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Revision: 1.68
Committed: Mon Dec 18 02:35:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.67: +27 -30 lines
Log Message:
- remove recycle_tmp_maps setting (hardwired to true)
- replace object->flags by std::bitset, seems to be way
  more efficient, for some unexplainable and not looked-into reason.
  its way cleaner, too...

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 root 1.68 #include <bitset>
36    
37 elmex 1.1 int nrofallocobjects = 0;
38 root 1.39 static UUID uuid;
39     const uint64 UUID_SKIP = 1<<19;
40 elmex 1.1
41 root 1.24 object *active_objects; /* List of active objects that need to be processed */
42 elmex 1.1
43 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,
44     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45     };
46     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,
47     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48     };
49     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,
50     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
51     };
52     int freedir[SIZEOFFREE] = {
53     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,
54     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55     };
56 elmex 1.1
57 root 1.39 static void
58     write_uuid (void)
59     {
60     char filename1[MAX_BUF], filename2[MAX_BUF];
61    
62     sprintf (filename1, "%s/uuid", settings.localdir);
63     sprintf (filename2, "%s/uuid~", settings.localdir);
64    
65     FILE *fp;
66    
67     if (!(fp = fopen (filename2, "w")))
68     {
69     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70     return;
71     }
72    
73     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74     fclose (fp);
75     rename (filename2, filename1);
76     }
77    
78     static void
79     read_uuid (void)
80     {
81     char filename[MAX_BUF];
82    
83     sprintf (filename, "%s/uuid", settings.localdir);
84    
85     FILE *fp;
86    
87     if (!(fp = fopen (filename, "r")))
88     {
89     if (errno == ENOENT)
90     {
91     LOG (llevInfo, "RESET uid to 1\n");
92     uuid.seq = 0;
93     write_uuid ();
94     return;
95     }
96    
97     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98     _exit (1);
99     }
100    
101     int version;
102     unsigned long long uid;
103     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104     {
105     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106     _exit (1);
107     }
108    
109     uuid.seq = uid;
110     write_uuid ();
111 root 1.61 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 root 1.39 fclose (fp);
113     }
114    
115     UUID
116     gen_uuid ()
117     {
118     UUID uid;
119    
120     uid.seq = ++uuid.seq;
121    
122     if (!(uuid.seq & (UUID_SKIP - 1)))
123     write_uuid ();
124    
125     return uid;
126     }
127    
128     void
129     init_uuid ()
130     {
131     read_uuid ();
132     }
133    
134 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135 root 1.24 static int
136     compare_ob_value_lists_one (const object *wants, const object *has)
137     {
138     key_value *wants_field;
139    
140     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141     * objects with lists are rare, and lists stay short. If not, use a
142     * different structure or at least keep the lists sorted...
143     */
144    
145     /* For each field in wants, */
146     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147     {
148     key_value *has_field;
149    
150     /* Look for a field in has with the same key. */
151     has_field = get_ob_key_link (has, wants_field->key);
152    
153     if (has_field == NULL)
154     {
155     /* No field with that name. */
156     return FALSE;
157     }
158    
159     /* Found the matching field. */
160     if (has_field->value != wants_field->value)
161     {
162     /* Values don't match, so this half of the comparison is false. */
163     return FALSE;
164     }
165    
166     /* If we get here, we found a match. Now for the next field in wants. */
167 elmex 1.1 }
168 root 1.24
169     /* If we get here, every field in wants has a matching field in has. */
170     return TRUE;
171 elmex 1.1 }
172    
173     /* Returns TRUE if ob1 has the same key_values as ob2. */
174 root 1.24 static int
175     compare_ob_value_lists (const object *ob1, const object *ob2)
176     {
177     /* However, there may be fields in has which aren't partnered in wants,
178     * so we need to run the comparison *twice*. :(
179     */
180     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
181 elmex 1.1 }
182    
183     /* Function examines the 2 objects given to it, and returns true if
184     * they can be merged together.
185     *
186     * Note that this function appears a lot longer than the macro it
187     * replaces - this is mostly for clarity - a decent compiler should hopefully
188     * reduce this to the same efficiency.
189     *
190 root 1.66 * Check nrof variable *before* calling can_merge()
191 elmex 1.1 *
192     * Improvements made with merge: Better checking on potion, and also
193     * check weight
194     */
195    
196 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
197 root 1.16 {
198     /* A couple quicksanity checks */
199 root 1.66 if (ob1 == ob2
200     || ob1->type != ob2->type
201     || ob1->speed != ob2->speed
202     || ob1->value != ob2->value
203     || ob1->name != ob2->name)
204 root 1.16 return 0;
205    
206 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
207 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
208     * value could not be stored in a sint32 (which unfortunately sometimes is
209     * used to store nrof).
210     */
211     if (ob1->nrof + ob2->nrof >= 1UL << 31)
212     return 0;
213    
214     /* If the objects have been identified, set the BEEN_APPLIED flag.
215     * This is to the comparison of the flags below will be OK. We
216     * just can't ignore the been applied or identified flags, as they
217     * are not equal - just if it has been identified, the been_applied
218     * flags lose any meaning.
219     */
220     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222    
223     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 elmex 1.1
226    
227 root 1.68 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228     || ob1->arch != ob2->arch
229     || ob1->name != ob2->name
230     || ob1->title != ob2->title
231     || ob1->msg != ob2->msg
232     || ob1->weight != ob2->weight
233     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235     || ob1->attacktype != ob2->attacktype
236     || ob1->magic != ob2->magic
237     || ob1->slaying != ob2->slaying
238     || ob1->skill != ob2->skill
239     || ob1->value != ob2->value
240     || ob1->animation_id != ob2->animation_id
241     || ob1->client_type != ob2->client_type
242     || ob1->materialname != ob2->materialname
243     || ob1->lore != ob2->lore
244     || ob1->subtype != ob2->subtype
245     || ob1->move_type != ob2->move_type
246     || ob1->move_block != ob2->move_block
247     || ob1->move_allow != ob2->move_allow
248     || ob1->move_on != ob2->move_on
249     || ob1->move_off != ob2->move_off
250     || ob1->move_slow != ob2->move_slow
251     || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 root 1.16 return 0;
253    
254     /* This is really a spellbook check - really, we should
255     * check all objects in the inventory.
256     */
257     if (ob1->inv || ob2->inv)
258     {
259     /* if one object has inventory but the other doesn't, not equiv */
260     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 root 1.24 return 0;
262 root 1.16
263     /* Now check to see if the two inventory objects could merge */
264 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
265 root 1.24 return 0;
266 root 1.16
267     /* inventory ok - still need to check rest of this object to see
268     * if it is valid.
269     */
270     }
271 elmex 1.1
272 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
273     * it is possible for most any character to have more than one of
274     * some items equipped, and we don't want those to merge.
275     */
276     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277     return 0;
278 elmex 1.1
279 root 1.16 /* Note sure why the following is the case - either the object has to
280     * be animated or have a very low speed. Is this an attempted monster
281     * check?
282     */
283 root 1.24 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
284 root 1.16 return 0;
285 elmex 1.1
286 root 1.16 switch (ob1->type)
287     {
288 root 1.29 case SCROLL:
289     if (ob1->level != ob2->level)
290     return 0;
291     break;
292 root 1.16 }
293 elmex 1.1
294 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
295     {
296     /* At least one of these has key_values. */
297     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 root 1.24 /* One has fields, but the other one doesn't. */
299     return 0;
300 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
301 root 1.24 return 0;
302 elmex 1.1 }
303 root 1.16
304     //TODO: generate an event or call into perl for additional checks
305     if (ob1->self || ob2->self)
306     {
307     ob1->optimise ();
308     ob2->optimise ();
309    
310     if (ob1->self || ob2->self)
311 root 1.24 return 0;
312 elmex 1.1 }
313    
314 root 1.16 /* Everything passes, must be OK. */
315     return 1;
316 elmex 1.1 }
317 root 1.24
318 elmex 1.1 /*
319     * sum_weight() is a recursive function which calculates the weight
320     * an object is carrying. It goes through in figures out how much
321     * containers are carrying, and sums it up.
322     */
323 root 1.28 long
324 root 1.24 sum_weight (object *op)
325     {
326 root 1.28 long sum;
327 elmex 1.1 object *inv;
328 root 1.24
329     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330     {
331     if (inv->inv)
332     sum_weight (inv);
333     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334     }
335 root 1.37
336 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
337 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
338 root 1.37
339 root 1.24 if (op->carrying != sum)
340 elmex 1.1 op->carrying = sum;
341 root 1.37
342 elmex 1.1 return sum;
343     }
344    
345     /**
346     * Return the outermost environment object for a given object.
347     */
348    
349 root 1.24 object *
350     object_get_env_recursive (object *op)
351     {
352     while (op->env != NULL)
353     op = op->env;
354     return op;
355 elmex 1.1 }
356    
357     /*
358     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
359     * a better check. We basically keeping traversing up until we can't
360     * or find a player.
361     */
362    
363 root 1.24 object *
364     is_player_inv (object *op)
365     {
366     for (; op != NULL && op->type != PLAYER; op = op->env)
367     if (op->env == op)
368     op->env = NULL;
369     return op;
370 elmex 1.1 }
371    
372     /*
373     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
374 root 1.11 * Some error messages.
375 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
376     */
377    
378 root 1.53 char *
379 root 1.24 dump_object (object *op)
380     {
381 root 1.53 if (!op)
382     return strdup ("[NULLOBJ]");
383 elmex 1.1
384 root 1.53 object_freezer freezer;
385     save_object (freezer, op, 3);
386     return freezer.as_string ();
387 elmex 1.1 }
388    
389     /*
390     * get_nearest_part(multi-object, object 2) returns the part of the
391     * multi-object 1 which is closest to the second object.
392     * If it's not a multi-object, it is returned.
393     */
394    
395 root 1.24 object *
396     get_nearest_part (object *op, const object *pl)
397     {
398     object *tmp, *closest;
399     int last_dist, i;
400    
401     if (op->more == NULL)
402 elmex 1.1 return op;
403 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
404     if ((i = distance (tmp, pl)) < last_dist)
405     closest = tmp, last_dist = i;
406 elmex 1.1 return closest;
407     }
408    
409     /*
410     * Returns the object which has the count-variable equal to the argument.
