that block view.
1427     * Unless those objects are exits, type 66
1428     * If INS_ON_TOP is used, don't do this processing
1429     * Need to find the object that in fact blocks view, otherwise
1430     * stacking is a bit odd.
1431     */
1432     if (!(flag & INS_ON_TOP) &&
1433     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1434     {
1435     for (last = top; last != floor; last = last->below)
1436     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437     break;
1438     /* Check to see if we found the object that blocks view,
1439     * and make sure we have a below pointer for it so that
1440     * we can get inserted below this one, which requires we
1441     * set top to the object below us.
1442     */
1443     if (last && last->below && last != floor)
1444     top = last->below;
1445 root 1.8 }
1446 root 1.24 } /* If objects on this space */
1447 root 1.25
1448 root 1.24 if (flag & INS_MAP_LOAD)
1449     top = GET_MAP_TOP (op->map, op->x, op->y);
1450 root 1.25
1451 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1452     top = floor;
1453    
1454     /* Top is the object that our object (op) is going to get inserted above.
1455     */
1456    
1457     /* First object on this space */
1458     if (!top)
1459     {
1460     op->above = GET_MAP_OB (op->map, op->x, op->y);
1461 root 1.25
1462 root 1.24 if (op->above)
1463     op->above->below = op;
1464 root 1.25
1465 root 1.24 op->below = NULL;
1466     SET_MAP_OB (op->map, op->x, op->y, op);
1467     }
1468     else
1469     { /* get inserted into the stack above top */
1470     op->above = top->above;
1471 root 1.25
1472 root 1.24 if (op->above)
1473     op->above->below = op;
1474 root 1.25
1475 root 1.24 op->below = top;
1476     top->above = op;
1477     }
1478 root 1.25
1479 root 1.24 if (op->above == NULL)
1480     SET_MAP_TOP (op->map, op->x, op->y, op);
1481     } /* else not INS_BELOW_ORIGINATOR */
1482 root 1.8
1483 root 1.24 if (op->type == PLAYER)
1484     op->contr->do_los = 1;
1485    
1486     /* If we have a floor, we know the player, if any, will be above
1487     * it, so save a few ticks and start from there.
1488     */
1489     if (!(flag & INS_MAP_LOAD))
1490     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1491 root 1.25 if (tmp->type == PLAYER)
1492     tmp->contr->socket.update_look = 1;
1493 root 1.24
1494     /* If this object glows, it may affect lighting conditions that are
1495     * visible to others on this map. But update_all_los is really
1496     * an inefficient way to do this, as it means los for all players
1497     * on the map will get recalculated. The players could very well
1498     * be far away from this change and not affected in any way -
1499     * this should get redone to only look for players within range,
1500     * or just updating the P_NEED_UPDATE for spaces within this area
1501     * of effect may be sufficient.
1502     */
1503     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1504     update_all_los (op->map, op->x, op->y);
1505    
1506     /* updates flags (blocked, alive, no magic, etc) for this map space */
1507     update_object (op, UP_OBJ_INSERT);
1508    
1509     /* Don't know if moving this to the end will break anything. However,
1510     * we want to have update_look set above before calling this.
1511     *
1512     * check_move_on() must be after this because code called from
1513     * check_move_on() depends on correct map flags (so functions like
1514     * blocked() and wall() work properly), and these flags are updated by
1515     * update_object().
1516     */
1517    
1518     /* if this is not the head or flag has been passed, don't check walk on status */
1519     if (!(flag & INS_NO_WALK_ON) && !op->head)
1520     {
1521     if (check_move_on (op, originator))
1522     return NULL;
1523 elmex 1.1
1524 root 1.24 /* If we are a multi part object, lets work our way through the check
1525     * walk on's.
1526     */
1527     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1528     if (check_move_on (tmp, originator))
1529     return NULL;
1530 elmex 1.1 }
1531 root 1.25
1532 root 1.24 return op;
1533 elmex 1.1 }
1534    
1535     /* this function inserts an object in the map, but if it
1536     * finds an object of its own type, it'll remove that one first.
1537     * op is the object to insert it under: supplies x and the map.
1538     */
1539 root 1.24 void
1540     replace_insert_ob_in_map (const char *arch_string, object *op)
1541     {
1542 root 1.29 object *
1543     tmp;
1544     object *
1545     tmp1;
1546 elmex 1.1
1547 root 1.24 /* first search for itself and remove any old instances */
1548 elmex 1.1
1549 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1550 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1551     tmp->destroy ();
1552 elmex 1.1
1553 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1554 elmex 1.1
1555 root 1.24 tmp1->x = op->x;
1556     tmp1->y = op->y;
1557     insert_ob_in_map (tmp1, op->map, op, 0);
1558     }
1559 elmex 1.1
1560     /*
1561     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1562     * is returned contains nr objects, and the remaining parts contains
1563     * the rest (or is removed and freed if that number is 0).
1564     * On failure, NULL is returned, and the reason put into the
1565     * global static errmsg array.
