ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.71
Committed: Tue Dec 19 13:41:45 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.70: +2 -2 lines
Log Message:
Added a parameter to move_apply that indicates whether something
moved on or off and changed check_inv to take the same additional argument.
An inventory checker is now mostly state-independend and a bad state
is corrected now if the inventory checker is activated.

While fixing that i've documented the HOLE type and FLAG_ACTIVATE_ON_(PUSH|RELEASE)
in objects.pod.

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 root 1.68 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227     || ob1->arch != ob2->arch
228     || ob1->name != ob2->name
229     || ob1->title != ob2->title
230     || ob1->msg != ob2->msg
231     || ob1->weight != ob2->weight
232     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234     || ob1->attacktype != ob2->attacktype
235     || ob1->magic != ob2->magic
236     || ob1->slaying != ob2->slaying
237     || ob1->skill != ob2->skill
238     || ob1->value != ob2->value
239     || ob1->animation_id != ob2->animation_id
240     || ob1->client_type != ob2->client_type
241     || ob1->materialname != ob2->materialname
242     || ob1->lore != ob2->lore
243     || ob1->subtype != ob2->subtype
244     || ob1->move_type != ob2->move_type
245     || ob1->move_block != ob2->move_block
246     || ob1->move_allow != ob2->move_allow
247     || ob1->move_on != ob2->move_on
248     || ob1->move_off != ob2->move_off
249     || ob1->move_slow != ob2->move_slow
250     || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 root 1.16 return 0;
252    
253     /* This is really a spellbook check - really, we should
254     * check all objects in the inventory.
255     */
256     if (ob1->inv || ob2->inv)
257     {
258     /* if one object has inventory but the other doesn't, not equiv */
259     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 root 1.24 return 0;
261 root 1.16
262     /* Now check to see if the two inventory objects could merge */
263 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
264 root 1.24 return 0;
265 root 1.16
266     /* inventory ok - still need to check rest of this object to see
267     * if it is valid.
268     */
269     }
270 elmex 1.1
271 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
272     * it is possible for most any character to have more than one of
273     * some items equipped, and we don't want those to merge.
274     */
275     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276     return 0;
277 elmex 1.1
278 root 1.16 /* Note sure why the following is the case - either the object has to
279     * be animated or have a very low speed. Is this an attempted monster
280     * check?
281     */
282 root 1.24 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 root 1.16 return 0;
284 elmex 1.1
285 root 1.16 switch (ob1->type)
286     {
287 root 1.29 case SCROLL:
288     if (ob1->level != ob2->level)
289     return 0;
290     break;
291 root 1.16 }
292 elmex 1.1
293 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
294     {
295     /* At least one of these has key_values. */
296     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 root 1.24 /* One has fields, but the other one doesn't. */
298     return 0;
299 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
300 root 1.24 return 0;
301 elmex 1.1 }
302 root 1.16
303     //TODO: generate an event or call into perl for additional checks
304     if (ob1->self || ob2->self)
305     {
306     ob1->optimise ();
307     ob2->optimise ();
308    
309     if (ob1->self || ob2->self)
310 root 1.24 return 0;
311 elmex 1.1 }
312    
313 root 1.16 /* Everything passes, must be OK. */
314     return 1;
315 elmex 1.1 }
316 root 1.24
317 elmex 1.1 /*
318     * sum_weight() is a recursive function which calculates the weight
319     * an object is carrying. It goes through in figures out how much
320     * containers are carrying, and sums it up.
321     */
322 root 1.28 long
323 root 1.24 sum_weight (object *op)
324     {
325 root 1.28 long sum;
326 elmex 1.1 object *inv;
327 root 1.24
328     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329     {
330     if (inv->inv)
331     sum_weight (inv);
332     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333     }
334 root 1.37
335 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
336 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
337 root 1.37
338 root 1.24 if (op->carrying != sum)
339 elmex 1.1 op->carrying = sum;
340 root 1.37
341 elmex 1.1 return sum;
342     }
343    
344     /**
345     * Return the outermost environment object for a given object.
346     */
347    
348 root 1.24 object *
349     object_get_env_recursive (object *op)
350     {
351     while (op->env != NULL)
352     op = op->env;
353     return op;
354 elmex 1.1 }
355    
356     /*
357     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358     * a better check. We basically keeping traversing up until we can't
359     * or find a player.
360     */
361    
362 root 1.24 object *
363     is_player_inv (object *op)
364     {
365     for (; op != NULL && op->type != PLAYER; op = op->env)
366     if (op->env == op)
367     op->env = NULL;
368     return op;
369 elmex 1.1 }
370    
371     /*
372     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 root 1.11 * Some error messages.
374 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
375     */
376    
377 root 1.53 char *
378 root 1.24 dump_object (object *op)
379     {
380 root 1.53 if (!op)
381     return strdup ("[NULLOBJ]");
382 elmex 1.1
383 root 1.53 object_freezer freezer;
384     save_object (freezer, op, 3);
385     return freezer.as_string ();
386 elmex 1.1 }
387    
388     /*
389     * get_nearest_part(multi-object, object 2) returns the part of the
390     * multi-object 1 which is closest to the second object.
391     * If it's not a multi-object, it is returned.
392     */
393    
394 root 1.24 object *
395     get_nearest_part (object *op, const object *pl)
396     {
397     object *tmp, *closest;
398     int last_dist, i;
399    
400     if (op->more == NULL)
401 elmex 1.1 return op;
402 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
403     if ((i = distance (tmp, pl)) < last_dist)
404     closest = tmp, last_dist = i;
405 elmex 1.1 return closest;
406     }
407    
408     /*
409     * Returns the object which has the count-variable equal to the argument.
410     */
411    
412 root 1.24 object *
413     find_object (tag_t i)
414     {
415 root 1.54 for (object *op = object::first; op; op = op->next)
416 root 1.24 if (op->count == i)
417 root 1.54 return op;
418 root 1.48
419 root 1.54 return 0;
420 elmex 1.1 }
421    
422     /*
423     * Returns the first object which has a name equal to the argument.
424     * Used only by the patch command, but not all that useful.
425     * Enables features like "patch <name-of-other-player> food 999"
426     */
427    
428 root 1.24 object *
429     find_object_name (const char *str)
430     {
431 root 1.35 shstr_cmp str_ (str);
432 elmex 1.1 object *op;
433 root 1.24
434 root 1.45 for (op = object::first; op != NULL; op = op->next)
435 root 1.35 if (op->name == str_)
436 elmex 1.1 break;
437 root 1.11
438 elmex 1.1 return op;
439     }
440    
441 root 1.24 void
442     free_all_object_data ()
443 root 1.14 {
444     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
445 elmex 1.1 }
446    
447     /*
448     * Sets the owner and sets the skill and exp pointers to owner's current
449     * skill and experience objects.
450     */
451 root 1.24 void
452 root 1.30 object::set_owner (object *owner)
453 elmex 1.1 {
454 root 1.30 if (!owner)
455 root 1.24 return;
456    
457     /* next line added to allow objects which own objects */
458     /* Add a check for ownercounts in here, as I got into an endless loop
459     * with the fireball owning a poison cloud which then owned the
460     * fireball. I believe that was caused by one of the objects getting
461     * freed and then another object replacing it. Since the ownercounts
462     * didn't match, this check is valid and I believe that cause is valid.