411     */
412    
413 root 1.24 object *
414     find_object (tag_t i)
415     {
416 root 1.54 for (object *op = object::first; op; op = op->next)
417 root 1.24 if (op->count == i)
418 root 1.54 return op;
419 root 1.48
420 root 1.54 return 0;
421 elmex 1.1 }
422    
423     /*
424     * Returns the first object which has a name equal to the argument.
425     * Used only by the patch command, but not all that useful.
426     * Enables features like "patch <name-of-other-player> food 999"
427     */
428    
429 root 1.24 object *
430     find_object_name (const char *str)
431     {
432 root 1.35 shstr_cmp str_ (str);
433 elmex 1.1 object *op;
434 root 1.24
435 root 1.45 for (op = object::first; op != NULL; op = op->next)
436 root 1.35 if (op->name == str_)
437 elmex 1.1 break;
438 root 1.11
439 elmex 1.1 return op;
440     }
441    
442 root 1.24 void
443     free_all_object_data ()
444 root 1.14 {
445     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
446 elmex 1.1 }
447    
448     /*
449     * Sets the owner and sets the skill and exp pointers to owner's current
450     * skill and experience objects.
451     */
452 root 1.24 void
453 root 1.30 object::set_owner (object *owner)
454 elmex 1.1 {
455 root 1.30 if (!owner)
456 root 1.24 return;
457    
458     /* next line added to allow objects which own objects */
459     /* Add a check for ownercounts in here, as I got into an endless loop
460     * with the fireball owning a poison cloud which then owned the
461     * fireball. I believe that was caused by one of the objects getting
462     * freed and then another object replacing it. Since the ownercounts
463     * didn't match, this check is valid and I believe that cause is valid.
464     */
465 root 1.30 while (owner->owner)
466 root 1.24 owner = owner->owner;
467 elmex 1.1
468 root 1.30 this->owner = owner;
469 elmex 1.1 }
470    
471     /* Zero the key_values on op, decrementing the shared-string
472     * refcounts and freeing the links.
473     */
474 root 1.24 static void
475     free_key_values (object *op)
476 root 1.11 {
477 root 1.24 for (key_value *i = op->key_values; i != 0;)
478 root 1.11 {
479     key_value *next = i->next;
480     delete i;
481 root 1.24
482 root 1.11 i = next;
483 elmex 1.1 }
484 root 1.24
485 root 1.11 op->key_values = 0;
486 elmex 1.1 }
487    
488 root 1.14 void object::clear ()
489     {
490     attachable_base::clear ();
491    
492     free_key_values (this);
493    
494 root 1.30 owner = 0;
495 root 1.24 name = 0;
496     name_pl = 0;
497     title = 0;
498     race = 0;
499     slaying = 0;
500     skill = 0;
501     msg = 0;
502     lore = 0;
503     custom_name = 0;
504 root 1.14 materialname = 0;
505 root 1.30 contr = 0;
506     below = 0;
507     above = 0;
508     inv = 0;
509     container = 0;
510     env = 0;
511     more = 0;
512     head = 0;
513     map = 0;
514     active_next = 0;
515     active_prev = 0;
516 root 1.14
517 root 1.30 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
518 root 1.14
519     SET_FLAG (this, FLAG_REMOVED);
520 root 1.30
521     /* What is not cleared is next, prev, and count */
522    
523     expmul = 1.0;
524     face = blank_face;
525    
526     if (settings.casting_time)
527     casting_time = -1;
528 root 1.14 }
529    
530 elmex 1.1 /*
531 root 1.64 * copy_to first frees everything allocated by the dst object,
532     * and then copies the contents of itself into the second
533 elmex 1.1 * object, allocating what needs to be allocated. Basically, any
534     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
535     * if the first object is freed, the pointers in the new object
536     * will point at garbage.
537     */
538 root 1.24 void
539 root 1.64 object::copy_to (object *dst)
540 root 1.11 {
541 root 1.64 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
542     bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
543    
544     *(object_copy *)dst = *this;
545     *(object_pod *)dst = *this;
546 root 1.11
547 root 1.64 if (self || cb)
548     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
549 root 1.11
550 root 1.24 if (is_freed)
551 root 1.64 SET_FLAG (dst, FLAG_FREED);
552 root 1.59
553 root 1.24 if (is_removed)
554 root 1.64 SET_FLAG (dst, FLAG_REMOVED);
555 elmex 1.1
556 root 1.64 if (speed < 0)
557     dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
558 elmex 1.1
559 root 1.11 /* Copy over key_values, if any. */
560 root 1.64 if (key_values)
561 root 1.14 {
562 root 1.23 key_value *tail = 0;
563 root 1.11 key_value *i;
564 elmex 1.1
565 root 1.64 dst->key_values = 0;
566 elmex 1.1
567 root 1.64 for (i = key_values; i; i = i->next)
568 root 1.11 {
569     key_value *new_link = new key_value;
570 root 1.8
571 root 1.24 new_link->next = 0;
572     new_link->key = i->key;
573 root 1.11 new_link->value = i->value;
574    
575     /* Try and be clever here, too. */
576 root 1.64 if (!dst->key_values)
577 root 1.11 {
578 root 1.64 dst->key_values = new_link;
579 root 1.11 tail = new_link;
580 root 1.8 }
581 root 1.11 else
582     {
583     tail->next = new_link;
584     tail = new_link;
585     }
586 root 1.14 }
587     }
588 root 1.2
589 root 1.64 update_ob_speed (dst);
590 elmex 1.1 }
591    
592 root 1.65 object *
593     object::clone ()
594     {
595     object *neu = create ();
596     copy_to (neu);
597     return neu;
598     }
599    
600 elmex 1.1 /*
601     * If an object with the IS_TURNABLE() flag needs to be turned due
602     * to the closest player being on the other side, this function can
603     * be called to update the face variable, _and_ how it looks on the map.
604     */
605    
606 root 1.24 void
607     update_turn_face (object *op)
608     {
609     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
610     return;
611     SET_ANIMATION (op, op->direction);
612     update_object (op, UP_OBJ_FACE);
613 elmex 1.1 }
614    
615     /*
616     * Updates the speed of an object. If the speed changes from 0 to another
617     * value, or vice versa, then add/remove the object from the active list.
618     * This function needs to be called whenever the speed of an object changes.
619     */
620 root 1.24 void
621     update_ob_speed (object *op)
622     {
623     extern int arch_init;
624 elmex 1.1
625 root 1.24 /* No reason putting the archetypes objects on the speed list,
626     * since they never really need to be updated.
627     */
628 elmex 1.1
629 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
630     {
631     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
632 elmex 1.1 #ifdef MANY_CORES
633 root 1.24 abort ();
634 elmex 1.1 #else
635 root 1.24 op->speed = 0;
636 elmex 1.1 #endif
637     }
638 root 1.31
639 root 1.24 if (arch_init)
640 root 1.31 return;
641    
642 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643     {
644     /* If already on active list, don't do anything */
645     if (op->active_next || op->active_prev || op == active_objects)
646 root 1.8 return;
647 root 1.24
648     /* process_events() expects us to insert the object at the beginning
649     * of the list. */
650     op->active_next = active_objects;
651 root 1.31
652 root 1.24 if (op->active_next != NULL)
653     op->active_next->active_prev = op;
654 root 1.31
655 root 1.24 active_objects = op;
656 elmex 1.1 }
657 root 1.24 else
658     {
659     /* If not on the active list, nothing needs to be done */
660     if (!op->active_next && !op->active_prev && op != active_objects)
661     return;
662    
663     if (op->active_prev == NULL)
664     {
665     active_objects = op->active_next;
666 root 1.31
667 root 1.24 if (op->active_next != NULL)
668     op->active_next->active_prev = NULL;
669 root 1.8 }
670 root 1.24 else
671     {
672     op->active_prev->active_next = op->active_next;
673 root 1.31
674 root 1.24 if (op->active_next)
675     op->active_next->active_prev = op->active_prev;
676     }
677 root 1.31
678 root 1.24 op->active_next = NULL;
679     op->active_prev = NULL;
680 elmex 1.1 }
681     }
682    
683     /* This function removes object 'op' from the list of active
684     * objects.
685     * This should only be used for style maps or other such
686     * reference maps where you don't want an object that isn't
687     * in play chewing up cpu time getting processed.
688     * The reverse of this is to call update_ob_speed, which
689     * will do the right thing based on the speed of the object.
690     */
691 root 1.24 void
692     remove_from_active_list (object *op)
693 elmex 1.1 {
694 root 1.24 /* If not on the active list, nothing needs to be done */
695     if (!op->active_next && !op->active_prev && op != active_objects)
696     return;
697 elmex 1.1
698 root 1.24 if (op->active_prev == NULL)
699     {
700     active_objects = op->active_next;
701     if (op->active_next != NULL)
702     op->active_next->active_prev = NULL;
703 elmex 1.1 }
704 root 1.24 else
705     {
706     op->active_prev->active_next = op->active_next;
707     if (op->active_next)
708     op->active_next->active_prev = op->active_prev;
709 elmex 1.1 }
710 root 1.24 op->active_next = NULL;
711     op->active_prev = NULL;
712 elmex 1.1 }
713    
714     /*
715     * update_object() updates the array which represents the map.
716     * It takes into account invisible objects (and represent squares covered
717     * by invisible objects by whatever is below them (unless it's another
718     * invisible object, etc...)
719     * If the object being updated is beneath a player, the look-window
720     * of that player is updated (this might be a suboptimal way of
721     * updating that window, though, since update_object() is called _often_)
722     *
723     * action is a hint of what the caller believes need to be done.
724     * For example, if the only thing that has changed is the face (due to
725     * an animation), we don't need to call update_position until that actually
726     * comes into view of a player. OTOH, many other things, like addition/removal
727     * of walls or living creatures may need us to update the flags now.
728     * current action are:
729     * UP_OBJ_INSERT: op was inserted
730     * UP_OBJ_REMOVE: op was removed
731     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
732     * as that is easier than trying to look at what may have changed.
733     * UP_OBJ_FACE: only the objects face has changed.
734     */
735    
736 root 1.24 void
737     update_object (object *op, int action)
738     {
739     int update_now = 0, flags;
740     MoveType move_on, move_off, move_block, move_slow;
741    
742     if (op == NULL)
743     {
744     /* this should never happen */
745     LOG (llevDebug, "update_object() called for NULL object.\n");
746     return;
747 elmex 1.1 }
748 root 1.24
749     if (op->env != NULL)
750     {
751     /* Animation is currently handled by client, so nothing
752     * to do in this case.