1566     */
1567    
1568 root 1.24 object *
1569     get_split_ob (object *orig_ob, uint32 nr)
1570     {
1571 root 1.64 object *newob;
1572     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1573 root 1.24
1574     if (orig_ob->nrof < nr)
1575     {
1576     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1577     return NULL;
1578     }
1579 root 1.29
1580 root 1.24 newob = object_create_clone (orig_ob);
1581 root 1.29
1582 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1583 root 1.63 orig_ob->destroy (1);
1584 root 1.24 else if (!is_removed)
1585     {
1586     if (orig_ob->env != NULL)
1587     sub_weight (orig_ob->env, orig_ob->weight * nr);
1588     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1589     {
1590     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1591     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1592     return NULL;
1593 root 1.8 }
1594 elmex 1.1 }
1595 root 1.29
1596 root 1.24 newob->nrof = nr;
1597 elmex 1.1
1598 root 1.24 return newob;
1599 elmex 1.1 }
1600    
1601     /*
1602     * decrease_ob_nr(object, number) decreases a specified number from
1603     * the amount of an object. If the amount reaches 0, the object
1604     * is subsequently removed and freed.
1605     *
1606     * Return value: 'op' if something is left, NULL if the amount reached 0
1607     */
1608    
1609 root 1.24 object *
1610     decrease_ob_nr (object *op, uint32 i)
1611 elmex 1.1 {
1612 root 1.29 object *tmp;
1613     player *pl;
1614 elmex 1.1
1615 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1616     return op;
1617    
1618     if (i > op->nrof)
1619     i = op->nrof;
1620    
1621     if (QUERY_FLAG (op, FLAG_REMOVED))
1622 root 1.29 op->nrof -= i;
1623 root 1.24 else if (op->env != NULL)
1624     {
1625     /* is this object in the players inventory, or sub container
1626     * therein?
1627     */
1628     tmp = is_player_inv (op->env);
1629     /* nope. Is this a container the player has opened?
1630     * If so, set tmp to that player.
1631     * IMO, searching through all the players will mostly
1632     * likely be quicker than following op->env to the map,
1633     * and then searching the map for a player.
1634     */
1635     if (!tmp)
1636     {
1637     for (pl = first_player; pl; pl = pl->next)
1638     if (pl->ob->container == op->env)
1639     break;
1640     if (pl)
1641     tmp = pl->ob;
1642     else
1643     tmp = NULL;
1644     }
1645 elmex 1.1
1646 root 1.24 if (i < op->nrof)
1647     {
1648     sub_weight (op->env, op->weight * i);
1649     op->nrof -= i;
1650     if (tmp)
1651     {
1652     esrv_send_item (tmp, op);
1653 elmex 1.1 }
1654 root 1.24 }
1655     else
1656     {
1657 root 1.63 op->remove ();
1658 root 1.24 op->nrof = 0;
1659     if (tmp)
1660     {
1661     esrv_del_item (tmp->contr, op->count);
1662 elmex 1.1 }
1663     }
1664     }
1665 root 1.24 else
1666 elmex 1.1 {
1667 root 1.29 object *above = op->above;
1668 elmex 1.1
1669 root 1.24 if (i < op->nrof)
1670 root 1.29 op->nrof -= i;
1671 root 1.24 else
1672     {
1673 root 1.63 op->remove ();
1674 root 1.24 op->nrof = 0;
1675     }
1676 root 1.29
1677 root 1.24 /* Since we just removed op, op->above is null */
1678     for (tmp = above; tmp != NULL; tmp = tmp->above)
1679     if (tmp->type == PLAYER)
1680     {
1681     if (op->nrof)
1682     esrv_send_item (tmp, op);
1683     else
1684     esrv_del_item (tmp->contr, op->count);
1685     }
1686 elmex 1.1 }
1687    
1688 root 1.24 if (op->nrof)
1689 root 1.29 return op;
1690 root 1.24 else
1691     {
1692 root 1.64 op->destroy ();
1693 root 1.24 return NULL;
1694 elmex 1.1 }
1695     }
1696    
1697     /*
1698     * add_weight(object, weight) adds the specified weight to an object,
1699     * and also updates how much the environment(s) is/are carrying.
1700     */
1701    
1702 root 1.24 void
1703     add_weight (object *op, signed long weight)
1704     {
1705     while (op != NULL)
1706     {
1707     if (op->type == CONTAINER)
1708 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1709    
1710 root 1.24 op->carrying += weight;
1711     op = op->env;
1712     }
1713 elmex 1.1 }
1714    
1715 root 1.24 object *
1716     insert_ob_in_ob (object *op, object *where)
1717     {
1718 root 1.59 if (!where)
1719 root 1.24 {
1720 root 1.53 char *dump = dump_object (op);
1721     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722     free (dump);
1723 root 1.24 return op;
1724     }
1725 root 1.29
1726 root 1.24 if (where->head)
1727     {
1728 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 root 1.24 where = where->head;
1730     }
1731 root 1.29
1732 root 1.59 return where->insert (op);
1733     }
1734    
1735     /*
1736     * env->insert (op)
1737     * This function inserts the object op in the linked list
1738     * inside the object environment.
1739     *
1740     * The function returns now pointer to inserted item, and return value can
1741     * be != op, if items are merged. -Tero
1742     */
1743    
1744     object *
1745     object::insert (object *op)
1746     {
1747     object *tmp, *otmp;
1748    
1749     if (!QUERY_FLAG (op, FLAG_REMOVED))
1750     op->remove ();
1751    
1752 root 1.24 if (op->more)
1753     {
1754     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1755     return op;
1756     }
1757 root 1.29
1758 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1759     CLEAR_FLAG (op, FLAG_REMOVED);
1760     if (op->nrof)
1761     {
1762 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1763 root 1.66 if (object::can_merge (tmp, op))
1764 root 1.24 {
1765     /* return the original object and remove inserted object
1766     (client needs the original object) */
1767     tmp->nrof += op->nrof;
1768     /* Weight handling gets pretty funky. Since we are adding to
1769     * tmp->nrof, we need to increase the weight.