463     */
464 root 1.30 while (owner->owner)
465 root 1.24 owner = owner->owner;
466 elmex 1.1
467 root 1.30 this->owner = owner;
468 elmex 1.1 }
469    
470     /* Zero the key_values on op, decrementing the shared-string
471     * refcounts and freeing the links.
472     */
473 root 1.24 static void
474     free_key_values (object *op)
475 root 1.11 {
476 root 1.24 for (key_value *i = op->key_values; i != 0;)
477 root 1.11 {
478     key_value *next = i->next;
479     delete i;
480 root 1.24
481 root 1.11 i = next;
482 elmex 1.1 }
483 root 1.24
484 root 1.11 op->key_values = 0;
485 elmex 1.1 }
486    
487 root 1.14 void object::clear ()
488     {
489     attachable_base::clear ();
490    
491     free_key_values (this);
492    
493 root 1.30 owner = 0;
494 root 1.24 name = 0;
495     name_pl = 0;
496     title = 0;
497     race = 0;
498     slaying = 0;
499     skill = 0;
500     msg = 0;
501     lore = 0;
502     custom_name = 0;
503 root 1.14 materialname = 0;
504 root 1.30 contr = 0;
505     below = 0;
506     above = 0;
507     inv = 0;
508     container = 0;
509     env = 0;
510     more = 0;
511     head = 0;
512     map = 0;
513     active_next = 0;
514     active_prev = 0;
515 root 1.14
516 root 1.30 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517 root 1.14
518     SET_FLAG (this, FLAG_REMOVED);
519 root 1.30
520     /* What is not cleared is next, prev, and count */
521    
522     expmul = 1.0;
523     face = blank_face;
524    
525     if (settings.casting_time)
526     casting_time = -1;
527 root 1.14 }
528    
529 elmex 1.1 /*
530 root 1.64 * copy_to first frees everything allocated by the dst object,
531     * and then copies the contents of itself into the second
532 elmex 1.1 * object, allocating what needs to be allocated. Basically, any
533     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
534     * if the first object is freed, the pointers in the new object
535     * will point at garbage.
536     */
537 root 1.24 void
538 root 1.64 object::copy_to (object *dst)
539 root 1.11 {
540 root 1.64 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541     bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542    
543     *(object_copy *)dst = *this;
544     *(object_pod *)dst = *this;
545 root 1.11
546 root 1.64 if (self || cb)
547     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
548 root 1.11
549 root 1.24 if (is_freed)
550 root 1.64 SET_FLAG (dst, FLAG_FREED);
551 root 1.59
552 root 1.24 if (is_removed)
553 root 1.64 SET_FLAG (dst, FLAG_REMOVED);
554 elmex 1.1
555 root 1.64 if (speed < 0)
556     dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
557 elmex 1.1
558 root 1.11 /* Copy over key_values, if any. */
559 root 1.64 if (key_values)
560 root 1.14 {
561 root 1.23 key_value *tail = 0;
562 root 1.11 key_value *i;
563 elmex 1.1
564 root 1.64 dst->key_values = 0;
565 elmex 1.1
566 root 1.64 for (i = key_values; i; i = i->next)
567 root 1.11 {
568     key_value *new_link = new key_value;
569 root 1.8
570 root 1.24 new_link->next = 0;
571     new_link->key = i->key;
572 root 1.11 new_link->value = i->value;
573    
574     /* Try and be clever here, too. */
575 root 1.64 if (!dst->key_values)
576 root 1.11 {
577 root 1.64 dst->key_values = new_link;
578 root 1.11 tail = new_link;
579 root 1.8 }
580 root 1.11 else
581     {
582     tail->next = new_link;
583     tail = new_link;
584     }
585 root 1.14 }
586     }
587 root 1.2
588 root 1.64 update_ob_speed (dst);
589 elmex 1.1 }
590    
591 root 1.65 object *
592     object::clone ()
593     {
594     object *neu = create ();
595     copy_to (neu);
596     return neu;
597     }
598    
599 elmex 1.1 /*
600     * If an object with the IS_TURNABLE() flag needs to be turned due
601     * to the closest player being on the other side, this function can
602     * be called to update the face variable, _and_ how it looks on the map.
603     */
604    
605 root 1.24 void
606     update_turn_face (object *op)
607     {
608     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
609     return;
610     SET_ANIMATION (op, op->direction);
611     update_object (op, UP_OBJ_FACE);
612 elmex 1.1 }
613    
614     /*
615     * Updates the speed of an object. If the speed changes from 0 to another
616     * value, or vice versa, then add/remove the object from the active list.
617     * This function needs to be called whenever the speed of an object changes.
618     */
619 root 1.24 void
620     update_ob_speed (object *op)
621     {
622     extern int arch_init;
623 elmex 1.1
624 root 1.24 /* No reason putting the archetypes objects on the speed list,
625     * since they never really need to be updated.
626     */
627 elmex 1.1
628 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629     {
630     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
631 elmex 1.1 #ifdef MANY_CORES
632 root 1.24 abort ();
633 elmex 1.1 #else
634 root 1.24 op->speed = 0;
635 elmex 1.1 #endif
636     }
637 root 1.31
638 root 1.24 if (arch_init)
639 root 1.31 return;
640    
641 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642     {
643     /* If already on active list, don't do anything */
644     if (op->active_next || op->active_prev || op == active_objects)
645 root 1.8 return;
646 root 1.24
647     /* process_events() expects us to insert the object at the beginning
648     * of the list. */
649     op->active_next = active_objects;
650 root 1.31
651 root 1.24 if (op->active_next != NULL)
652     op->active_next->active_prev = op;
653 root 1.31
654 root 1.24 active_objects = op;
655 elmex 1.1 }
656 root 1.24 else
657     {
658     /* If not on the active list, nothing needs to be done */
659     if (!op->active_next && !op->active_prev && op != active_objects)
660     return;
661    
662     if (op->active_prev == NULL)
663     {
664     active_objects = op->active_next;
665 root 1.31
666 root 1.24 if (op->active_next != NULL)
667     op->active_next->active_prev = NULL;
668 root 1.8 }
669 root 1.24 else
670     {
671     op->active_prev->active_next = op->active_next;
672 root 1.31
673 root 1.24 if (op->active_next)
674     op->active_next->active_prev = op->active_prev;
675     }
676 root 1.31
677 root 1.24 op->active_next = NULL;
678     op->active_prev = NULL;
679 elmex 1.1 }
680     }
681    
682     /* This function removes object 'op' from the list of active
683     * objects.
684     * This should only be used for style maps or other such
685     * reference maps where you don't want an object that isn't
686     * in play chewing up cpu time getting processed.
687     * The reverse of this is to call update_ob_speed, which
688     * will do the right thing based on the speed of the object.
689     */
690 root 1.24 void
691     remove_from_active_list (object *op)
692 elmex 1.1 {
693 root 1.24 /* If not on the active list, nothing needs to be done */
694     if (!op->active_next && !op->active_prev && op != active_objects)
695     return;
696 elmex 1.1
697 root 1.24 if (op->active_prev == NULL)
698     {
699     active_objects = op->active_next;
700     if (op->active_next != NULL)
701     op->active_next->active_prev = NULL;
702 elmex 1.1 }
703 root 1.24 else
704     {
705     op->active_prev->active_next = op->active_next;
706     if (op->active_next)
707     op->active_next->active_prev = op->active_prev;
708 elmex 1.1 }
709 root 1.24 op->active_next = NULL;
710     op->active_prev = NULL;
711 elmex 1.1 }
712    
713     /*
714     * update_object() updates the array which represents the map.