753     */
754     return;
755 elmex 1.1 }
756    
757 root 1.24 /* If the map is saving, don't do anything as everything is
758     * going to get freed anyways.
759     */
760     if (!op->map || op->map->in_memory == MAP_SAVING)
761     return;
762    
763     /* make sure the object is within map boundaries */
764     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
765     {
766     LOG (llevError, "update_object() called for object out of map!\n");
767 elmex 1.1 #ifdef MANY_CORES
768 root 1.24 abort ();
769 elmex 1.1 #endif
770 root 1.24 return;
771 elmex 1.1 }
772    
773 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
774     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
775     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
776     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
777     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
778     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
779 elmex 1.1
780 root 1.24 if (action == UP_OBJ_INSERT)
781     {
782     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
783     update_now = 1;
784    
785     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
786     update_now = 1;
787 elmex 1.1
788 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
789     update_now = 1;
790 elmex 1.1
791 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
792     update_now = 1;
793 elmex 1.1
794 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
795     update_now = 1;
796 root 1.20
797 root 1.24 if ((move_on | op->move_on) != move_on)
798     update_now = 1;
799 root 1.20
800 root 1.24 if ((move_off | op->move_off) != move_off)
801     update_now = 1;
802 root 1.20
803 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
804     * to have move_allow right now.
805     */
806     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
807     update_now = 1;
808 root 1.20
809 root 1.24 if ((move_slow | op->move_slow) != move_slow)
810     update_now = 1;
811     }
812 root 1.59
813 root 1.24 /* if the object is being removed, we can't make intelligent
814     * decisions, because remove_ob can't really pass the object
815     * that is being removed.
816     */
817     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
818 root 1.27 update_now = 1;
819 root 1.24 else if (action == UP_OBJ_FACE)
820 root 1.29 /* Nothing to do for that case */ ;
821 root 1.24 else
822 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
823 elmex 1.1
824 root 1.24 if (update_now)
825     {
826     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
827     update_position (op->map, op->x, op->y);
828 elmex 1.1 }
829    
830 root 1.24 if (op->more != NULL)
831     update_object (op->more, action);
832 elmex 1.1 }
833    
834 root 1.45 object::vector object::mortals;
835     object::vector object::objects; // not yet used
836     object *object::first;
837 root 1.21
838     void object::free_mortals ()
839     {
840 root 1.45 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
841 root 1.30 if ((*i)->refcnt)
842     ++i; // further delay freeing
843     else
844 root 1.25 {
845 root 1.40 delete *i;
846 root 1.25 mortals.erase (i);
847     }
848 root 1.21 }
849    
850     object::object ()
851     {
852 root 1.22 SET_FLAG (this, FLAG_REMOVED);
853    
854     expmul = 1.0;
855     face = blank_face;
856     }
857    
858     object::~object ()
859     {
860     free_key_values (this);
861     }
862    
863 root 1.24 void object::link ()
864 root 1.22 {
865 root 1.21 count = ++ob_count;
866 root 1.41 uuid = gen_uuid ();
867 root 1.21
868     prev = 0;
869 root 1.45 next = object::first;
870 root 1.21
871 root 1.45 if (object::first)
872     object::first->prev = this;
873 root 1.21
874 root 1.45 object::first = this;
875 root 1.21 }
876    
877 root 1.24 void object::unlink ()
878 root 1.21 {
879 root 1.45 if (this == object::first)
880     object::first = next;
881 root 1.38
882 root 1.22 /* Remove this object from the list of used objects */
883 root 1.41 if (prev) prev->next = next;
884     if (next) next->prev = prev;
885 root 1.25
886 root 1.41 prev = 0;
887     next = 0;
888 root 1.24 }
889 root 1.21
890     object *object::create ()
891     {
892 root 1.42 object *op = new object;
893 root 1.22 op->link ();
894     return op;
895 root 1.21 }
896 elmex 1.1
897     /*
898     * free_object() frees everything allocated by an object, removes
899     * it from the list of used objects, and puts it on the list of
900     * free objects. The IS_FREED() flag is set in the object.
901     * The object must have been removed by remove_ob() first for
902     * this function to succeed.
903     *
904 root 1.52 * If destroy_inventory is set, free inventory as well. Else drop items in
905 elmex 1.1 * inventory to the ground.
906     */
907 root 1.52 void object::destroy (bool destroy_inventory)
908 root 1.14 {
909 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
910     return;
911    
912 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
913     remove_friendly_object (this);
914    
915 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
916 root 1.63 remove ();
917 root 1.14
918 root 1.29 SET_FLAG (this, FLAG_FREED);
919 root 1.14
920 root 1.21 if (more)
921 root 1.14 {
922 root 1.52 more->destroy (destroy_inventory);
923 root 1.21 more = 0;
924 elmex 1.1 }
925    
926 root 1.21 if (inv)
927 root 1.14 {
928     /* Only if the space blocks everything do we not process -
929 root 1.17 * if some form of movement is allowed, let objects
930 root 1.14 * drop on that space.
931     */
932 root 1.52 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
933 root 1.24 {
934 root 1.29 object *op = inv;
935 root 1.24
936     while (op)
937     {
938 root 1.29 object *tmp = op->below;
939 root 1.52 op->destroy (destroy_inventory);
940 root 1.24 op = tmp;
941     }
942     }
943 root 1.14 else
944 root 1.24 { /* Put objects in inventory onto this space */
945 root 1.29 object *op = inv;
946 root 1.24
947     while (op)
948     {
949 root 1.29 object *tmp = op->below;
950 root 1.14
951 root 1.63 op->remove ();
952 root 1.24
953     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
954     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
955 root 1.64 op->destroy ();
956 root 1.24 else
957     {
958     op->x = x;
959     op->y = y;
960     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
961     }
962    
963     op = tmp;
964     }
965     }
966 root 1.14 }
967    
968 root 1.57 // hack to ensure that freed objects still have a valid map
969     {
970     static maptile *freed_map; // freed objects are moved here to avoid crashes
971    
972     if (!freed_map)
973     {
974     freed_map = new maptile;
975    
976     freed_map->name = "/internal/freed_objects_map";
977     freed_map->width = 3;
978     freed_map->height = 3;
979    
980     freed_map->allocate ();
981     }
982    
983     map = freed_map;
984     x = 1;
985     y = 1;
986     }
987    
988 root 1.44 // clear those pointers that likely might have circular references to us
989     owner = 0;
990     enemy = 0;
991     attacked_by = 0;
992 root 1.25
993 root 1.52 // only relevant for players(?), but make sure of it anyways
994     contr = 0;
995    
996 root 1.14 /* Remove object from the active list */
997 root 1.21 speed = 0;
998     update_ob_speed (this);
999 elmex 1.1
1000 root 1.22 unlink ();
1001    
1002 root 1.21 mortals.push_back (this);
1003 elmex 1.1 }
1004    
1005     /*
1006     * sub_weight() recursively (outwards) subtracts a number from the
1007     * weight of an object (and what is carried by it's environment(s)).
1008     */
1009 root 1.24 void
1010     sub_weight (object *op, signed long weight)
1011     {
1012     while (op != NULL)
1013     {
1014     if (op->type == CONTAINER)
1015 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1016    
1017 root 1.24 op->carrying -= weight;
1018     op = op->env;
1019 elmex 1.1 }
1020     }
1021    
1022 root 1.63 /* op->remove ():
1023 elmex 1.1 * This function removes the object op from the linked list of objects
1024     * which it is currently tied to. When this function is done, the
1025     * object will have no environment. If the object previously had an
1026     * environment, the x and y coordinates will be updated to
1027     * the previous environment.
1028     * Beware: This function is called from the editor as well!
1029     */
1030 root 1.24 void
1031 root 1.59 object::remove ()
1032 root 1.24 {
1033 root 1.45 object *tmp, *last = 0;
1034     object *otmp;
1035 root 1.26
1036 root 1.45 int check_walk_off;
1037 root 1.24
1038 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
1039 root 1.29 return;
1040 root 1.24
1041 root 1.59 SET_FLAG (this, FLAG_REMOVED);
1042 root 1.26
1043 root 1.59 if (more)
1044     more->remove ();
1045 root 1.24
1046     /*
1047     * In this case, the object to be removed is in someones
1048     * inventory.
1049     */
1050 root 1.59 if (env)
1051 root 1.24 {
1052 root 1.59 if (nrof)
1053     sub_weight (env, weight * nrof);
1054 root 1.24 else
1055 root 1.59 sub_weight (env, weight + carrying);
1056 root 1.24
1057     /* NO_FIX_PLAYER is set when a great many changes are being
1058     * made to players inventory. If set, avoiding the call
1059     * to save cpu time.
1060     */
1061 root 1.59 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1062 root 1.24 fix_player (otmp);
1063    
1064 root 1.59 if (above != NULL)
1065     above->below = below;
1066 root 1.24 else
1067 root 1.59 env->inv = below;
1068 root 1.24
1069 root 1.59 if (below != NULL)
1070     below->above = above;
1071 root 1.24
1072     /* we set up values so that it could be inserted into
1073     * the map, but we don't actually do that - it is up
1074     * to the caller to decide what we want to do.
1075     */
1076 root 1.59 x = env->x, y = env->y;
1077     map = env->map;
1078     above = 0, below = 0;
1079     env = 0;
1080     }
1081     else if (map)
1082     {
1083 root 1.29 /* Re did the following section of code - it looks like it had
1084     * lots of logic for things we no longer care about
1085 root 1.24 */
1086 elmex 1.1
1087 root 1.29 /* link the object above us */
1088 root 1.59 if (above)
1089     above->below = below;
1090 root 1.29 else
1091 root 1.59 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1092 root 1.24
1093 root 1.29 /* Relink the object below us, if there is one */
1094 root 1.59 if (below)
1095     below->above = above;
1096 root 1.29 else
1097     {
1098     /* Nothing below, which means we need to relink map object for this space
1099     * use translated coordinates in case some oddness with map tiling is
1100     * evident
1101     */
1102 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1103 root 1.29 {
1104 root 1.59 char *dump = dump_object (this);
1105 root 1.29 LOG (llevError,
1106 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);
1107     free (dump);
1108 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
1109 root 1.53 LOG (llevError, "%s\n", dump);
1110     free (dump);
1111 root 1.29 }
1112 elmex 1.1
1113 root 1.59 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1114 root 1.8 }
1115 root 1.26
1116 root 1.59 above = 0;
1117     below = 0;
1118 root 1.26
1119 root 1.59 if (map->in_memory == MAP_SAVING)
1120 root 1.29 return;
1121 elmex 1.1
1122 root 1.59 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1123 elmex 1.1
1124 root 1.59 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1125 root 1.24 {
1126 root 1.29 /* No point updating the players look faces if he is the object
1127     * being removed.