1770     */
1771 root 1.59 add_weight (this, op->weight * op->nrof);
1772 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1773 root 1.59 op->destroy (); /* free the inserted object */
1774 root 1.24 op = tmp;
1775 root 1.59 op->remove (); /* and fix old object's links */
1776 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1777     break;
1778     }
1779    
1780     /* I assume combined objects have no inventory
1781     * We add the weight - this object could have just been removed
1782     * (if it was possible to merge). calling remove_ob will subtract
1783     * the weight, so we need to add it in again, since we actually do
1784     * the linking below
1785     */
1786 root 1.59 add_weight (this, op->weight * op->nrof);
1787 root 1.24 }
1788     else
1789 root 1.59 add_weight (this, (op->weight + op->carrying));
1790 elmex 1.1
1791 root 1.59 otmp = is_player_inv (this);
1792     if (otmp && otmp->contr)
1793     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1794     fix_player (otmp);
1795 elmex 1.1
1796 root 1.24 op->map = NULL;
1797 root 1.59 op->env = this;
1798 root 1.24 op->above = NULL;
1799     op->below = NULL;
1800     op->x = 0, op->y = 0;
1801 elmex 1.1
1802     /* reset the light list and los of the players on the map */
1803 root 1.59 if ((op->glow_radius != 0) && map)
1804 root 1.24 {
1805 elmex 1.1 #ifdef DEBUG_LIGHTS
1806 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1807     #endif /* DEBUG_LIGHTS */
1808 root 1.59 if (MAP_DARKNESS (map))
1809     update_all_los (map, x, y);
1810 root 1.24 }
1811 elmex 1.1
1812     /* Client has no idea of ordering so lets not bother ordering it here.
1813     * It sure simplifies this function...
1814     */
1815 root 1.59 if (!inv)
1816     inv = op;
1817 root 1.24 else
1818     {
1819 root 1.59 op->below = inv;
1820 elmex 1.1 op->below->above = op;
1821 root 1.59 inv = op;
1822 root 1.24 }
1823 root 1.59
1824 elmex 1.1 return op;
1825     }
1826    
1827     /*
1828     * Checks if any objects has a move_type that matches objects
1829     * that effect this object on this space. Call apply() to process
1830     * these events.
1831     *
1832     * Any speed-modification due to SLOW_MOVE() of other present objects
1833     * will affect the speed_left of the object.
1834     *
1835     * originator: Player, monster or other object that caused 'op' to be inserted
1836     * into 'map'. May be NULL.
1837     *
1838     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1839     *
1840     * 4-21-95 added code to check if appropriate skill was readied - this will
1841     * permit faster movement by the player through this terrain. -b.t.
1842     *
1843     * MSW 2001-07-08: Check all objects on space, not just those below
1844     * object being inserted. insert_ob_in_map may not put new objects
1845     * on top.
1846     */
1847    
1848 root 1.24 int
1849     check_move_on (object *op, object *originator)
1850 elmex 1.1 {
1851 root 1.48 object *tmp;
1852 root 1.49 maptile *m = op->map;
1853 root 1.48 int x = op->x, y = op->y;
1854 root 1.26
1855 root 1.48 MoveType move_on, move_slow, move_block;
1856 root 1.24
1857     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1858     return 0;
1859    
1860     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1861     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1862     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1863    
1864     /* if nothing on this space will slow op down or be applied,
1865     * no need to do checking below. have to make sure move_type
1866     * is set, as lots of objects don't have it set - we treat that
1867     * as walking.
1868     */
1869     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1870     return 0;
1871 elmex 1.1
1872 root 1.24 /* This is basically inverse logic of that below - basically,
1873     * if the object can avoid the move on or slow move, they do so,
1874     * but can't do it if the alternate movement they are using is
1875     * blocked. Logic on this seems confusing, but does seem correct.
1876     */
1877     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1878     return 0;
1879    
1880     /* The objects have to be checked from top to bottom.
1881     * Hence, we first go to the top:
1882     */
1883    
1884     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1885     {
1886     /* Trim the search when we find the first other spell effect
1887     * this helps performance so that if a space has 50 spell objects,
1888     * we don't need to check all of them.
1889     */
1890     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1891     break;
1892     }
1893 root 1.26
1894     for (; tmp; tmp = tmp->below)
1895 root 1.24 {
1896     if (tmp == op)
1897     continue; /* Can't apply yourself */
1898 elmex 1.1
1899 root 1.24 /* Check to see if one of the movement types should be slowed down.
1900     * Second check makes sure that the movement types not being slowed
1901     * (~slow_move) is not blocked on this space - just because the
1902     * space doesn't slow down swimming (for example), if you can't actually
1903     * swim on that space, can't use it to avoid the penalty.