715     * It takes into account invisible objects (and represent squares covered
716     * by invisible objects by whatever is below them (unless it's another
717     * invisible object, etc...)
718     * If the object being updated is beneath a player, the look-window
719     * of that player is updated (this might be a suboptimal way of
720     * updating that window, though, since update_object() is called _often_)
721     *
722     * action is a hint of what the caller believes need to be done.
723     * For example, if the only thing that has changed is the face (due to
724     * an animation), we don't need to call update_position until that actually
725     * comes into view of a player. OTOH, many other things, like addition/removal
726     * of walls or living creatures may need us to update the flags now.
727     * current action are:
728     * UP_OBJ_INSERT: op was inserted
729     * UP_OBJ_REMOVE: op was removed
730     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731     * as that is easier than trying to look at what may have changed.
732     * UP_OBJ_FACE: only the objects face has changed.
733     */
734    
735 root 1.24 void
736     update_object (object *op, int action)
737     {
738     int update_now = 0, flags;
739     MoveType move_on, move_off, move_block, move_slow;
740    
741     if (op == NULL)
742     {
743     /* this should never happen */
744     LOG (llevDebug, "update_object() called for NULL object.\n");
745     return;
746 elmex 1.1 }
747 root 1.24
748     if (op->env != NULL)
749     {
750     /* Animation is currently handled by client, so nothing
751     * to do in this case.
752     */
753     return;
754 elmex 1.1 }
755    
756 root 1.24 /* If the map is saving, don't do anything as everything is
757     * going to get freed anyways.
758     */
759     if (!op->map || op->map->in_memory == MAP_SAVING)
760     return;
761    
762     /* make sure the object is within map boundaries */
763     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
764     {
765     LOG (llevError, "update_object() called for object out of map!\n");
766 elmex 1.1 #ifdef MANY_CORES
767 root 1.24 abort ();
768 elmex 1.1 #endif
769 root 1.24 return;
770 elmex 1.1 }
771    
772 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
773     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 elmex 1.1
779 root 1.24 if (action == UP_OBJ_INSERT)
780     {
781     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
782     update_now = 1;
783    
784     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
785     update_now = 1;
786 elmex 1.1
787 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
788     update_now = 1;
789 elmex 1.1
790 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791     update_now = 1;
792 elmex 1.1
793 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794     update_now = 1;
795 root 1.20
796 root 1.24 if ((move_on | op->move_on) != move_on)
797     update_now = 1;
798 root 1.20
799 root 1.24 if ((move_off | op->move_off) != move_off)
800     update_now = 1;
801 root 1.20
802 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
803     * to have move_allow right now.
804     */
805     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
806     update_now = 1;
807 root 1.20
808 root 1.24 if ((move_slow | op->move_slow) != move_slow)
809     update_now = 1;
810     }
811 root 1.59
812 root 1.24 /* if the object is being removed, we can't make intelligent
813     * decisions, because remove_ob can't really pass the object
814     * that is being removed.
815     */
816     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 root 1.27 update_now = 1;
818 root 1.24 else if (action == UP_OBJ_FACE)
819 root 1.29 /* Nothing to do for that case */ ;
820 root 1.24 else
821 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 elmex 1.1
823 root 1.24 if (update_now)
824     {
825     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826     update_position (op->map, op->x, op->y);
827 elmex 1.1 }
828    
829 root 1.24 if (op->more != NULL)
830     update_object (op->more, action);
831 elmex 1.1 }
832    
833 root 1.45 object::vector object::mortals;
834     object::vector object::objects; // not yet used
835     object *object::first;
836 root 1.21
837     void object::free_mortals ()
838     {
839 root 1.45 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 root 1.30 if ((*i)->refcnt)
841     ++i; // further delay freeing
842     else
843 root 1.25 {
844 root 1.40 delete *i;
845 root 1.25 mortals.erase (i);
846     }
847 root 1.21 }
848    
849     object::object ()
850     {
851 root 1.22 SET_FLAG (this, FLAG_REMOVED);
852    
853     expmul = 1.0;
854     face = blank_face;
855     }
856    
857     object::~object ()
858     {
859     free_key_values (this);
860     }
861    
862 root 1.24 void object::link ()
863 root 1.22 {
864 root 1.21 count = ++ob_count;
865 root 1.41 uuid = gen_uuid ();
866 root 1.21
867     prev = 0;
868 root 1.45 next = object::first;
869 root 1.21
870 root 1.45 if (object::first)
871     object::first->prev = this;
872 root 1.21
873 root 1.45 object::first = this;
874 root 1.21 }
875    
876 root 1.24 void object::unlink ()
877 root 1.21 {
878 root 1.45 if (this == object::first)
879     object::first = next;
880 root 1.38
881 root 1.22 /* Remove this object from the list of used objects */
882 root 1.41 if (prev) prev->next = next;
883     if (next) next->prev = prev;
884 root 1.25
885 root 1.41 prev = 0;
886     next = 0;
887 root 1.24 }
888 root 1.21
889     object *object::create ()
890     {
891 root 1.42 object *op = new object;
892 root 1.22 op->link ();
893     return op;
894 root 1.21 }
895 elmex 1.1
896     /*
897     * free_object() frees everything allocated by an object, removes
898     * it from the list of used objects, and puts it on the list of
899     * free objects. The IS_FREED() flag is set in the object.
900     * The object must have been removed by remove_ob() first for
901     * this function to succeed.
902     *
903 root 1.52 * If destroy_inventory is set, free inventory as well. Else drop items in
904 elmex 1.1 * inventory to the ground.
905     */
906 root 1.52 void object::destroy (bool destroy_inventory)
907 root 1.14 {
908 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
909     return;
910    
911 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
912     remove_friendly_object (this);
913    
914 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
915 root 1.63 remove ();
916 root 1.14
917 root 1.29 SET_FLAG (this, FLAG_FREED);
918 root 1.14
919 root 1.21 if (more)
920 root 1.14 {
921 root 1.52 more->destroy (destroy_inventory);
922 root 1.21 more = 0;
923 elmex 1.1 }
924    
925 root 1.21 if (inv)
926 root 1.14 {
927     /* Only if the space blocks everything do we not process -
928 root 1.17 * if some form of movement is allowed, let objects
929 root 1.14 * drop on that space.
930     */
931 root 1.52 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 root 1.24 {
933 root 1.29 object *op = inv;
934 root 1.24
935     while (op)
936     {
937 root 1.29 object *tmp = op->below;
938 root 1.52 op->destroy (destroy_inventory);
939 root 1.24 op = tmp;
940     }
941     }
942 root 1.14 else
943 root 1.24 { /* Put objects in inventory onto this space */
944 root 1.29 object *op = inv;
945 root 1.24
946     while (op)
947     {
948 root 1.29 object *tmp = op->below;
949 root 1.14
950 root 1.63 op->remove ();
951 root 1.24
952     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 root 1.64 op->destroy ();
955 root 1.24 else
956     {
957     op->x = x;
958     op->y = y;
959     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960     }
961    
962     op = tmp;
963     }
964     }
965 root 1.14 }
966    
967 root 1.57 // hack to ensure that freed objects still have a valid map
968     {
969     static maptile *freed_map; // freed objects are moved here to avoid crashes
970    
971     if (!freed_map)
972     {
973     freed_map = new maptile;
974    
975     freed_map->name = "/internal/freed_objects_map";
976     freed_map->width = 3;
977     freed_map->height = 3;
978    
979     freed_map->allocate ();
980     }
981    
982     map = freed_map;
983     x = 1;
984     y = 1;
985     }
986    
987 root 1.44 // clear those pointers that likely might have circular references to us
988     owner = 0;
989     enemy = 0;
990     attacked_by = 0;
991 root 1.25
992 root 1.52 // only relevant for players(?), but make sure of it anyways
993     contr = 0;
994    
995 root 1.14 /* Remove object from the active list */
996 root 1.21 speed = 0;
997     update_ob_speed (this);
998 elmex 1.1
999 root 1.22 unlink ();
1000    
1001 root 1.21 mortals.push_back (this);
1002 elmex 1.1 }
1003    
1004     /*
1005     * sub_weight() recursively (outwards) subtracts a number from the
1006     * weight of an object (and what is carried by it's environment(s)).