1128 root 1.24 */
1129 root 1.29
1130 root 1.59 if (tmp->type == PLAYER && tmp != this)
1131 root 1.24 {
1132 root 1.29 /* If a container that the player is currently using somehow gets
1133     * removed (most likely destroyed), update the player view
1134     * appropriately.
1135     */
1136 root 1.59 if (tmp->container == this)
1137 root 1.29 {
1138 root 1.59 CLEAR_FLAG (this, FLAG_APPLIED);
1139     tmp->container = 0;
1140 root 1.29 }
1141    
1142 root 1.67 tmp->contr->socket->update_look = 1;
1143 root 1.8 }
1144 root 1.26
1145 root 1.29 /* See if player moving off should effect something */
1146 root 1.50 if (check_walk_off
1147 root 1.59 && ((move_type & tmp->move_off)
1148     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 root 1.29 {
1150 root 1.59 move_apply (tmp, this, 0);
1151 root 1.24
1152 root 1.59 if (destroyed ())
1153 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1154 root 1.8 }
1155    
1156 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1157    
1158     if (tmp->above == tmp)
1159 root 1.59 tmp->above = 0;
1160 root 1.8
1161 root 1.29 last = tmp;
1162     }
1163 root 1.26
1164 root 1.29 /* last == NULL of there are no objects on this space */
1165 root 1.59 if (!last)
1166 root 1.29 {
1167     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169     * those out anyways, and if there are any flags set right now, they won't
1170     * be correct anyways.
1171     */
1172 root 1.59 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1173     update_position (map, x, y);
1174 root 1.29 }
1175     else
1176     update_object (last, UP_OBJ_REMOVE);
1177 root 1.26
1178 root 1.59 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1179     update_all_los (map, x, y);
1180 elmex 1.1 }
1181     }
1182    
1183     /*
1184     * merge_ob(op,top):
1185     *
1186     * This function goes through all objects below and including top, and
1187     * merges op to the first matching object.
1188     * If top is NULL, it is calculated.
1189     * Returns pointer to object if it succeded in the merge, otherwise NULL
1190     */
1191 root 1.24 object *
1192     merge_ob (object *op, object *top)
1193     {
1194     if (!op->nrof)
1195 elmex 1.1 return 0;
1196 root 1.29
1197 root 1.24 if (top == NULL)
1198     for (top = op; top != NULL && top->above != NULL; top = top->above);
1199 root 1.29
1200 root 1.24 for (; top != NULL; top = top->below)
1201 elmex 1.1 {
1202 root 1.24 if (top == op)
1203     continue;
1204 root 1.66
1205     if (object::can_merge (op, top))
1206 root 1.24 {
1207     top->nrof += op->nrof;
1208    
1209 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1210 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1211 root 1.64 op->destroy ();
1212 root 1.24 return top;
1213     }
1214 elmex 1.1 }
1215 root 1.29
1216 root 1.45 return 0;
1217 elmex 1.1 }
1218    
1219     /*
1220     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1221     * job preparing multi-part monsters
1222     */
1223 root 1.24 object *
1224 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225 root 1.24 {
1226 root 1.29 object *tmp;
1227 root 1.24
1228     if (op->head)
1229     op = op->head;
1230 root 1.29
1231 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1232     {
1233     tmp->x = x + tmp->arch->clone.x;
1234     tmp->y = y + tmp->arch->clone.y;
1235 elmex 1.1 }
1236 root 1.29
1237 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1238 elmex 1.1 }
1239    
1240     /*
1241     * insert_ob_in_map (op, map, originator, flag):
1242     * This function inserts the object in the two-way linked list
1243     * which represents what is on a map.
1244     * The second argument specifies the map, and the x and y variables
1245     * in the object about to be inserted specifies the position.
1246     *
1247     * originator: Player, monster or other object that caused 'op' to be inserted
1248     * into 'map'. May be NULL.
1249     *
1250     * flag is a bitmask about special things to do (or not do) when this
1251     * function is called. see the object.h file for the INS_ values.
1252     * Passing 0 for flag gives proper default values, so flag really only needs
1253     * to be set if special handling is needed.
1254     *
1255     * Return value:
1256     * new object if 'op' was merged with other object
1257     * NULL if 'op' was destroyed
1258     * just 'op' otherwise
1259     */
1260    
1261 root 1.24 object *
1262 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263 elmex 1.1 {
1264 root 1.25 object *tmp, *top, *floor = NULL;
1265     sint16 x, y;
1266 elmex 1.1
1267 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1268     {
1269     LOG (llevError, "Trying to insert freed object!\n");
1270     return NULL;
1271     }
1272 root 1.25
1273 root 1.24 if (m == NULL)
1274     {
1275 root 1.53 char *dump = dump_object (op);
1276     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277     free (dump);
1278 root 1.24 return op;
1279 elmex 1.1 }
1280 root 1.25
1281 root 1.24 if (out_of_map (m, op->x, op->y))
1282     {
1283 root 1.53 char *dump = dump_object (op);
1284     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285 elmex 1.1 #ifdef MANY_CORES
1286 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1287     * is likely to cause a crash. Better to find out where it is getting
1288     * improperly inserted.
1289     */
1290     abort ();
1291 elmex 1.1 #endif
1292 root 1.53 free (dump);
1293 root 1.24 return op;
1294 elmex 1.1 }
1295 root 1.25
1296 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297     {
1298 root 1.53 char *dump = dump_object (op);
1299     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300     free (dump);
1301 root 1.24 return op;
1302     }
1303 root 1.25
1304 root 1.24 if (op->more != NULL)
1305     {
1306     /* The part may be on a different map. */
1307    
1308 root 1.26 object *more = op->more;
1309 root 1.24
1310     /* We really need the caller to normalize coordinates - if
1311     * we set the map, that doesn't work if the location is within
1312     * a map and this is straddling an edge. So only if coordinate
1313     * is clear wrong do we normalize it.
1314     */
1315     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 root 1.24 else if (!more->map)
1318     {
1319     /* For backwards compatibility - when not dealing with tiled maps,
1320     * more->map should always point to the parent.
1321     */
1322     more->map = m;
1323     }
1324    
1325     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326     {
1327     if (!op->head)
1328     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329 root 1.26
1330 root 1.24 return NULL;
1331 root 1.8 }
1332 root 1.24 }
1333 root 1.25
1334 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1335 root 1.8
1336 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1337     * of areas of callers (eg, anything that uses find_free_spot would now
1338     * need extra work
1339     */
1340     op->map = get_map_from_coord (m, &op->x, &op->y);
1341     x = op->x;
1342     y = op->y;
1343    
1344     /* this has to be done after we translate the coordinates.
1345     */
1346     if (op->nrof && !(flag & INS_NO_MERGE))
1347 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1348 root 1.66 if (object::can_merge (op, tmp))
1349 root 1.25 {
1350     op->nrof += tmp->nrof;
1351 root 1.64 tmp->destroy ();
1352 root 1.25 }
1353 root 1.24
1354     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1355     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1356 root 1.25
1357 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1358     CLEAR_FLAG (op, FLAG_NO_STEAL);
1359    
1360     if (flag & INS_BELOW_ORIGINATOR)
1361     {
1362     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1363     {
1364     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1365     abort ();
1366     }
1367 root 1.25
1368 root 1.24 op->above = originator;
1369     op->below = originator->below;
1370 root 1.25
1371 root 1.24 if (op->below)
1372     op->below->above = op;
1373     else
1374     SET_MAP_OB (op->map, op->x, op->y, op);
1375 root 1.25
1376 root 1.24 /* since *below* originator, no need to update top */
1377     originator->below = op;
1378 elmex 1.1 }
1379 root 1.24 else
1380     {
1381     /* If there are other objects, then */
1382     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1383     {
1384 root 1.25 object *last = NULL;
1385 root 1.24
1386     /*
1387     * If there are multiple objects on this space, we do some trickier handling.
1388     * We've already dealt with merging if appropriate.
1389     * Generally, we want to put the new object on top. But if
1390     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1391     * floor, we want to insert above that and no further.
1392     * Also, if there are spell objects on this space, we stop processing
1393     * once we get to them. This reduces the need to traverse over all of
1394     * them when adding another one - this saves quite a bit of cpu time
1395     * when lots of spells are cast in one area. Currently, it is presumed
1396     * that flying non pickable objects are spell objects.
1397     */
1398 elmex 1.1
1399 root 1.24 while (top != NULL)
1400     {
1401     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402     floor = top;
1403 root 1.26
1404 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))
1405     {
1406     /* We insert above top, so we want this object below this */
1407     top = top->below;
1408     break;
1409     }
1410 root 1.26
1411 root 1.24 last = top;
1412     top = top->above;
1413     }
1414 root 1.26
1415 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1416     top = last;
1417 root 1.8
1418 root 1.24 /* We let update_position deal with figuring out what the space
1419     * looks like instead of lots of conditions here.
1420     * makes things faster, and effectively the same result.
1421     */
1422    
1423     /* Have object 'fall below' other objects that block view.
1424     * Unless those objects are exits, type 66
1425     * If INS_ON_TOP is used, don't do this processing
1426     * Need to find the object that in fact blocks view, otherwise
1427     * stacking is a bit odd.
1428     */
1429     if (!(flag & INS_ON_TOP) &&
1430     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1431     {
1432     for (last = top; last != floor; last = last->below)
1433     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434     break;
1435     /* Check to see if we found the object that blocks view,
1436     * and make sure we have a below pointer for it so that
1437     * we can get inserted below this one, which requires we
1438     * set top to the object below us.
1439     */
1440     if (last && last->below && last != floor)
1441     top = last->below;
1442 root 1.8 }
1443 root 1.24 } /* If objects on this space */
1444 root 1.25
1445 root 1.24 if (flag & INS_MAP_LOAD)
1446     top = GET_MAP_TOP (op->map, op->x, op->y);
1447 root 1.25
1448 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1449     top = floor;
1450    
1451     /* Top is the object that our object (op) is going to get inserted above.