1904     */
1905     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1906     {
1907     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1908     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909     {
1910 elmex 1.1
1911 root 1.29 float
1912     diff = tmp->move_slow_penalty * FABS (op->speed);
1913 elmex 1.1
1914 root 1.24 if (op->type == PLAYER)
1915 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1916     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1917     diff /= 4.0;
1918    
1919 root 1.24 op->speed_left -= diff;
1920 root 1.8 }
1921     }
1922 elmex 1.1
1923 root 1.24 /* Basically same logic as above, except now for actual apply. */
1924     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1925     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1926     {
1927 root 1.26 move_apply (tmp, op, originator);
1928 root 1.24
1929 root 1.48 if (op->destroyed ())
1930 root 1.24 return 1;
1931    
1932     /* what the person/creature stepped onto has moved the object
1933     * someplace new. Don't process any further - if we did,
1934     * have a feeling strange problems would result.
1935     */
1936     if (op->map != m || op->x != x || op->y != y)
1937     return 0;
1938 root 1.8 }
1939 elmex 1.1 }
1940 root 1.26
1941 root 1.24 return 0;
1942 elmex 1.1 }
1943    
1944     /*
1945     * present_arch(arch, map, x, y) searches for any objects with
1946     * a matching archetype at the given map and coordinates.
1947     * The first matching object is returned, or NULL if none.
1948     */
1949    
1950 root 1.24 object *
1951 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1952 root 1.24 {
1953     object *
1954     tmp;
1955    
1956     if (m == NULL || out_of_map (m, x, y))
1957     {
1958     LOG (llevError, "Present_arch called outside map.\n");
1959     return NULL;
1960     }
1961     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1962     if (tmp->arch == at)
1963 elmex 1.1 return tmp;
1964     return NULL;
1965     }
1966    
1967     /*
1968     * present(type, map, x, y) searches for any objects with
1969     * a matching type variable at the given map and coordinates.
1970     * The first matching object is returned, or NULL if none.
1971     */
1972    
1973 root 1.24 object *
1974 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1975 root 1.24 {
1976     object *
1977     tmp;
1978    
1979     if (out_of_map (m, x, y))
1980     {
1981     LOG (llevError, "Present called outside map.\n");
1982     return NULL;
1983     }
1984     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1985     if (tmp->type == type)
1986 elmex 1.1 return tmp;
1987     return NULL;
1988     }
1989    
1990     /*
1991     * present_in_ob(type, object) searches for any objects with
1992     * a matching type variable in the inventory of the given object.
1993     * The first matching object is returned, or NULL if none.
1994     */
1995    
1996 root 1.24 object *
1997     present_in_ob (unsigned char type, const object *op)
1998     {
1999     object *
2000     tmp;
2001    
2002     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2003     if (tmp->type == type)
2004 elmex 1.1 return tmp;
2005     return NULL;
2006     }
2007    
2008     /*
2009     * present_in_ob (type, str, object) searches for any objects with
2010     * a matching type & name variable in the inventory of the given object.
2011     * The first matching object is returned, or NULL if none.
2012     * This is mostly used by spell effect code, so that we only
2013     * have one spell effect at a time.
2014     * type can be used to narrow the search - if type is set,
2015     * the type must also match. -1 can be passed for the type,
2016     * in which case the type does not need to pass.
2017     * str is the string to match against. Note that we match against
2018     * the object name, not the archetype name. this is so that the
2019     * spell code can use one object type (force), but change it's name
2020     * to be unique.
2021     */
2022    
2023 root 1.24 object *
2024     present_in_ob_by_name (int type, const char *str, const object *op)
2025     {
2026     object *
2027     tmp;
2028 elmex 1.1
2029 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2030     {
2031     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2032     return tmp;
2033 elmex 1.1 }
2034 root 1.24 return NULL;
2035 elmex 1.1 }
2036    
2037     /*
2038     * present_arch_in_ob(archetype, object) searches for any objects with
2039     * a matching archetype in the inventory of the given object.
2040     * The first matching object is returned, or NULL if none.
2041     */
2042    
2043 root 1.24 object *
2044     present_arch_in_ob (const archetype *at, const object *op)
2045     {
2046     object *
2047     tmp;
2048    
2049     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2050     if (tmp->arch == at)
2051 elmex 1.1 return tmp;
2052     return NULL;
2053     }
2054    
2055     /*
2056     * activate recursively a flag on an object inventory
2057     */
2058 root 1.24 void
2059     flag_inv (object *op, int flag)
2060     {
2061     object *
2062     tmp;
2063    
2064     if (op->inv)
2065     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066     {
2067     SET_FLAG (tmp, flag);
2068     flag_inv (tmp, flag);
2069 elmex 1.1 }
2070 root 1.24 } /*
2071     * desactivate recursively a flag on an object inventory
2072     */
2073     void
2074     unflag_inv (object *op, int flag)
2075     {
2076     object *
2077     tmp;
2078    
2079     if (op->inv)
2080     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081     {
2082     CLEAR_FLAG (tmp, flag);
2083     unflag_inv (tmp, flag);
2084 elmex 1.1 }
2085     }
2086    
2087     /*
2088     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2089     * all it's inventory (recursively).
2090     * If checksums are used, a player will get set_cheat called for
2091     * him/her-self and all object carried by a call to this function.
2092     */
2093    
2094 root 1.24 void
2095     set_cheat (object *op)
2096     {
2097     SET_FLAG (op, FLAG_WAS_WIZ);
2098     flag_inv (op, FLAG_WAS_WIZ);
2099 elmex 1.1 }
2100    
2101     /*
2102     * find_free_spot(object, map, x, y, start, stop) will search for
2103     * a spot at the given map and coordinates which will be able to contain
2104     * the given object. start and stop specifies how many squares
2105     * to search (see the freearr_x/y[] definition).