1007     */
1008 root 1.24 void
1009     sub_weight (object *op, signed long weight)
1010     {
1011     while (op != NULL)
1012     {
1013     if (op->type == CONTAINER)
1014 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1015    
1016 root 1.24 op->carrying -= weight;
1017     op = op->env;
1018 elmex 1.1 }
1019     }
1020    
1021 root 1.63 /* op->remove ():
1022 elmex 1.1 * This function removes the object op from the linked list of objects
1023     * which it is currently tied to. When this function is done, the
1024     * object will have no environment. If the object previously had an
1025     * environment, the x and y coordinates will be updated to
1026     * the previous environment.
1027     * Beware: This function is called from the editor as well!
1028     */
1029 root 1.24 void
1030 root 1.59 object::remove ()
1031 root 1.24 {
1032 root 1.45 object *tmp, *last = 0;
1033     object *otmp;
1034 root 1.26
1035 root 1.45 int check_walk_off;
1036 root 1.24
1037 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 root 1.29 return;
1039 root 1.24
1040 root 1.59 SET_FLAG (this, FLAG_REMOVED);
1041 root 1.26
1042 root 1.59 if (more)
1043     more->remove ();
1044 root 1.24
1045     /*
1046     * In this case, the object to be removed is in someones
1047     * inventory.
1048     */
1049 root 1.59 if (env)
1050 root 1.24 {
1051 root 1.59 if (nrof)
1052     sub_weight (env, weight * nrof);
1053 root 1.24 else
1054 root 1.59 sub_weight (env, weight + carrying);
1055 root 1.24
1056     /* NO_FIX_PLAYER is set when a great many changes are being
1057     * made to players inventory. If set, avoiding the call
1058     * to save cpu time.
1059     */
1060 root 1.59 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 root 1.24 fix_player (otmp);
1062    
1063 root 1.59 if (above != NULL)
1064     above->below = below;
1065 root 1.24 else
1066 root 1.59 env->inv = below;
1067 root 1.24
1068 root 1.59 if (below != NULL)
1069     below->above = above;
1070 root 1.24
1071     /* we set up values so that it could be inserted into
1072     * the map, but we don't actually do that - it is up
1073     * to the caller to decide what we want to do.
1074     */
1075 root 1.59 x = env->x, y = env->y;
1076     map = env->map;
1077     above = 0, below = 0;
1078     env = 0;
1079     }
1080     else if (map)
1081     {
1082 root 1.29 /* Re did the following section of code - it looks like it had
1083     * lots of logic for things we no longer care about
1084 root 1.24 */
1085 elmex 1.1
1086 root 1.29 /* link the object above us */
1087 root 1.59 if (above)
1088     above->below = below;
1089 root 1.29 else
1090 root 1.59 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1091 root 1.24
1092 root 1.29 /* Relink the object below us, if there is one */
1093 root 1.59 if (below)
1094     below->above = above;
1095 root 1.29 else
1096     {
1097     /* Nothing below, which means we need to relink map object for this space
1098     * use translated coordinates in case some oddness with map tiling is
1099     * evident
1100     */
1101 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1102 root 1.29 {
1103 root 1.59 char *dump = dump_object (this);
1104 root 1.29 LOG (llevError,
1105 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);
1106     free (dump);
1107 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
1108 root 1.53 LOG (llevError, "%s\n", dump);
1109     free (dump);
1110 root 1.29 }
1111 elmex 1.1
1112 root 1.59 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1113 root 1.8 }
1114 root 1.26
1115 root 1.59 above = 0;
1116     below = 0;
1117 root 1.26
1118 root 1.59 if (map->in_memory == MAP_SAVING)
1119 root 1.29 return;
1120 elmex 1.1
1121 root 1.59 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1122 elmex 1.1
1123 root 1.59 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1124 root 1.24 {
1125 root 1.29 /* No point updating the players look faces if he is the object
1126     * being removed.
1127 root 1.24 */
1128 root 1.29
1129 root 1.59 if (tmp->type == PLAYER && tmp != this)
1130 root 1.24 {
1131 root 1.29 /* If a container that the player is currently using somehow gets
1132     * removed (most likely destroyed), update the player view
1133     * appropriately.
1134     */
1135 root 1.59 if (tmp->container == this)
1136 root 1.29 {
1137 root 1.59 CLEAR_FLAG (this, FLAG_APPLIED);
1138     tmp->container = 0;
1139 root 1.29 }
1140    
1141 root 1.70 tmp->contr->socket->floorbox_update ();
1142 root 1.8 }
1143 root 1.26
1144 root 1.29 /* See if player moving off should effect something */
1145 root 1.50 if (check_walk_off
1146 root 1.59 && ((move_type & tmp->move_off)
1147     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 root 1.29 {
1149 elmex 1.71 move_apply (tmp, this, 0, false);
1150 root 1.24
1151 root 1.59 if (destroyed ())
1152 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 root 1.8 }
1154    
1155 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1156    
1157     if (tmp->above == tmp)
1158 root 1.59 tmp->above = 0;
1159 root 1.8
1160 root 1.29 last = tmp;
1161     }
1162 root 1.26
1163 root 1.29 /* last == NULL of there are no objects on this space */
1164 root 1.59 if (!last)
1165 root 1.29 {
1166     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168     * those out anyways, and if there are any flags set right now, they won't
1169     * be correct anyways.
1170     */
1171 root 1.59 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172     update_position (map, x, y);
1173 root 1.29 }
1174     else
1175     update_object (last, UP_OBJ_REMOVE);
1176 root 1.26
1177 root 1.59 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1178     update_all_los (map, x, y);
1179 elmex 1.1 }
1180     }
1181    
1182     /*
1183     * merge_ob(op,top):
1184     *
1185     * This function goes through all objects below and including top, and
1186     * merges op to the first matching object.
1187     * If top is NULL, it is calculated.