1452     */
1453    
1454     /* First object on this space */
1455     if (!top)
1456     {
1457     op->above = GET_MAP_OB (op->map, op->x, op->y);
1458 root 1.25
1459 root 1.24 if (op->above)
1460     op->above->below = op;
1461 root 1.25
1462 root 1.24 op->below = NULL;
1463     SET_MAP_OB (op->map, op->x, op->y, op);
1464     }
1465     else
1466     { /* get inserted into the stack above top */
1467     op->above = top->above;
1468 root 1.25
1469 root 1.24 if (op->above)
1470     op->above->below = op;
1471 root 1.25
1472 root 1.24 op->below = top;
1473     top->above = op;
1474     }
1475 root 1.25
1476 root 1.24 if (op->above == NULL)
1477     SET_MAP_TOP (op->map, op->x, op->y, op);
1478     } /* else not INS_BELOW_ORIGINATOR */
1479 root 1.8
1480 root 1.24 if (op->type == PLAYER)
1481     op->contr->do_los = 1;
1482    
1483     /* If we have a floor, we know the player, if any, will be above
1484     * it, so save a few ticks and start from there.
1485     */
1486     if (!(flag & INS_MAP_LOAD))
1487     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 root 1.25 if (tmp->type == PLAYER)
1489 root 1.67 tmp->contr->socket->update_look = 1;
1490 root 1.24
1491     /* If this object glows, it may affect lighting conditions that are
1492     * visible to others on this map. But update_all_los is really
1493     * an inefficient way to do this, as it means los for all players
1494     * on the map will get recalculated. The players could very well
1495     * be far away from this change and not affected in any way -
1496     * this should get redone to only look for players within range,
1497     * or just updating the P_NEED_UPDATE for spaces within this area
1498     * of effect may be sufficient.
1499     */
1500     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1501     update_all_los (op->map, op->x, op->y);
1502    
1503     /* updates flags (blocked, alive, no magic, etc) for this map space */
1504     update_object (op, UP_OBJ_INSERT);
1505    
1506     /* Don't know if moving this to the end will break anything. However,
1507     * we want to have update_look set above before calling this.
1508     *
1509     * check_move_on() must be after this because code called from
1510     * check_move_on() depends on correct map flags (so functions like
1511     * blocked() and wall() work properly), and these flags are updated by
1512     * update_object().
1513     */
1514    
1515     /* if this is not the head or flag has been passed, don't check walk on status */
1516     if (!(flag & INS_NO_WALK_ON) && !op->head)
1517     {
1518     if (check_move_on (op, originator))
1519     return NULL;
1520 elmex 1.1
1521 root 1.24 /* If we are a multi part object, lets work our way through the check
1522     * walk on's.
1523     */
1524     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1525     if (check_move_on (tmp, originator))
1526     return NULL;
1527 elmex 1.1 }
1528 root 1.25
1529 root 1.24 return op;
1530 elmex 1.1 }
1531    
1532     /* this function inserts an object in the map, but if it
1533     * finds an object of its own type, it'll remove that one first.
1534     * op is the object to insert it under: supplies x and the map.
1535     */
1536 root 1.24 void
1537     replace_insert_ob_in_map (const char *arch_string, object *op)
1538     {
1539 root 1.29 object *
1540     tmp;
1541     object *
1542     tmp1;
1543 elmex 1.1
1544 root 1.24 /* first search for itself and remove any old instances */
1545 elmex 1.1
1546 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1547 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548     tmp->destroy ();
1549 elmex 1.1
1550 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1551 elmex 1.1
1552 root 1.24 tmp1->x = op->x;
1553     tmp1->y = op->y;
1554     insert_ob_in_map (tmp1, op->map, op, 0);
1555     }
1556 elmex 1.1
1557     /*
1558     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1559     * is returned contains nr objects, and the remaining parts contains
1560     * the rest (or is removed and freed if that number is 0).
1561     * On failure, NULL is returned, and the reason put into the
1562     * global static errmsg array.
1563     */
1564    
1565 root 1.24 object *
1566     get_split_ob (object *orig_ob, uint32 nr)
1567     {
1568 root 1.64 object *newob;
1569     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1570 root 1.24
1571     if (orig_ob->nrof < nr)
1572     {
1573     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1574     return NULL;
1575     }
1576 root 1.29
1577 root 1.24 newob = object_create_clone (orig_ob);
1578 root 1.29
1579 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1580 root 1.63 orig_ob->destroy (1);
1581 root 1.24 else if (!is_removed)
1582     {
1583     if (orig_ob->env != NULL)
1584     sub_weight (orig_ob->env, orig_ob->weight * nr);
1585     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1586     {
1587     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1588     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1589     return NULL;
1590 root 1.8 }
1591 elmex 1.1 }
1592 root 1.29
1593 root 1.24 newob->nrof = nr;
1594 elmex 1.1
1595 root 1.24 return newob;
1596 elmex 1.1 }
1597    
1598     /*
1599     * decrease_ob_nr(object, number) decreases a specified number from
1600     * the amount of an object. If the amount reaches 0, the object
1601     * is subsequently removed and freed.
1602     *
1603     * Return value: 'op' if something is left, NULL if the amount reached 0
1604     */
1605    
1606 root 1.24 object *
1607     decrease_ob_nr (object *op, uint32 i)
1608 elmex 1.1 {
1609 root 1.29 object *tmp;
1610     player *pl;
1611 elmex 1.1
1612 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1613     return op;
1614    
1615     if (i > op->nrof)
1616     i = op->nrof;
1617    
1618     if (QUERY_FLAG (op, FLAG_REMOVED))
1619 root 1.29 op->nrof -= i;
1620 root 1.24 else if (op->env != NULL)
1621     {
1622     /* is this object in the players inventory, or sub container
1623     * therein?
1624     */
1625     tmp = is_player_inv (op->env);
1626     /* nope. Is this a container the player has opened?
1627     * If so, set tmp to that player.
1628     * IMO, searching through all the players will mostly
1629     * likely be quicker than following op->env to the map,
1630     * and then searching the map for a player.
1631     */
1632     if (!tmp)
1633     {
1634     for (pl = first_player; pl; pl = pl->next)
1635     if (pl->ob->container == op->env)
1636     break;
1637     if (pl)
1638     tmp = pl->ob;
1639     else
1640     tmp = NULL;
1641     }
1642 elmex 1.1
1643 root 1.24 if (i < op->nrof)
1644     {
1645     sub_weight (op->env, op->weight * i);
1646     op->nrof -= i;
1647     if (tmp)
1648     {
1649     esrv_send_item (tmp, op);
1650 elmex 1.1 }
1651 root 1.24 }
1652     else
1653     {
1654 root 1.63 op->remove ();
1655 root 1.24 op->nrof = 0;
1656     if (tmp)
1657     {
1658     esrv_del_item (tmp->contr, op->count);
1659 elmex 1.1 }
1660     }
1661     }
1662 root 1.24 else
1663 elmex 1.1 {
1664 root 1.29 object *above = op->above;
1665 elmex 1.1
1666 root 1.24 if (i < op->nrof)
1667 root 1.29 op->nrof -= i;
1668 root 1.24 else
1669     {
1670 root 1.63 op->remove ();
1671 root 1.24 op->nrof = 0;
1672     }
1673 root 1.29
1674 root 1.24 /* Since we just removed op, op->above is null */
1675     for (tmp = above; tmp != NULL; tmp = tmp->above)
1676     if (tmp->type == PLAYER)
1677     {
1678     if (op->nrof)
1679     esrv_send_item (tmp, op);
1680     else
1681     esrv_del_item (tmp->contr, op->count);
1682     }
1683 elmex 1.1 }
1684    
1685 root 1.24 if (op->nrof)
1686 root 1.29 return op;
1687 root 1.24 else
1688     {
1689 root 1.64 op->destroy ();
1690 root 1.24 return NULL;
1691 elmex 1.1 }
1692     }
1693    
1694     /*
1695     * add_weight(object, weight) adds the specified weight to an object,
1696     * and also updates how much the environment(s) is/are carrying.
1697     */
1698    
1699 root 1.24 void
1700     add_weight (object *op, signed long weight)
1701     {
1702     while (op != NULL)
1703     {
1704     if (op->type == CONTAINER)
1705 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1706    
1707 root 1.24 op->carrying += weight;
1708     op = op->env;
1709     }
1710 elmex 1.1 }
1711    
1712 root 1.24 object *
1713     insert_ob_in_ob (object *op, object *where)
1714     {
1715 root 1.59 if (!where)
1716 root 1.24 {
1717 root 1.53 char *dump = dump_object (op);
1718     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719     free (dump);
1720 root 1.24 return op;
1721     }
1722 root 1.29
1723 root 1.24 if (where->head)
1724     {
1725 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 root 1.24 where = where->head;
1727     }
1728 root 1.29
1729 root 1.59 return where->insert (op);
1730     }
1731    
1732     /*
1733     * env->insert (op)
1734     * This function inserts the object op in the linked list
1735     * inside the object environment.
1736     *
1737     * The function returns now pointer to inserted item, and return value can
1738     * be != op, if items are merged. -Tero
1739     */
1740    
1741     object *
1742     object::insert (object *op)
1743     {
1744     object *tmp, *otmp;
1745    
1746     if (!QUERY_FLAG (op, FLAG_REMOVED))
1747     op->remove ();
1748    
1749 root 1.24 if (op->more)
1750     {
1751     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1752     return op;
1753     }
1754 root 1.29
1755 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1756     CLEAR_FLAG (op, FLAG_REMOVED);
1757     if (op->nrof)
1758     {
1759 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1760 root 1.66 if (object::can_merge (tmp, op))
1761 root 1.24 {
1762     /* return the original object and remove inserted object
1763     (client needs the original object) */
1764     tmp->nrof += op->nrof;
1765     /* Weight handling gets pretty funky. Since we are adding to
1766     * tmp->nrof, we need to increase the weight.