2106     * It returns a random choice among the alternatives found.
2107     * start and stop are where to start relative to the free_arr array (1,9
2108     * does all 4 immediate directions). This returns the index into the
2109     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2110     * Note - this only checks to see if there is space for the head of the
2111     * object - if it is a multispace object, this should be called for all
2112     * pieces.
2113     * Note2: This function does correctly handle tiled maps, but does not
2114     * inform the caller. However, insert_ob_in_map will update as
2115     * necessary, so the caller shouldn't need to do any special work.
2116     * Note - updated to take an object instead of archetype - this is necessary
2117     * because arch_blocked (now ob_blocked) needs to know the movement type
2118     * to know if the space in question will block the object. We can't use
2119     * the archetype because that isn't correct if the monster has been
2120     * customized, changed states, etc.
2121     */
2122    
2123 root 1.24 int
2124 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125 root 1.24 {
2126     int
2127     i,
2128     index = 0, flag;
2129     static int
2130     altern[SIZEOFFREE];
2131    
2132     for (i = start; i < stop; i++)
2133     {
2134     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2135     if (!flag)
2136     altern[index++] = i;
2137    
2138     /* Basically, if we find a wall on a space, we cut down the search size.
2139     * In this way, we won't return spaces that are on another side of a wall.
2140     * This mostly work, but it cuts down the search size in all directions -
2141     * if the space being examined only has a wall to the north and empty
2142     * spaces in all the other directions, this will reduce the search space
2143     * to only the spaces immediately surrounding the target area, and
2144     * won't look 2 spaces south of the target space.
2145     */
2146     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2147     stop = maxfree[i];
2148 elmex 1.1 }
2149 root 1.24 if (!index)
2150     return -1;
2151     return altern[RANDOM () % index];
2152 elmex 1.1 }
2153    
2154     /*
2155 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2156 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2157     * But it will return the first available spot, not a random choice.
2158     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2159     */
2160    
2161 root 1.24 int
2162 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163 root 1.24 {
2164     int
2165     i;
2166    
2167     for (i = 0; i < SIZEOFFREE; i++)
2168     {
2169     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2170     return i;
2171 elmex 1.1 }
2172 root 1.24 return -1;
2173 elmex 1.1 }
2174    
2175     /*
2176     * The function permute(arr, begin, end) randomly reorders the array
2177     * arr[begin..end-1].
2178     */
2179 root 1.24 static void
2180     permute (int *arr, int begin, int end)
2181 elmex 1.1 {
2182 root 1.24 int
2183     i,
2184     j,
2185     tmp,
2186     len;
2187 elmex 1.1
2188 root 1.24 len = end - begin;
2189     for (i = begin; i < end; i++)
2190 elmex 1.1 {
2191 root 1.24 j = begin + RANDOM () % len;
2192 elmex 1.1
2193 root 1.24 tmp = arr[i];
2194     arr[i] = arr[j];
2195     arr[j] = tmp;
2196 elmex 1.1 }
2197     }
2198    
2199     /* new function to make monster searching more efficient, and effective!
2200     * This basically returns a randomized array (in the passed pointer) of
2201     * the spaces to find monsters. In this way, it won't always look for
2202     * monsters to the north first. However, the size of the array passed
2203     * covers all the spaces, so within that size, all the spaces within
2204     * the 3x3 area will be searched, just not in a predictable order.
2205     */
2206 root 1.24 void
2207     get_search_arr (int *search_arr)
2208 elmex 1.1 {
2209 root 1.24 int
2210     i;
2211 elmex 1.1
2212 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2213 elmex 1.1 {
2214 root 1.24 search_arr[i] = i;
2215 elmex 1.1 }
2216    
2217 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2218     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2219     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2220 elmex 1.1 }
2221    
2222     /*
2223     * find_dir(map, x, y, exclude) will search some close squares in the
2224     * given map at the given coordinates for live objects.
2225     * It will not considered the object given as exclude among possible
2226     * live objects.
2227     * It returns the direction toward the first/closest live object if finds
2228     * any, otherwise 0.
2229     * Perhaps incorrectly, but I'm making the assumption that exclude
2230     * is actually want is going to try and move there. We need this info
2231     * because we have to know what movement the thing looking to move
2232     * there is capable of.
2233     */
2234    
2235 root 1.24 int
2236 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2237 root 1.24 {
2238     int
2239     i,
2240     max = SIZEOFFREE, mflags;
2241 root 1.29
2242     sint16 nx, ny;
2243 root 1.24 object *
2244     tmp;
2245 root 1.49 maptile *
2246 root 1.24 mp;
2247 root 1.29
2248     MoveType blocked, move_type;
2249 root 1.24
2250     if (exclude && exclude->head)
2251     {
2252     exclude = exclude->head;
2253     move_type = exclude->move_type;
2254     }
2255     else
2256     {
2257     /* If we don't have anything, presume it can use all movement types. */
2258     move_type = MOVE_ALL;
2259     }
2260    
2261     for (i = 1; i < max; i++)
2262     {
2263     mp = m;
2264     nx = x + freearr_x[i];
2265     ny = y + freearr_y[i];
2266    
2267     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2268     if (mflags & P_OUT_OF_MAP)
2269     {
2270     max = maxfree[i];
2271     }
2272     else
2273     {
2274     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2275    
2276     if ((move_type & blocked) == move_type)
2277     {
2278     max = maxfree[i];
2279     }
2280     else if (mflags & P_IS_ALIVE)
2281     {
2282     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2283     {
2284     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2285     {
2286     break;
2287 root 1.8 }
2288     }
2289 root 1.24 if (tmp)
2290     {
2291     return freedir[i];
2292 root 1.8 }
2293     }
2294     }
2295 elmex 1.1 }
2296 root 1.24 return 0;
2297 elmex 1.1 }
2298    
2299     /*
2300     * distance(object 1, object 2) will return the square of the
2301     * distance between the two given objects.