1188     * Returns pointer to object if it succeded in the merge, otherwise NULL
1189     */
1190 root 1.24 object *
1191     merge_ob (object *op, object *top)
1192     {
1193     if (!op->nrof)
1194 elmex 1.1 return 0;
1195 root 1.29
1196 root 1.24 if (top == NULL)
1197     for (top = op; top != NULL && top->above != NULL; top = top->above);
1198 root 1.29
1199 root 1.24 for (; top != NULL; top = top->below)
1200 elmex 1.1 {
1201 root 1.24 if (top == op)
1202     continue;
1203 root 1.66
1204     if (object::can_merge (op, top))
1205 root 1.24 {
1206     top->nrof += op->nrof;
1207    
1208 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1209 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1210 root 1.64 op->destroy ();
1211 root 1.24 return top;
1212     }
1213 elmex 1.1 }
1214 root 1.29
1215 root 1.45 return 0;
1216 elmex 1.1 }
1217    
1218     /*
1219     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1220     * job preparing multi-part monsters
1221     */
1222 root 1.24 object *
1223 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224 root 1.24 {
1225 root 1.29 object *tmp;
1226 root 1.24
1227     if (op->head)
1228     op = op->head;
1229 root 1.29
1230 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1231     {
1232     tmp->x = x + tmp->arch->clone.x;
1233     tmp->y = y + tmp->arch->clone.y;
1234 elmex 1.1 }
1235 root 1.29
1236 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1237 elmex 1.1 }
1238    
1239     /*
1240     * insert_ob_in_map (op, map, originator, flag):
1241     * This function inserts the object in the two-way linked list
1242     * which represents what is on a map.
1243     * The second argument specifies the map, and the x and y variables
1244     * in the object about to be inserted specifies the position.
1245     *
1246     * originator: Player, monster or other object that caused 'op' to be inserted
1247     * into 'map'. May be NULL.
1248     *
1249     * flag is a bitmask about special things to do (or not do) when this
1250     * function is called. see the object.h file for the INS_ values.
1251     * Passing 0 for flag gives proper default values, so flag really only needs
1252     * to be set if special handling is needed.
1253     *
1254     * Return value:
1255     * new object if 'op' was merged with other object
1256     * NULL if 'op' was destroyed
1257     * just 'op' otherwise
1258     */
1259    
1260 root 1.24 object *
1261 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262 elmex 1.1 {
1263 root 1.25 object *tmp, *top, *floor = NULL;
1264     sint16 x, y;
1265 elmex 1.1
1266 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1267     {
1268     LOG (llevError, "Trying to insert freed object!\n");
1269     return NULL;
1270     }
1271 root 1.25
1272 root 1.24 if (m == NULL)
1273     {
1274 root 1.53 char *dump = dump_object (op);
1275     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276     free (dump);
1277 root 1.24 return op;
1278 elmex 1.1 }
1279 root 1.25
1280 root 1.24 if (out_of_map (m, op->x, op->y))
1281     {
1282 root 1.53 char *dump = dump_object (op);
1283     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1284 elmex 1.1 #ifdef MANY_CORES
1285 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1286     * is likely to cause a crash. Better to find out where it is getting
1287     * improperly inserted.
1288     */
1289     abort ();
1290 elmex 1.1 #endif
1291 root 1.53 free (dump);
1292 root 1.24 return op;
1293 elmex 1.1 }
1294 root 1.25
1295 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296     {
1297 root 1.53 char *dump = dump_object (op);
1298     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299     free (dump);
1300 root 1.24 return op;
1301     }
1302 root 1.25
1303 root 1.24 if (op->more != NULL)
1304     {
1305     /* The part may be on a different map. */
1306    
1307 root 1.26 object *more = op->more;
1308 root 1.24
1309     /* We really need the caller to normalize coordinates - if
1310     * we set the map, that doesn't work if the location is within
1311     * a map and this is straddling an edge. So only if coordinate
1312     * is clear wrong do we normalize it.
1313     */
1314     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 root 1.24 else if (!more->map)
1317     {
1318     /* For backwards compatibility - when not dealing with tiled maps,
1319     * more->map should always point to the parent.
1320     */
1321     more->map = m;
1322     }
1323    
1324     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325     {
1326     if (!op->head)
1327     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328 root 1.26
1329 root 1.24 return NULL;
1330 root 1.8 }
1331 root 1.24 }
1332 root 1.25
1333 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1334 root 1.8
1335 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1336     * of areas of callers (eg, anything that uses find_free_spot would now
1337     * need extra work
1338     */
1339     op->map = get_map_from_coord (m, &op->x, &op->y);
1340     x = op->x;
1341     y = op->y;
1342    
1343     /* this has to be done after we translate the coordinates.
1344     */
1345     if (op->nrof && !(flag & INS_NO_MERGE))
1346 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1347 root 1.66 if (object::can_merge (op, tmp))
1348 root 1.25 {
1349     op->nrof += tmp->nrof;
1350 root 1.64 tmp->destroy ();
1351 root 1.25 }
1352 root 1.24
1353     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 root 1.25
1356 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1357     CLEAR_FLAG (op, FLAG_NO_STEAL);
1358    
1359     if (flag & INS_BELOW_ORIGINATOR)
1360     {
1361     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1362     {
1363     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364     abort ();
1365     }
1366 root 1.25
1367 root 1.24 op->above = originator;
1368     op->below = originator->below;
1369 root 1.25
1370 root 1.24 if (op->below)
1371     op->below->above = op;
1372     else
1373     SET_MAP_OB (op->map, op->x, op->y, op);
1374 root 1.25
1375 root 1.24 /* since *below* originator, no need to update top */
1376     originator->below = op;
1377 elmex 1.1 }
1378 root 1.24 else
1379     {
1380     /* If there are other objects, then */
1381     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382     {
1383 root 1.25 object *last = NULL;
1384 root 1.24
1385     /*
1386     * If there are multiple objects on this space, we do some trickier handling.
1387     * We've already dealt with merging if appropriate.
1388     * Generally, we want to put the new object on top. But if
1389     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1390     * floor, we want to insert above that and no further.
1391     * Also, if there are spell objects on this space, we stop processing
1392     * once we get to them. This reduces the need to traverse over all of
1393     * them when adding another one - this saves quite a bit of cpu time
1394     * when lots of spells are cast in one area. Currently, it is presumed
1395     * that flying non pickable objects are spell objects.
1396     */
1397 elmex 1.1
1398 root 1.24 while (top != NULL)
1399     {
1400     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401     floor = top;
1402 root 1.26
1403 root 1.24 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1404     {
1405     /* We insert above top, so we want this object below this */
1406     top = top->below;
1407     break;
1408     }
1409 root 1.26
1410 root 1.24 last = top;
1411     top = top->above;
1412     }
1413 root 1.26
1414 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1415     top = last;
1416 root 1.8
1417 root 1.24 /* We let update_position deal with figuring out what the space
1418     * looks like instead of lots of conditions here.
1419     * makes things faster, and effectively the same result.
1420     */
1421    
1422     /* Have object 'fall below' other objects that block view.
1423     * Unless those objects are exits, type 66
1424     * If INS_ON_TOP is used, don't do this processing
1425     * Need to find the object that in fact blocks view, otherwise
1426     * stacking is a bit odd.
1427     */
1428     if (!(flag & INS_ON_TOP) &&
1429     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430     {
1431     for (last = top; last != floor; last = last->below)
1432     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433     break;
1434     /* Check to see if we found the object that blocks view,
1435     * and make sure we have a below pointer for it so that
1436     * we can get inserted below this one, which requires we
1437     * set top to the object below us.
1438     */
1439     if (last && last->below && last != floor)
1440     top = last->below;
1441 root 1.8 }
1442 root 1.24 } /* If objects on this space */
1443 root 1.25
1444 root 1.24 if (flag & INS_MAP_LOAD)
1445     top = GET_MAP_TOP (op->map, op->x, op->y);
1446 root 1.25
1447 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1448     top = floor;
1449    
1450     /* Top is the object that our object (op) is going to get inserted above.