1767     */
1768 root 1.59 add_weight (this, op->weight * op->nrof);
1769 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1770 root 1.59 op->destroy (); /* free the inserted object */
1771 root 1.24 op = tmp;
1772 root 1.59 op->remove (); /* and fix old object's links */
1773 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1774     break;
1775     }
1776    
1777     /* I assume combined objects have no inventory
1778     * We add the weight - this object could have just been removed
1779     * (if it was possible to merge). calling remove_ob will subtract
1780     * the weight, so we need to add it in again, since we actually do
1781     * the linking below
1782     */
1783 root 1.59 add_weight (this, op->weight * op->nrof);
1784 root 1.24 }
1785     else
1786 root 1.59 add_weight (this, (op->weight + op->carrying));
1787 elmex 1.1
1788 root 1.59 otmp = is_player_inv (this);
1789     if (otmp && otmp->contr)
1790     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791     fix_player (otmp);
1792 elmex 1.1
1793 root 1.24 op->map = NULL;
1794 root 1.59 op->env = this;
1795 root 1.24 op->above = NULL;
1796     op->below = NULL;
1797     op->x = 0, op->y = 0;
1798 elmex 1.1
1799     /* reset the light list and los of the players on the map */
1800 root 1.59 if ((op->glow_radius != 0) && map)
1801 root 1.24 {
1802 elmex 1.1 #ifdef DEBUG_LIGHTS
1803 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804     #endif /* DEBUG_LIGHTS */
1805 root 1.59 if (MAP_DARKNESS (map))
1806     update_all_los (map, x, y);
1807 root 1.24 }
1808 elmex 1.1
1809     /* Client has no idea of ordering so lets not bother ordering it here.
1810     * It sure simplifies this function...
1811     */
1812 root 1.59 if (!inv)
1813     inv = op;
1814 root 1.24 else
1815     {
1816 root 1.59 op->below = inv;
1817 elmex 1.1 op->below->above = op;
1818 root 1.59 inv = op;
1819 root 1.24 }
1820 root 1.59
1821 elmex 1.1 return op;
1822     }
1823    
1824     /*
1825     * Checks if any objects has a move_type that matches objects
1826     * that effect this object on this space. Call apply() to process
1827     * these events.
1828     *
1829     * Any speed-modification due to SLOW_MOVE() of other present objects
1830     * will affect the speed_left of the object.
1831     *
1832     * originator: Player, monster or other object that caused 'op' to be inserted
1833     * into 'map'. May be NULL.
1834     *
1835     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1836     *
1837     * 4-21-95 added code to check if appropriate skill was readied - this will
1838     * permit faster movement by the player through this terrain. -b.t.
1839     *
1840     * MSW 2001-07-08: Check all objects on space, not just those below
1841     * object being inserted. insert_ob_in_map may not put new objects
1842     * on top.
1843     */
1844    
1845 root 1.24 int
1846     check_move_on (object *op, object *originator)
1847 elmex 1.1 {
1848 root 1.48 object *tmp;
1849 root 1.49 maptile *m = op->map;
1850 root 1.48 int x = op->x, y = op->y;
1851 root 1.26
1852 root 1.48 MoveType move_on, move_slow, move_block;
1853 root 1.24
1854     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1855     return 0;
1856    
1857     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1858     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1859     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1860    
1861     /* if nothing on this space will slow op down or be applied,
1862     * no need to do checking below. have to make sure move_type
1863     * is set, as lots of objects don't have it set - we treat that
1864     * as walking.
1865     */
1866     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1867     return 0;
1868 elmex 1.1
1869 root 1.24 /* This is basically inverse logic of that below - basically,
1870     * if the object can avoid the move on or slow move, they do so,
1871     * but can't do it if the alternate movement they are using is
1872     * blocked. Logic on this seems confusing, but does seem correct.
1873     */
1874     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1875     return 0;
1876    
1877     /* The objects have to be checked from top to bottom.
1878     * Hence, we first go to the top:
1879     */
1880    
1881     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1882     {
1883     /* Trim the search when we find the first other spell effect
1884     * this helps performance so that if a space has 50 spell objects,
1885     * we don't need to check all of them.
1886     */
1887     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1888     break;
1889     }
1890 root 1.26
1891     for (; tmp; tmp = tmp->below)
1892 root 1.24 {
1893     if (tmp == op)
1894     continue; /* Can't apply yourself */
1895 elmex 1.1
1896 root 1.24 /* Check to see if one of the movement types should be slowed down.
1897     * Second check makes sure that the movement types not being slowed
1898     * (~slow_move) is not blocked on this space - just because the
1899     * space doesn't slow down swimming (for example), if you can't actually
1900     * swim on that space, can't use it to avoid the penalty.
1901     */
1902     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1903     {
1904     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1905     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906     {
1907 elmex 1.1
1908 root 1.29 float
1909     diff = tmp->move_slow_penalty * FABS (op->speed);
1910 elmex 1.1
1911 root 1.24 if (op->type == PLAYER)
1912 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1913     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1914     diff /= 4.0;
1915    
1916 root 1.24 op->speed_left -= diff;
1917 root 1.8 }
1918     }
1919 elmex 1.1
1920 root 1.24 /* Basically same logic as above, except now for actual apply. */
1921     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1922     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1923     {
1924 root 1.26 move_apply (tmp, op, originator);
1925 root 1.24
1926 root 1.48 if (op->destroyed ())
1927 root 1.24 return 1;
1928    
1929     /* what the person/creature stepped onto has moved the object
1930     * someplace new. Don't process any further - if we did,
1931     * have a feeling strange problems would result.
1932     */
1933     if (op->map != m || op->x != x || op->y != y)
1934     return 0;
1935 root 1.8 }
1936 elmex 1.1 }
1937 root 1.26
1938 root 1.24 return 0;
1939 elmex 1.1 }
1940    
1941     /*
1942     * present_arch(arch, map, x, y) searches for any objects with
1943     * a matching archetype at the given map and coordinates.
1944     * The first matching object is returned, or NULL if none.
1945     */
1946    
1947 root 1.24 object *
1948 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1949 root 1.24 {
1950     object *
1951     tmp;
1952    
1953     if (m == NULL || out_of_map (m, x, y))
1954     {
1955     LOG (llevError, "Present_arch called outside map.\n");
1956     return NULL;
1957     }
1958     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1959     if (tmp->arch == at)
1960 elmex 1.1 return tmp;
1961     return NULL;
1962     }
1963    
1964     /*
1965     * present(type, map, x, y) searches for any objects with
1966     * a matching type variable at the given map and coordinates.
1967     * The first matching object is returned, or NULL if none.
1968     */
1969    
1970 root 1.24 object *
1971 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1972 root 1.24 {
1973     object *
1974     tmp;
1975    
1976     if (out_of_map (m, x, y))
1977     {
1978     LOG (llevError, "Present called outside map.\n");
1979     return NULL;
1980     }
1981     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1982     if (tmp->type == type)
1983 elmex 1.1 return tmp;
1984     return NULL;
1985     }
1986    
1987     /*
1988     * present_in_ob(type, object) searches for any objects with
1989     * a matching type variable in the inventory of the given object.
1990     * The first matching object is returned, or NULL if none.
1991     */
1992    
1993 root 1.24 object *
1994     present_in_ob (unsigned char type, const object *op)
1995     {
1996     object *
1997     tmp;
1998    
1999     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000     if (tmp->type == type)
2001 elmex 1.1 return tmp;
2002     return NULL;
2003     }
2004    
2005     /*
2006     * present_in_ob (type, str, object) searches for any objects with
2007     * a matching type & name variable in the inventory of the given object.
2008     * The first matching object is returned, or NULL if none.
2009     * This is mostly used by spell effect code, so that we only
2010     * have one spell effect at a time.
2011     * type can be used to narrow the search - if type is set,
2012     * the type must also match. -1 can be passed for the type,
2013     * in which case the type does not need to pass.
2014     * str is the string to match against. Note that we match against
2015     * the object name, not the archetype name. this is so that the
2016     * spell code can use one object type (force), but change it's name
2017     * to be unique.
2018     */
2019    
2020 root 1.24 object *
2021     present_in_ob_by_name (int type, const char *str, const object *op)
2022     {
2023     object *
2024     tmp;
2025 elmex 1.1
2026 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027     {
2028     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029     return tmp;
2030 elmex 1.1 }
2031 root 1.24 return NULL;
2032 elmex 1.1 }
2033    
2034     /*
2035     * present_arch_in_ob(archetype, object) searches for any objects with
2036     * a matching archetype in the inventory of the given object.
2037     * The first matching object is returned, or NULL if none.
2038     */
2039    
2040 root 1.24 object *
2041     present_arch_in_ob (const archetype *at, const object *op)
2042     {
2043     object *
2044     tmp;
2045    
2046     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047     if (tmp->arch == at)
2048 elmex 1.1 return tmp;
2049     return NULL;
2050     }
2051    
2052     /*
2053     * activate recursively a flag on an object inventory
2054     */
2055 root 1.24 void
2056     flag_inv (object *op, int flag)
2057     {
2058     object *
2059     tmp;
2060    
2061     if (op->inv)
2062     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063     {
2064     SET_FLAG (tmp, flag);
2065     flag_inv (tmp, flag);
2066 elmex 1.1 }
2067 root 1.24 } /*
2068     * desactivate recursively a flag on an object inventory
2069     */
2070     void
2071     unflag_inv (object *op, int flag)
2072     {
2073     object *
2074     tmp;
2075    
2076     if (op->inv)
2077     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078     {
2079     CLEAR_FLAG (tmp, flag);
2080     unflag_inv (tmp, flag);
2081 elmex 1.1 }
2082     }
2083    
2084     /*
2085     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086     * all it's inventory (recursively).
2087     * If checksums are used, a player will get set_cheat called for
2088     * him/her-self and all object carried by a call to this function.
2089     */
2090    
2091 root 1.24 void
2092     set_cheat (object *op)
2093     {
2094     SET_FLAG (op, FLAG_WAS_WIZ);
2095     flag_inv (op, FLAG_WAS_WIZ);
2096 elmex 1.1 }
2097    
2098     /*
2099     * find_free_spot(object, map, x, y, start, stop) will search for
2100     * a spot at the given map and coordinates which will be able to contain
2101     * the given object. start and stop specifies how many squares
2102     * to search (see the freearr_x/y[] definition).
2103     * It returns a random choice among the alternatives found.
2104     * start and stop are where to start relative to the free_arr array (1,9
2105     * does all 4 immediate directions). This returns the index into the
2106     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2107     * Note - this only checks to see if there is space for the head of the
2108     * object - if it is a multispace object, this should be called for all
2109     * pieces.