2302     */
2303    
2304 root 1.24 int
2305     distance (const object *ob1, const object *ob2)
2306     {
2307     int
2308     i;
2309    
2310     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2311 elmex 1.1 return i;
2312     }
2313    
2314     /*
2315     * find_dir_2(delta-x,delta-y) will return a direction in which
2316     * an object which has subtracted the x and y coordinates of another
2317     * object, needs to travel toward it.
2318     */
2319    
2320 root 1.24 int
2321     find_dir_2 (int x, int y)
2322     {
2323     int
2324     q;
2325 elmex 1.1
2326 root 1.24 if (y)
2327     q = x * 100 / y;
2328 elmex 1.1 else if (x)
2329 root 1.24 q = -300 * x;
2330 elmex 1.1 else
2331     return 0;
2332    
2333 root 1.24 if (y > 0)
2334     {
2335     if (q < -242)
2336     return 3;
2337     if (q < -41)
2338     return 2;
2339     if (q < 41)
2340     return 1;
2341     if (q < 242)
2342     return 8;
2343     return 7;
2344     }
2345 elmex 1.1
2346     if (q < -242)
2347 root 1.24 return 7;
2348 elmex 1.1 if (q < -41)
2349 root 1.24 return 6;
2350 elmex 1.1 if (q < 41)
2351 root 1.24 return 5;
2352 elmex 1.1 if (q < 242)
2353 root 1.24 return 4;
2354 elmex 1.1
2355 root 1.24 return 3;
2356 elmex 1.1 }
2357    
2358     /*
2359     * absdir(int): Returns a number between 1 and 8, which represent
2360     * the "absolute" direction of a number (it actually takes care of
2361     * "overflow" in previous calculations of a direction).
2362     */
2363    
2364 root 1.24 int
2365     absdir (int d)
2366     {
2367     while (d < 1)
2368     d += 8;
2369     while (d > 8)
2370     d -= 8;
2371 elmex 1.1 return d;
2372     }
2373    
2374     /*
2375     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2376     * between two directions (which are expected to be absolute (see absdir())
2377     */
2378    
2379 root 1.24 int
2380     dirdiff (int dir1, int dir2)
2381     {
2382     int
2383     d;
2384    
2385     d = abs (dir1 - dir2);
2386     if (d > 4)
2387 elmex 1.1 d = 8 - d;
2388     return d;
2389     }
2390    
2391     /* peterm:
2392     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2393     * Basically, this is a table of directions, and what directions
2394     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2395     * This basically means that if direction is 15, then it could either go
2396     * direction 4, 14, or 16 to get back to where we are.
2397     * Moved from spell_util.c to object.c with the other related direction
2398     * functions.
2399     */
2400    
2401 root 1.24 int
2402     reduction_dir[SIZEOFFREE][3] = {
2403     {0, 0, 0}, /* 0 */
2404     {0, 0, 0}, /* 1 */
2405     {0, 0, 0}, /* 2 */
2406     {0, 0, 0}, /* 3 */
2407     {0, 0, 0}, /* 4 */
2408     {0, 0, 0}, /* 5 */
2409     {0, 0, 0}, /* 6 */
2410     {0, 0, 0}, /* 7 */
2411     {0, 0, 0}, /* 8 */
2412     {8, 1, 2}, /* 9 */
2413     {1, 2, -1}, /* 10 */
2414     {2, 10, 12}, /* 11 */
2415     {2, 3, -1}, /* 12 */
2416     {2, 3, 4}, /* 13 */
2417     {3, 4, -1}, /* 14 */
2418     {4, 14, 16}, /* 15 */
2419     {5, 4, -1}, /* 16 */
2420     {4, 5, 6}, /* 17 */
2421     {6, 5, -1}, /* 18 */
2422     {6, 20, 18}, /* 19 */
2423     {7, 6, -1}, /* 20 */
2424     {6, 7, 8}, /* 21 */
2425     {7, 8, -1}, /* 22 */
2426     {8, 22, 24}, /* 23 */
2427     {8, 1, -1}, /* 24 */
2428     {24, 9, 10}, /* 25 */
2429     {9, 10, -1}, /* 26 */
2430     {10, 11, -1}, /* 27 */
2431     {27, 11, 29}, /* 28 */
2432     {11, 12, -1}, /* 29 */
2433     {12, 13, -1}, /* 30 */
2434     {12, 13, 14}, /* 31 */
2435     {13, 14, -1}, /* 32 */
2436     {14, 15, -1}, /* 33 */
2437     {33, 15, 35}, /* 34 */
2438     {16, 15, -1}, /* 35 */
2439     {17, 16, -1}, /* 36 */
2440     {18, 17, 16}, /* 37 */
2441     {18, 17, -1}, /* 38 */
2442     {18, 19, -1}, /* 39 */
2443     {41, 19, 39}, /* 40 */
2444     {19, 20, -1}, /* 41 */
2445     {20, 21, -1}, /* 42 */
2446     {20, 21, 22}, /* 43 */
2447     {21, 22, -1}, /* 44 */
2448     {23, 22, -1}, /* 45 */
2449     {45, 47, 23}, /* 46 */
2450     {23, 24, -1}, /* 47 */
2451     {24, 9, -1}
2452     }; /* 48 */
2453 elmex 1.1
2454     /* Recursive routine to step back and see if we can
2455     * find a path to that monster that we found. If not,
2456     * we don't bother going toward it. Returns 1 if we
2457     * can see a direct way to get it
2458     * Modified to be map tile aware -.MSW
2459     */
2460    
2461 root 1.24
2462     int
2463 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2464 root 1.24 {
2465 root 1.29 sint16 dx, dy;
2466 root 1.24 int
2467     mflags;
2468    
2469     if (dir < 0)
2470     return 0; /* exit condition: invalid direction */
2471    
2472     dx = x + freearr_x[dir];
2473     dy = y + freearr_y[dir];
2474    
2475     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2476    
2477     /* This functional arguably was incorrect before - it was
2478     * checking for P_WALL - that was basically seeing if
2479     * we could move to the monster - this is being more
2480     * literal on if we can see it. To know if we can actually
2481     * move to the monster, we'd need the monster passed in or
2482     * at least its move type.