1451     */
1452    
1453     /* First object on this space */
1454     if (!top)
1455     {
1456     op->above = GET_MAP_OB (op->map, op->x, op->y);
1457 root 1.25
1458 root 1.24 if (op->above)
1459     op->above->below = op;
1460 root 1.25
1461 root 1.24 op->below = NULL;
1462     SET_MAP_OB (op->map, op->x, op->y, op);
1463     }
1464     else
1465     { /* get inserted into the stack above top */
1466     op->above = top->above;
1467 root 1.25
1468 root 1.24 if (op->above)
1469     op->above->below = op;
1470 root 1.25
1471 root 1.24 op->below = top;
1472     top->above = op;
1473     }
1474 root 1.25
1475 root 1.24 if (op->above == NULL)
1476     SET_MAP_TOP (op->map, op->x, op->y, op);
1477     } /* else not INS_BELOW_ORIGINATOR */
1478 root 1.8
1479 root 1.24 if (op->type == PLAYER)
1480     op->contr->do_los = 1;
1481    
1482     /* If we have a floor, we know the player, if any, will be above
1483     * it, so save a few ticks and start from there.
1484     */
1485     if (!(flag & INS_MAP_LOAD))
1486     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 root 1.25 if (tmp->type == PLAYER)
1488 root 1.70 tmp->contr->socket->floorbox_update ();
1489 root 1.24
1490     /* If this object glows, it may affect lighting conditions that are
1491     * visible to others on this map. But update_all_los is really
1492     * an inefficient way to do this, as it means los for all players
1493     * on the map will get recalculated. The players could very well
1494     * be far away from this change and not affected in any way -
1495     * this should get redone to only look for players within range,
1496     * or just updating the P_NEED_UPDATE for spaces within this area
1497     * of effect may be sufficient.
1498     */
1499     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1500     update_all_los (op->map, op->x, op->y);
1501    
1502     /* updates flags (blocked, alive, no magic, etc) for this map space */
1503     update_object (op, UP_OBJ_INSERT);
1504    
1505     /* Don't know if moving this to the end will break anything. However,
1506 root 1.70 * we want to have floorbox_update called before calling this.
1507 root 1.24 *
1508     * check_move_on() must be after this because code called from
1509     * check_move_on() depends on correct map flags (so functions like
1510     * blocked() and wall() work properly), and these flags are updated by
1511     * update_object().
1512     */
1513    
1514     /* if this is not the head or flag has been passed, don't check walk on status */
1515     if (!(flag & INS_NO_WALK_ON) && !op->head)
1516     {
1517     if (check_move_on (op, originator))
1518     return NULL;
1519 elmex 1.1
1520 root 1.24 /* If we are a multi part object, lets work our way through the check
1521     * walk on's.
1522     */
1523     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524     if (check_move_on (tmp, originator))
1525     return NULL;
1526 elmex 1.1 }
1527 root 1.25
1528 root 1.24 return op;
1529 elmex 1.1 }
1530    
1531     /* this function inserts an object in the map, but if it
1532     * finds an object of its own type, it'll remove that one first.
1533     * op is the object to insert it under: supplies x and the map.
1534     */
1535 root 1.24 void
1536     replace_insert_ob_in_map (const char *arch_string, object *op)
1537     {
1538 root 1.29 object *
1539     tmp;
1540     object *
1541     tmp1;
1542 elmex 1.1
1543 root 1.24 /* first search for itself and remove any old instances */
1544 elmex 1.1
1545 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1546 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1547     tmp->destroy ();
1548 elmex 1.1
1549 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1550 elmex 1.1
1551 root 1.24 tmp1->x = op->x;
1552     tmp1->y = op->y;
1553     insert_ob_in_map (tmp1, op->map, op, 0);
1554     }
1555 elmex 1.1
1556     /*
1557     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1558     * is returned contains nr objects, and the remaining parts contains
1559     * the rest (or is removed and freed if that number is 0).
1560     * On failure, NULL is returned, and the reason put into the
1561     * global static errmsg array.
1562     */
1563    
1564 root 1.24 object *
1565     get_split_ob (object *orig_ob, uint32 nr)
1566     {
1567 root 1.64 object *newob;
1568     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1569 root 1.24
1570     if (orig_ob->nrof < nr)
1571     {
1572     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1573     return NULL;
1574     }
1575 root 1.29
1576 root 1.24 newob = object_create_clone (orig_ob);
1577 root 1.29
1578 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1579 root 1.63 orig_ob->destroy (1);
1580 root 1.24 else if (!is_removed)
1581     {
1582     if (orig_ob->env != NULL)
1583     sub_weight (orig_ob->env, orig_ob->weight * nr);
1584     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1585     {
1586     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1587     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1588     return NULL;
1589 root 1.8 }
1590 elmex 1.1 }
1591 root 1.29
1592 root 1.24 newob->nrof = nr;
1593 elmex 1.1
1594 root 1.24 return newob;
1595 elmex 1.1 }
1596    
1597     /*
1598     * decrease_ob_nr(object, number) decreases a specified number from
1599     * the amount of an object. If the amount reaches 0, the object
1600     * is subsequently removed and freed.
1601     *
1602     * Return value: 'op' if something is left, NULL if the amount reached 0
1603     */
1604    
1605 root 1.24 object *
1606     decrease_ob_nr (object *op, uint32 i)
1607 elmex 1.1 {
1608 root 1.29 object *tmp;
1609     player *pl;
1610 elmex 1.1
1611 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1612     return op;
1613    
1614     if (i > op->nrof)
1615     i = op->nrof;
1616    
1617     if (QUERY_FLAG (op, FLAG_REMOVED))
1618 root 1.29 op->nrof -= i;
1619 root 1.24 else if (op->env != NULL)
1620     {
1621     /* is this object in the players inventory, or sub container
1622     * therein?
1623     */
1624     tmp = is_player_inv (op->env);
1625     /* nope. Is this a container the player has opened?
1626     * If so, set tmp to that player.
1627     * IMO, searching through all the players will mostly
1628     * likely be quicker than following op->env to the map,
1629     * and then searching the map for a player.
1630     */
1631     if (!tmp)
1632     {
1633     for (pl = first_player; pl; pl = pl->next)
1634     if (pl->ob->container == op->env)
1635     break;
1636     if (pl)
1637     tmp = pl->ob;
1638     else
1639     tmp = NULL;
1640     }
1641 elmex 1.1
1642 root 1.24 if (i < op->nrof)
1643     {
1644     sub_weight (op->env, op->weight * i);
1645     op->nrof -= i;
1646     if (tmp)
1647     {
1648     esrv_send_item (tmp, op);
1649 elmex 1.1 }
1650 root 1.24 }
1651     else
1652     {
1653 root 1.63 op->remove ();
1654 root 1.24 op->nrof = 0;
1655     if (tmp)
1656     {
1657     esrv_del_item (tmp->contr, op->count);
1658 elmex 1.1 }
1659     }
1660     }
1661 root 1.24 else
1662 elmex 1.1 {
1663 root 1.29 object *above = op->above;
1664 elmex 1.1
1665 root 1.24 if (i < op->nrof)
1666 root 1.29 op->nrof -= i;
1667 root 1.24 else
1668     {
1669 root 1.63 op->remove ();
1670 root 1.24 op->nrof = 0;
1671     }
1672 root 1.29
1673 root 1.24 /* Since we just removed op, op->above is null */
1674     for (tmp = above; tmp != NULL; tmp = tmp->above)
1675     if (tmp->type == PLAYER)
1676     {
1677     if (op->nrof)
1678     esrv_send_item (tmp, op);
1679     else
1680     esrv_del_item (tmp->contr, op->count);
1681     }
1682 elmex 1.1 }
1683    
1684 root 1.24 if (op->nrof)
1685 root 1.29 return op;
1686 root 1.24 else
1687     {
1688 root 1.64 op->destroy ();
1689 root 1.24 return NULL;
1690 elmex 1.1 }
1691     }
1692    
1693     /*
1694     * add_weight(object, weight) adds the specified weight to an object,
1695     * and also updates how much the environment(s) is/are carrying.