2110     * Note2: This function does correctly handle tiled maps, but does not
2111     * inform the caller. However, insert_ob_in_map will update as
2112     * necessary, so the caller shouldn't need to do any special work.
2113     * Note - updated to take an object instead of archetype - this is necessary
2114     * because arch_blocked (now ob_blocked) needs to know the movement type
2115     * to know if the space in question will block the object. We can't use
2116     * the archetype because that isn't correct if the monster has been
2117     * customized, changed states, etc.
2118     */
2119    
2120 root 1.24 int
2121 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122 root 1.24 {
2123     int
2124     i,
2125     index = 0, flag;
2126     static int
2127     altern[SIZEOFFREE];
2128    
2129     for (i = start; i < stop; i++)
2130     {
2131     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2132     if (!flag)
2133     altern[index++] = i;
2134    
2135     /* Basically, if we find a wall on a space, we cut down the search size.
2136     * In this way, we won't return spaces that are on another side of a wall.
2137     * This mostly work, but it cuts down the search size in all directions -
2138     * if the space being examined only has a wall to the north and empty
2139     * spaces in all the other directions, this will reduce the search space
2140     * to only the spaces immediately surrounding the target area, and
2141     * won't look 2 spaces south of the target space.
2142     */
2143     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2144     stop = maxfree[i];
2145 elmex 1.1 }
2146 root 1.24 if (!index)
2147     return -1;
2148     return altern[RANDOM () % index];
2149 elmex 1.1 }
2150    
2151     /*
2152 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2153 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2154     * But it will return the first available spot, not a random choice.
2155     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156     */
2157    
2158 root 1.24 int
2159 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160 root 1.24 {
2161     int
2162     i;
2163    
2164     for (i = 0; i < SIZEOFFREE; i++)
2165     {
2166     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2167     return i;
2168 elmex 1.1 }
2169 root 1.24 return -1;
2170 elmex 1.1 }
2171    
2172     /*
2173     * The function permute(arr, begin, end) randomly reorders the array
2174     * arr[begin..end-1].
2175     */
2176 root 1.24 static void
2177     permute (int *arr, int begin, int end)
2178 elmex 1.1 {
2179 root 1.24 int
2180     i,
2181     j,
2182     tmp,
2183     len;
2184 elmex 1.1
2185 root 1.24 len = end - begin;
2186     for (i = begin; i < end; i++)
2187 elmex 1.1 {
2188 root 1.24 j = begin + RANDOM () % len;
2189 elmex 1.1
2190 root 1.24 tmp = arr[i];
2191     arr[i] = arr[j];
2192     arr[j] = tmp;
2193 elmex 1.1 }
2194     }
2195    
2196     /* new function to make monster searching more efficient, and effective!
2197     * This basically returns a randomized array (in the passed pointer) of
2198     * the spaces to find monsters. In this way, it won't always look for
2199     * monsters to the north first. However, the size of the array passed
2200     * covers all the spaces, so within that size, all the spaces within
2201     * the 3x3 area will be searched, just not in a predictable order.
2202     */
2203 root 1.24 void
2204     get_search_arr (int *search_arr)
2205 elmex 1.1 {
2206 root 1.24 int
2207     i;
2208 elmex 1.1
2209 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2210 elmex 1.1 {
2211 root 1.24 search_arr[i] = i;
2212 elmex 1.1 }
2213    
2214 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217 elmex 1.1 }
2218    
2219     /*
2220     * find_dir(map, x, y, exclude) will search some close squares in the
2221     * given map at the given coordinates for live objects.
2222     * It will not considered the object given as exclude among possible
2223     * live objects.
2224     * It returns the direction toward the first/closest live object if finds
2225     * any, otherwise 0.
2226     * Perhaps incorrectly, but I'm making the assumption that exclude
2227     * is actually want is going to try and move there. We need this info
2228     * because we have to know what movement the thing looking to move
2229     * there is capable of.
2230     */
2231    
2232 root 1.24 int
2233 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2234 root 1.24 {
2235     int
2236     i,
2237     max = SIZEOFFREE, mflags;
2238 root 1.29
2239     sint16 nx, ny;
2240 root 1.24 object *
2241     tmp;
2242 root 1.49 maptile *
2243 root 1.24 mp;
2244 root 1.29
2245     MoveType blocked, move_type;
2246 root 1.24
2247     if (exclude && exclude->head)
2248     {
2249     exclude = exclude->head;
2250     move_type = exclude->move_type;
2251     }
2252     else
2253     {
2254     /* If we don't have anything, presume it can use all movement types. */
2255     move_type = MOVE_ALL;
2256     }
2257    
2258     for (i = 1; i < max; i++)
2259     {
2260     mp = m;
2261     nx = x + freearr_x[i];
2262     ny = y + freearr_y[i];
2263    
2264     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2265     if (mflags & P_OUT_OF_MAP)
2266     {
2267     max = maxfree[i];
2268     }
2269     else
2270     {
2271     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2272    
2273     if ((move_type & blocked) == move_type)
2274     {
2275     max = maxfree[i];
2276     }
2277     else if (mflags & P_IS_ALIVE)
2278     {
2279     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2280     {
2281     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282     {
2283     break;
2284 root 1.8 }
2285     }
2286 root 1.24 if (tmp)
2287     {
2288     return freedir[i];
2289 root 1.8 }
2290     }
2291     }
2292 elmex 1.1 }
2293 root 1.24 return 0;
2294 elmex 1.1 }
2295    
2296     /*
2297     * distance(object 1, object 2) will return the square of the
2298     * distance between the two given objects.
2299     */
2300    
2301 root 1.24 int
2302     distance (const object *ob1, const object *ob2)
2303     {
2304     int
2305     i;
2306    
2307     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 elmex 1.1 return i;
2309     }
2310    
2311     /*
2312     * find_dir_2(delta-x,delta-y) will return a direction in which
2313     * an object which has subtracted the x and y coordinates of another
2314     * object, needs to travel toward it.
2315     */
2316    
2317 root 1.24 int
2318     find_dir_2 (int x, int y)
2319     {
2320     int
2321     q;
2322 elmex 1.1
2323 root 1.24 if (y)
2324     q = x * 100 / y;
2325 elmex 1.1 else if (x)
2326 root 1.24 q = -300 * x;
2327 elmex 1.1 else
2328     return 0;
2329    
2330 root 1.24 if (y > 0)
2331     {
2332     if (q < -242)
2333     return 3;
2334     if (q < -41)
2335     return 2;
2336     if (q < 41)
2337     return 1;
2338     if (q < 242)
2339     return 8;
2340     return 7;
2341     }
2342 elmex 1.1
2343     if (q < -242)
2344 root 1.24 return 7;
2345 elmex 1.1 if (q < -41)
2346 root 1.24 return 6;
2347 elmex 1.1 if (q < 41)
2348 root 1.24 return 5;
2349 elmex 1.1 if (q < 242)
2350 root 1.24 return 4;
2351 elmex 1.1
2352 root 1.24 return 3;
2353 elmex 1.1 }
2354    
2355     /*
2356     * absdir(int): Returns a number between 1 and 8, which represent
2357     * the "absolute" direction of a number (it actually takes care of
2358     * "overflow" in previous calculations of a direction).
2359     */
2360    
2361 root 1.24 int
2362     absdir (int d)
2363     {
2364     while (d < 1)
2365     d += 8;
2366     while (d > 8)
2367     d -= 8;
2368 elmex 1.1 return d;
2369     }
2370    
2371     /*
2372     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373     * between two directions (which are expected to be absolute (see absdir())
2374     */
2375    
2376 root 1.24 int
2377     dirdiff (int dir1, int dir2)
2378     {
2379     int
2380     d;
2381    
2382     d = abs (dir1 - dir2);
2383     if (d > 4)
2384 elmex 1.1 d = 8 - d;
2385     return d;
2386     }
2387    
2388     /* peterm:
2389     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2390     * Basically, this is a table of directions, and what directions
2391     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2392     * This basically means that if direction is 15, then it could either go
2393     * direction 4, 14, or 16 to get back to where we are.
2394     * Moved from spell_util.c to object.c with the other related direction
2395     * functions.
2396     */
2397    
2398 root 1.24 int
2399     reduction_dir[SIZEOFFREE][3] = {
2400     {0, 0, 0}, /* 0 */
2401     {0, 0, 0}, /* 1 */
2402     {0, 0, 0}, /* 2 */
2403     {0, 0, 0}, /* 3 */
2404     {0, 0, 0}, /* 4 */
2405     {0, 0, 0}, /* 5 */
2406     {0, 0, 0}, /* 6 */
2407     {0, 0, 0}, /* 7 */
2408     {0, 0, 0}, /* 8 */
2409     {8, 1, 2}, /* 9 */
2410     {1, 2, -1}, /* 10 */
2411     {2, 10, 12}, /* 11 */
2412     {2, 3, -1}, /* 12 */
2413     {2, 3, 4}, /* 13 */
2414     {3, 4, -1}, /* 14 */
2415     {4, 14, 16}, /* 15 */
2416     {5, 4, -1}, /* 16 */
2417     {4, 5, 6}, /* 17 */
2418     {6, 5, -1}, /* 18 */
2419     {6, 20, 18}, /* 19 */
2420     {7, 6, -1}, /* 20 */
2421     {6, 7, 8}, /* 21 */
2422     {7, 8, -1}, /* 22 */
2423     {8, 22, 24}, /* 23 */
2424     {8, 1, -1}, /* 24 */
2425     {24, 9, 10}, /* 25 */
2426     {9, 10, -1}, /* 26 */
2427     {10, 11, -1}, /* 27 */
2428     {27, 11, 29}, /* 28 */
2429     {11, 12, -1}, /* 29 */
2430     {12, 13, -1}, /* 30 */
2431     {12, 13, 14}, /* 31 */
2432     {13, 14, -1}, /* 32 */
2433     {14, 15, -1}, /* 33 */
2434     {33, 15, 35}, /* 34 */
2435     {16, 15, -1}, /* 35 */
2436     {17, 16, -1}, /* 36 */
2437     {18, 17, 16}, /* 37 */
2438     {18, 17, -1}, /* 38 */
2439     {18, 19, -1}, /* 39 */
2440     {41, 19, 39}, /* 40 */
2441     {19, 20, -1}, /* 41 */
2442     {20, 21, -1}, /* 42 */
2443     {20, 21, 22}, /* 43 */
2444     {21, 22, -1}, /* 44 */
2445     {23, 22, -1}, /* 45 */
2446     {45, 47, 23}, /* 46 */
2447     {23, 24, -1}, /* 47 */
2448     {24, 9, -1}
2449     }; /* 48 */
2450 elmex 1.1
2451     /* Recursive routine to step back and see if we can
2452     * find a path to that monster that we found. If not,
2453     * we don't bother going toward it. Returns 1 if we
2454     * can see a direct way to get it
2455     * Modified to be map tile aware -.MSW
2456     */
2457    
2458 root 1.24
2459     int
2460 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2461 root 1.24 {
2462 root 1.29 sint16 dx, dy;
2463 root 1.24 int
2464     mflags;
2465    
2466     if (dir < 0)
2467     return 0; /* exit condition: invalid direction */
2468    
2469     dx = x + freearr_x[dir];
2470     dy = y + freearr_y[dir];
2471    
2472     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2473    
2474     /* This functional arguably was incorrect before - it was
2475     * checking for P_WALL - that was basically seeing if
2476     * we could move to the monster - this is being more
2477     * literal on if we can see it. To know if we can actually
2478     * move to the monster, we'd need the monster passed in or
2479     * at least its move type.