2483     */
2484     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2485     return 0;
2486    
2487     /* yes, can see. */
2488     if (dir < 9)
2489     return 1;
2490     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2491     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2492     }
2493    
2494    
2495    
2496 elmex 1.1 /*
2497     * can_pick(picker, item): finds out if an object is possible to be
2498     * picked up by the picker. Returnes 1 if it can be
2499     * picked up, otherwise 0.
2500     *
2501     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2502     * core dumps if they do.
2503     *
2504     * Add a check so we can't pick up invisible objects (0.93.8)
2505     */
2506    
2507 root 1.24 int
2508     can_pick (const object *who, const object *item)
2509     {
2510     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2511     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2512     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2513 elmex 1.1 }
2514    
2515    
2516     /*
2517     * create clone from object to another
2518     */
2519 root 1.24 object *
2520     object_create_clone (object *asrc)
2521     {
2522 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2523 elmex 1.1
2524 root 1.24 if (!asrc)
2525 root 1.62 return 0;
2526    
2527 root 1.24 src = asrc;
2528     if (src->head)
2529     src = src->head;
2530    
2531 root 1.62 prev = 0;
2532 root 1.24 for (part = src; part; part = part->more)
2533     {
2534 root 1.65 tmp = part->clone ();
2535 root 1.24 tmp->x -= src->x;
2536     tmp->y -= src->y;
2537 root 1.62
2538 root 1.24 if (!part->head)
2539     {
2540     dst = tmp;
2541 root 1.62 tmp->head = 0;
2542 root 1.24 }
2543     else
2544     {
2545     tmp->head = dst;
2546     }
2547 root 1.62
2548     tmp->more = 0;
2549    
2550 root 1.24 if (prev)
2551     prev->more = tmp;
2552 root 1.62
2553 root 1.24 prev = tmp;
2554 elmex 1.1 }
2555 root 1.24
2556     for (item = src->inv; item; item = item->below)
2557 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2558 elmex 1.1
2559 root 1.24 return dst;
2560 elmex 1.1 }
2561    
2562     /* GROS - Creates an object using a string representing its content. */
2563     /* Basically, we save the content of the string to a temp file, then call */
2564     /* load_object on it. I admit it is a highly inefficient way to make things, */
2565     /* but it was simple to make and allows reusing the load_object function. */
2566     /* Remember not to use load_object_str in a time-critical situation. */
2567     /* Also remember that multiparts objects are not supported for now. */
2568    
2569 root 1.24 object *
2570     load_object_str (const char *obstr)
2571 elmex 1.1 {
2572 root 1.48 object *op;
2573     char filename[MAX_BUF];
2574 root 1.9
2575 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2576    
2577 root 1.48 FILE *tempfile = fopen (filename, "w");
2578 root 1.24
2579     if (tempfile == NULL)
2580 elmex 1.1 {
2581 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2582     return NULL;
2583 root 1.41 }
2584    
2585 root 1.24 fprintf (tempfile, obstr);
2586     fclose (tempfile);
2587 elmex 1.1
2588 root 1.64 op = object::create ();
2589 elmex 1.1
2590 root 1.29 object_thawer thawer (filename);
2591 root 1.13
2592 root 1.24 if (thawer)
2593     load_object (thawer, op, 0);
2594 root 1.13
2595 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2596     CLEAR_FLAG (op, FLAG_REMOVED);
2597 root 1.9
2598 root 1.24 return op;
2599 elmex 1.1 }
2600    
2601     /* This returns the first object in who's inventory that
2602     * has the same type and subtype match.
2603     * returns NULL if no match.
2604     */
2605 root 1.24 object *
2606     find_obj_by_type_subtype (const object *who, int type, int subtype)
2607 elmex 1.1 {
2608 root 1.48 object *tmp;
2609 elmex 1.1
2610 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2611     if (tmp->type == type && tmp->subtype == subtype)
2612     return tmp;
2613 elmex 1.1
2614 root 1.24 return NULL;
2615 elmex 1.1 }
2616    
2617     /* If ob has a field named key, return the link from the list,
2618     * otherwise return NULL.