1696     */
1697    
1698 root 1.24 void
1699     add_weight (object *op, signed long weight)
1700     {
1701     while (op != NULL)
1702     {
1703     if (op->type == CONTAINER)
1704 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1705    
1706 root 1.24 op->carrying += weight;
1707     op = op->env;
1708     }
1709 elmex 1.1 }
1710    
1711 root 1.24 object *
1712     insert_ob_in_ob (object *op, object *where)
1713     {
1714 root 1.59 if (!where)
1715 root 1.24 {
1716 root 1.53 char *dump = dump_object (op);
1717     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1718     free (dump);
1719 root 1.24 return op;
1720     }
1721 root 1.29
1722 root 1.24 if (where->head)
1723     {
1724 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1725 root 1.24 where = where->head;
1726     }
1727 root 1.29
1728 root 1.59 return where->insert (op);
1729     }
1730    
1731     /*
1732     * env->insert (op)
1733     * This function inserts the object op in the linked list
1734     * inside the object environment.
1735     *
1736     * The function returns now pointer to inserted item, and return value can
1737     * be != op, if items are merged. -Tero
1738     */
1739    
1740     object *
1741     object::insert (object *op)
1742     {
1743     object *tmp, *otmp;
1744    
1745     if (!QUERY_FLAG (op, FLAG_REMOVED))
1746     op->remove ();
1747    
1748 root 1.24 if (op->more)
1749     {
1750     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1751     return op;
1752     }
1753 root 1.29
1754 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1755     CLEAR_FLAG (op, FLAG_REMOVED);
1756     if (op->nrof)
1757     {
1758 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1759 root 1.66 if (object::can_merge (tmp, op))
1760 root 1.24 {
1761     /* return the original object and remove inserted object
1762     (client needs the original object) */
1763     tmp->nrof += op->nrof;
1764     /* Weight handling gets pretty funky. Since we are adding to
1765     * tmp->nrof, we need to increase the weight.
1766     */
1767 root 1.59 add_weight (this, op->weight * op->nrof);
1768 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1769 root 1.59 op->destroy (); /* free the inserted object */
1770 root 1.24 op = tmp;
1771 root 1.59 op->remove (); /* and fix old object's links */
1772 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1773     break;
1774     }
1775    
1776     /* I assume combined objects have no inventory
1777     * We add the weight - this object could have just been removed
1778     * (if it was possible to merge). calling remove_ob will subtract
1779     * the weight, so we need to add it in again, since we actually do
1780     * the linking below
1781     */
1782 root 1.59 add_weight (this, op->weight * op->nrof);
1783 root 1.24 }
1784     else
1785 root 1.59 add_weight (this, (op->weight + op->carrying));
1786 elmex 1.1
1787 root 1.59 otmp = is_player_inv (this);
1788     if (otmp && otmp->contr)
1789     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790     fix_player (otmp);
1791 elmex 1.1
1792 root 1.24 op->map = NULL;
1793 root 1.59 op->env = this;
1794 root 1.24 op->above = NULL;
1795     op->below = NULL;
1796     op->x = 0, op->y = 0;
1797 elmex 1.1
1798     /* reset the light list and los of the players on the map */
1799 root 1.59 if ((op->glow_radius != 0) && map)
1800 root 1.24 {
1801 elmex 1.1 #ifdef DEBUG_LIGHTS
1802 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1803     #endif /* DEBUG_LIGHTS */
1804 root 1.59 if (MAP_DARKNESS (map))
1805     update_all_los (map, x, y);
1806 root 1.24 }
1807 elmex 1.1
1808     /* Client has no idea of ordering so lets not bother ordering it here.
1809     * It sure simplifies this function...
1810     */
1811 root 1.59 if (!inv)
1812     inv = op;
1813 root 1.24 else
1814     {
1815 root 1.59 op->below = inv;
1816 elmex 1.1 op->below->above = op;
1817 root 1.59 inv = op;
1818 root 1.24 }
1819 root 1.59
1820 elmex 1.1 return op;
1821     }
1822    
1823     /*
1824     * Checks if any objects has a move_type that matches objects
1825     * that effect this object on this space. Call apply() to process
1826     * these events.
1827     *
1828     * Any speed-modification due to SLOW_MOVE() of other present objects
1829     * will affect the speed_left of the object.
1830     *
1831     * originator: Player, monster or other object that caused 'op' to be inserted
1832     * into 'map'. May be NULL.
1833     *
1834     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1835     *
1836     * 4-21-95 added code to check if appropriate skill was readied - this will
1837     * permit faster movement by the player through this terrain. -b.t.
1838     *
1839     * MSW 2001-07-08: Check all objects on space, not just those below
1840     * object being inserted. insert_ob_in_map may not put new objects
1841     * on top.
1842     */
1843    
1844 root 1.24 int
1845     check_move_on (object *op, object *originator)
1846 elmex 1.1 {
1847 root 1.48 object *tmp;
1848 root 1.49 maptile *m = op->map;
1849 root 1.48 int x = op->x, y = op->y;
1850 root 1.26
1851 root 1.48 MoveType move_on, move_slow, move_block;
1852 root 1.24
1853     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1854     return 0;
1855    
1856     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1857     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1858     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1859    
1860     /* if nothing on this space will slow op down or be applied,
1861     * no need to do checking below. have to make sure move_type
1862     * is set, as lots of objects don't have it set - we treat that
1863     * as walking.
1864     */
1865     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1866     return 0;
1867 elmex 1.1
1868 root 1.24 /* This is basically inverse logic of that below - basically,
1869     * if the object can avoid the move on or slow move, they do so,
1870     * but can't do it if the alternate movement they are using is
1871     * blocked. Logic on this seems confusing, but does seem correct.
1872     */
1873     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1874     return 0;
1875    
1876     /* The objects have to be checked from top to bottom.
1877     * Hence, we first go to the top:
1878     */
1879    
1880     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1881     {
1882     /* Trim the search when we find the first other spell effect
1883     * this helps performance so that if a space has 50 spell objects,
1884     * we don't need to check all of them.
1885     */
1886     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1887     break;
1888     }
1889 root 1.26
1890     for (; tmp; tmp = tmp->below)
1891 root 1.24 {
1892     if (tmp == op)
1893     continue; /* Can't apply yourself */
1894 elmex 1.1
1895 root 1.24 /* Check to see if one of the movement types should be slowed down.
1896     * Second check makes sure that the movement types not being slowed
1897     * (~slow_move) is not blocked on this space - just because the
1898     * space doesn't slow down swimming (for example), if you can't actually
1899     * swim on that space, can't use it to avoid the penalty.