2480     */
2481     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2482     return 0;
2483    
2484     /* yes, can see. */
2485     if (dir < 9)
2486     return 1;
2487     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2488     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489     }
2490    
2491    
2492    
2493 elmex 1.1 /*
2494     * can_pick(picker, item): finds out if an object is possible to be
2495     * picked up by the picker. Returnes 1 if it can be
2496     * picked up, otherwise 0.
2497     *
2498     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2499     * core dumps if they do.
2500     *
2501     * Add a check so we can't pick up invisible objects (0.93.8)
2502     */
2503    
2504 root 1.24 int
2505     can_pick (const object *who, const object *item)
2506     {
2507     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510 elmex 1.1 }
2511    
2512    
2513     /*
2514     * create clone from object to another
2515     */
2516 root 1.24 object *
2517     object_create_clone (object *asrc)
2518     {
2519 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2520 elmex 1.1
2521 root 1.24 if (!asrc)
2522 root 1.62 return 0;
2523    
2524 root 1.24 src = asrc;
2525     if (src->head)
2526     src = src->head;
2527    
2528 root 1.62 prev = 0;
2529 root 1.24 for (part = src; part; part = part->more)
2530     {
2531 root 1.65 tmp = part->clone ();
2532 root 1.24 tmp->x -= src->x;
2533     tmp->y -= src->y;
2534 root 1.62
2535 root 1.24 if (!part->head)
2536     {
2537     dst = tmp;
2538 root 1.62 tmp->head = 0;
2539 root 1.24 }
2540     else
2541     {
2542     tmp->head = dst;
2543     }
2544 root 1.62
2545     tmp->more = 0;
2546    
2547 root 1.24 if (prev)
2548     prev->more = tmp;
2549 root 1.62
2550 root 1.24 prev = tmp;
2551 elmex 1.1 }
2552 root 1.24
2553     for (item = src->inv; item; item = item->below)
2554 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2555 elmex 1.1
2556 root 1.24 return dst;
2557 elmex 1.1 }
2558    
2559     /* GROS - Creates an object using a string representing its content. */
2560     /* Basically, we save the content of the string to a temp file, then call */
2561     /* load_object on it. I admit it is a highly inefficient way to make things, */
2562     /* but it was simple to make and allows reusing the load_object function. */
2563     /* Remember not to use load_object_str in a time-critical situation. */
2564     /* Also remember that multiparts objects are not supported for now. */
2565    
2566 root 1.24 object *
2567     load_object_str (const char *obstr)
2568 elmex 1.1 {
2569 root 1.48 object *op;
2570     char filename[MAX_BUF];
2571 root 1.9
2572 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2573    
2574 root 1.48 FILE *tempfile = fopen (filename, "w");
2575 root 1.24
2576     if (tempfile == NULL)
2577 elmex 1.1 {
2578 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2579     return NULL;
2580 root 1.41 }
2581    
2582 root 1.24 fprintf (tempfile, obstr);
2583     fclose (tempfile);
2584 elmex 1.1
2585 root 1.64 op = object::create ();
2586 elmex 1.1
2587 root 1.29 object_thawer thawer (filename);
2588 root 1.13
2589 root 1.24 if (thawer)
2590     load_object (thawer, op, 0);
2591 root 1.13
2592 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2593     CLEAR_FLAG (op, FLAG_REMOVED);
2594 root 1.9
2595 root 1.24 return op;
2596 elmex 1.1 }
2597    
2598     /* This returns the first object in who's inventory that
2599     * has the same type and subtype match.
2600     * returns NULL if no match.
2601     */
2602 root 1.24 object *
2603     find_obj_by_type_subtype (const object *who, int type, int subtype)
2604 elmex 1.1 {
2605 root 1.48 object *tmp;
2606 elmex 1.1
2607 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2608     if (tmp->type == type && tmp->subtype == subtype)
2609     return tmp;
2610 elmex 1.1
2611 root 1.24 return NULL;
2612 elmex 1.1 }
2613    
2614     /* If ob has a field named key, return the link from the list,
2615     * otherwise return NULL.
2616     *
2617     * key must be a passed in shared string - otherwise, this won't
2618     * do the desired thing.
2619     */
2620 root 1.24 key_value *
2621     get_ob_key_link (const object *ob, const char *key)
2622     {
2623 root 1.48 key_value *link;
2624 root 1.24
2625     for (link = ob->key_values; link != NULL; link = link->next)
2626 root 1.48 if (link->key == key)
2627     return link;
2628 root 1.24
2629     return NULL;
2630     }
2631 elmex 1.1
2632     /*
2633     * Returns the value of op has an extra_field for key, or NULL.
2634     *
2635     * The argument doesn't need to be a shared string.
2636     *
2637     * The returned string is shared.
2638     */
2639 root 1.24 const char *
2640     get_ob_key_value (const object *op, const char *const key)
2641     {
2642 root 1.35 key_value *link;
2643     shstr_cmp canonical_key (key);
2644 root 1.24
2645 root 1.35 if (!canonical_key)
2646 root 1.24 {
2647     /* 1. There being a field named key on any object
2648     * implies there'd be a shared string to find.
2649     * 2. Since there isn't, no object has this field.
2650     * 3. Therefore, *this* object doesn't have this field.
2651     */
2652 root 1.35 return 0;
2653 elmex 1.1 }
2654    
2655 root 1.24 /* This is copied from get_ob_key_link() above -
2656     * only 4 lines, and saves the function call overhead.
2657     */
2658 root 1.35 for (link = op->key_values; link; link = link->next)
2659     if (link->key == canonical_key)
2660     return link->value;
2661    
2662     return 0;
2663 elmex 1.1 }
2664    
2665    
2666     /*
2667     * Updates the canonical_key in op to value.
2668     *
2669     * canonical_key is a shared string (value doesn't have to be).
2670     *
2671     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2672     * keys.
2673     *
2674     * Returns TRUE on success.
2675     */
2676 root 1.24 int
2677     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678     {
2679     key_value *
2680     field = NULL, *last = NULL;
2681    
2682     for (field = op->key_values; field != NULL; field = field->next)
2683     {
2684     if (field->key != canonical_key)
2685     {
2686     last = field;
2687     continue;
2688     }
2689    
2690     if (value)
2691     field->value = value;
2692     else
2693     {
2694     /* Basically, if the archetype has this key set,
2695     * we need to store the null value so when we save
2696     * it, we save the empty value so that when we load,
2697     * we get this value back again.
2698     */
2699     if (get_ob_key_link (&op->arch->clone, canonical_key))
2700     field->value = 0;
2701     else
2702     {
2703     if (last)
2704     last->next = field->next;
2705     else
2706     op->key_values = field->next;
2707    
2708 root 1.29 delete field;
2709 root 1.24 }
2710     }
2711     return TRUE;
2712     }
2713     /* IF we get here, key doesn't exist */
2714    
2715     /* No field, we'll have to add it. */
2716    
2717     if (!add_key)
2718     {
2719     return FALSE;
2720     }
2721     /* There isn't any good reason to store a null
2722     * value in the key/value list. If the archetype has
2723     * this key, then we should also have it, so shouldn't
2724     * be here. If user wants to store empty strings,
2725     * should pass in ""
2726     */
2727     if (value == NULL)
2728 elmex 1.1 return TRUE;
2729 root 1.24
2730     field = new key_value;
2731    
2732     field->key = canonical_key;
2733     field->value = value;
2734     /* Usual prepend-addition. */
2735     field->next = op->key_values;
2736     op->key_values = field;
2737    
2738     return TRUE;
2739 elmex 1.1 }
2740    
2741     /*
2742     * Updates the key in op to value.
2743     *
2744     * If add_key is FALSE, this will only update existing keys,
2745     * and not add new ones.
2746     * In general, should be little reason FALSE is ever passed in for add_key
2747     *
2748     * Returns TRUE on success.
2749     */
2750 root 1.24 int
2751     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2752 root 1.11 {
2753 root 1.29 shstr key_ (key);
2754 root 1.24
2755 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2756 elmex 1.1 }
2757 root 1.31
2758 root 1.34 object::depth_iterator::depth_iterator (object *container)
2759     : iterator_base (container)
2760     {
2761     while (item->inv)
2762     item = item->inv;
2763     }
2764    
2765 root 1.31 void
2766 root 1.34 object::depth_iterator::next ()
2767 root 1.31 {
2768 root 1.34 if (item->below)
2769     {
2770     item = item->below;
2771    
2772     while (item->inv)
2773     item = item->inv;
2774     }
2775 root 1.31 else
2776 root 1.34 item = item->env;
2777 root 1.31 }
2778 root 1.34
2779 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2780     const char *
2781     object::debug_desc (char *info) const
2782     {
2783     char info2[256 * 3];
2784     char *p = info;
2785    
2786     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2787     count,
2788     &name,
2789     title ? " " : "",
2790     title ? (const char *)title : "");
2791    
2792     if (env)
2793     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794    
2795     if (map)
2796     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2797    
2798     return info;
2799     }
2800    
2801     const char *
2802     object::debug_desc () const
2803     {
2804     static char info[256 * 3];
2805     return debug_desc (info);
2806     }
2807