2619     *
2620     * key must be a passed in shared string - otherwise, this won't
2621     * do the desired thing.
2622     */
2623 root 1.24 key_value *
2624     get_ob_key_link (const object *ob, const char *key)
2625     {
2626 root 1.48 key_value *link;
2627 root 1.24
2628     for (link = ob->key_values; link != NULL; link = link->next)
2629 root 1.48 if (link->key == key)
2630     return link;
2631 root 1.24
2632     return NULL;
2633     }
2634 elmex 1.1
2635     /*
2636     * Returns the value of op has an extra_field for key, or NULL.
2637     *
2638     * The argument doesn't need to be a shared string.
2639     *
2640     * The returned string is shared.
2641     */
2642 root 1.24 const char *
2643     get_ob_key_value (const object *op, const char *const key)
2644     {
2645 root 1.35 key_value *link;
2646     shstr_cmp canonical_key (key);
2647 root 1.24
2648 root 1.35 if (!canonical_key)
2649 root 1.24 {
2650     /* 1. There being a field named key on any object
2651     * implies there'd be a shared string to find.
2652     * 2. Since there isn't, no object has this field.
2653     * 3. Therefore, *this* object doesn't have this field.
2654     */
2655 root 1.35 return 0;
2656 elmex 1.1 }
2657    
2658 root 1.24 /* This is copied from get_ob_key_link() above -
2659     * only 4 lines, and saves the function call overhead.
2660     */
2661 root 1.35 for (link = op->key_values; link; link = link->next)
2662     if (link->key == canonical_key)
2663     return link->value;
2664    
2665     return 0;
2666 elmex 1.1 }
2667    
2668    
2669     /*
2670     * Updates the canonical_key in op to value.
2671     *
2672     * canonical_key is a shared string (value doesn't have to be).
2673     *
2674     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2675     * keys.
2676     *
2677     * Returns TRUE on success.
2678     */
2679 root 1.24 int
2680     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681     {
2682     key_value *
2683     field = NULL, *last = NULL;
2684    
2685     for (field = op->key_values; field != NULL; field = field->next)
2686     {
2687     if (field->key != canonical_key)
2688     {
2689     last = field;
2690     continue;
2691     }
2692    
2693     if (value)
2694     field->value = value;
2695     else
2696     {
2697     /* Basically, if the archetype has this key set,
2698     * we need to store the null value so when we save
2699     * it, we save the empty value so that when we load,
2700     * we get this value back again.
2701     */
2702     if (get_ob_key_link (&op->arch->clone, canonical_key))
2703     field->value = 0;
2704     else
2705     {
2706     if (last)
2707     last->next = field->next;
2708     else
2709     op->key_values = field->next;
2710    
2711 root 1.29 delete field;
2712 root 1.24 }
2713     }
2714     return TRUE;
2715     }
2716     /* IF we get here, key doesn't exist */
2717    
2718     /* No field, we'll have to add it. */
2719    
2720     if (!add_key)
2721     {
2722     return FALSE;
2723     }
2724     /* There isn't any good reason to store a null
2725     * value in the key/value list. If the archetype has
2726     * this key, then we should also have it, so shouldn't
2727     * be here. If user wants to store empty strings,
2728     * should pass in ""
2729     */
2730     if (value == NULL)
2731 elmex 1.1 return TRUE;
2732 root 1.24
2733     field = new key_value;
2734    
2735     field->key = canonical_key;
2736     field->value = value;
2737     /* Usual prepend-addition. */
2738     field->next = op->key_values;
2739     op->key_values = field;
2740    
2741     return TRUE;
2742 elmex 1.1 }
2743    
2744     /*
2745     * Updates the key in op to value.
2746     *
2747     * If add_key is FALSE, this will only update existing keys,
2748     * and not add new ones.
2749     * In general, should be little reason FALSE is ever passed in for add_key
2750     *
2751     * Returns TRUE on success.
2752     */
2753 root 1.24 int
2754     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2755 root 1.11 {
2756 root 1.29 shstr key_ (key);
2757 root 1.24
2758 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2759 elmex 1.1 }
2760 root 1.31
2761 root 1.34 object::depth_iterator::depth_iterator (object *container)
2762     : iterator_base (container)
2763     {
2764     while (item->inv)
2765     item = item->inv;
2766     }
2767    
2768 root 1.31 void
2769 root 1.34 object::depth_iterator::next ()
2770 root 1.31 {
2771 root 1.34 if (item->below)
2772     {
2773     item = item->below;
2774    
2775     while (item->inv)
2776     item = item->inv;
2777     }
2778 root 1.31 else
2779 root 1.34 item = item->env;
2780 root 1.31 }
2781 root 1.34
2782 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2783     const char *
2784     object::debug_desc (char *info) const
2785     {
2786     char info2[256 * 3];
2787     char *p = info;
2788    
2789     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2790     count,
2791     &name,
2792     title ? " " : "",
2793     title ? (const char *)title : "");
2794    
2795     if (env)
2796     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797    
2798     if (map)
2799     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2800    
2801     return info;
2802     }
2803    
2804     const char *
2805     object::debug_desc () const
2806     {
2807     static char info[256 * 3];
2808     return debug_desc (info);
2809     }
2810