1900     */
1901     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1902     {
1903     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1904     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1905     {
1906 elmex 1.1
1907 root 1.29 float
1908     diff = tmp->move_slow_penalty * FABS (op->speed);
1909 elmex 1.1
1910 root 1.24 if (op->type == PLAYER)
1911 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1912     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1913     diff /= 4.0;
1914    
1915 root 1.24 op->speed_left -= diff;
1916 root 1.8 }
1917     }
1918 elmex 1.1
1919 root 1.24 /* Basically same logic as above, except now for actual apply. */
1920     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1921     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1922     {
1923 elmex 1.71 move_apply (tmp, op, originator, true);
1924 root 1.24
1925 root 1.48 if (op->destroyed ())
1926 root 1.24 return 1;
1927    
1928     /* what the person/creature stepped onto has moved the object
1929     * someplace new. Don't process any further - if we did,
1930     * have a feeling strange problems would result.
1931     */
1932     if (op->map != m || op->x != x || op->y != y)
1933     return 0;
1934 root 1.8 }
1935 elmex 1.1 }
1936 root 1.26
1937 root 1.24 return 0;
1938 elmex 1.1 }
1939    
1940     /*
1941     * present_arch(arch, map, x, y) searches for any objects with
1942     * a matching archetype at the given map and coordinates.
1943     * The first matching object is returned, or NULL if none.
1944     */
1945    
1946 root 1.24 object *
1947 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1948 root 1.24 {
1949     object *
1950     tmp;
1951    
1952     if (m == NULL || out_of_map (m, x, y))
1953     {
1954     LOG (llevError, "Present_arch called outside map.\n");
1955     return NULL;
1956     }
1957     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958     if (tmp->arch == at)
1959 elmex 1.1 return tmp;
1960     return NULL;
1961     }
1962    
1963     /*
1964     * present(type, map, x, y) searches for any objects with
1965     * a matching type variable at the given map and coordinates.
1966     * The first matching object is returned, or NULL if none.
1967     */
1968    
1969 root 1.24 object *
1970 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1971 root 1.24 {
1972     object *
1973     tmp;
1974    
1975     if (out_of_map (m, x, y))
1976     {
1977     LOG (llevError, "Present called outside map.\n");
1978     return NULL;
1979     }
1980     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1981     if (tmp->type == type)
1982 elmex 1.1 return tmp;
1983     return NULL;
1984     }
1985    
1986     /*
1987     * present_in_ob(type, object) searches for any objects with
1988     * a matching type variable in the inventory of the given object.
1989     * The first matching object is returned, or NULL if none.
1990     */
1991    
1992 root 1.24 object *
1993     present_in_ob (unsigned char type, const object *op)
1994     {
1995     object *
1996     tmp;
1997    
1998     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999     if (tmp->type == type)
2000 elmex 1.1 return tmp;
2001     return NULL;
2002     }
2003    
2004     /*
2005     * present_in_ob (type, str, object) searches for any objects with
2006     * a matching type & name variable in the inventory of the given object.
2007     * The first matching object is returned, or NULL if none.
2008     * This is mostly used by spell effect code, so that we only
2009     * have one spell effect at a time.
2010     * type can be used to narrow the search - if type is set,
2011     * the type must also match. -1 can be passed for the type,
2012     * in which case the type does not need to pass.
2013     * str is the string to match against. Note that we match against
2014     * the object name, not the archetype name. this is so that the
2015     * spell code can use one object type (force), but change it's name
2016     * to be unique.
2017     */
2018    
2019 root 1.24 object *
2020     present_in_ob_by_name (int type, const char *str, const object *op)
2021     {
2022     object *
2023     tmp;
2024 elmex 1.1
2025 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026     {
2027     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2028     return tmp;
2029 elmex 1.1 }
2030 root 1.24 return NULL;
2031 elmex 1.1 }
2032    
2033     /*
2034     * present_arch_in_ob(archetype, object) searches for any objects with
2035     * a matching archetype in the inventory of the given object.
2036     * The first matching object is returned, or NULL if none.
2037     */
2038    
2039 root 1.24 object *
2040     present_arch_in_ob (const archetype *at, const object *op)
2041     {
2042     object *
2043     tmp;
2044    
2045     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2046     if (tmp->arch == at)
2047 elmex 1.1 return tmp;
2048     return NULL;
2049     }
2050    
2051     /*
2052     * activate recursively a flag on an object inventory
2053     */
2054 root 1.24 void
2055     flag_inv (object *op, int flag)
2056     {
2057     object *
2058     tmp;
2059    
2060     if (op->inv)
2061     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062     {
2063     SET_FLAG (tmp, flag);
2064     flag_inv (tmp, flag);
2065 elmex 1.1 }
2066 root 1.24 } /*
2067     * desactivate recursively a flag on an object inventory
2068     */
2069     void
2070     unflag_inv (object *op, int flag)
2071     {
2072     object *
2073     tmp;
2074    
2075     if (op->inv)
2076     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2077     {
2078     CLEAR_FLAG (tmp, flag);
2079     unflag_inv (tmp, flag);
2080 elmex 1.1 }
2081     }
2082    
2083     /*
2084     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2085     * all it's inventory (recursively).
2086     * If checksums are used, a player will get set_cheat called for
2087     * him/her-self and all object carried by a call to this function.
2088     */
2089    
2090 root 1.24 void
2091     set_cheat (object *op)
2092     {
2093     SET_FLAG (op, FLAG_WAS_WIZ);
2094     flag_inv (op, FLAG_WAS_WIZ);
2095 elmex 1.1 }
2096    
2097     /*
2098     * find_free_spot(object, map, x, y, start, stop) will search for
2099     * a spot at the given map and coordinates which will be able to contain
2100     * the given object. start and stop specifies how many squares
2101     * to search (see the freearr_x/y[] definition).
2102     * It returns a random choice among the alternatives found.
2103     * start and stop are where to start relative to the free_arr array (1,9
2104     * does all 4 immediate directions). This returns the index into the
2105     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2106     * Note - this only checks to see if there is space for the head of the
2107     * object - if it is a multispace object, this should be called for all
2108     * pieces.
2109     * Note2: This function does correctly handle tiled maps, but does not
2110     * inform the caller. However, insert_ob_in_map will update as
2111     * necessary, so the caller shouldn't need to do any special work.
2112     * Note - updated to take an object instead of archetype - this is necessary
2113     * because arch_blocked (now ob_blocked) needs to know the movement type
2114     * to know if the space in question will block the object. We can't use
2115     * the archetype because that isn't correct if the monster has been
2116     * customized, changed states, etc.
2117     */
2118    
2119 root 1.24 int
2120 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2121 root 1.24 {
2122     int
2123     i,
2124     index = 0, flag;
2125     static int
2126     altern[SIZEOFFREE];
2127    
2128     for (i = start; i < stop; i++)
2129     {
2130     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2131     if (!flag)
2132     altern[index++] = i;
2133    
2134     /* Basically, if we find a wall on a space, we cut down the search size.
2135     * In this way, we won't return spaces that are on another side of a wall.
2136     * This mostly work, but it cuts down the search size in all directions -
2137     * if the space being examined only has a wall to the north and empty
2138     * spaces in all the other directions, this will reduce the search space
2139     * to only the spaces immediately surrounding the target area, and
2140     * won't look 2 spaces south of the target space.
2141     */
2142     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2143     stop = maxfree[i];
2144 elmex 1.1 }
2145 root 1.24 if (!index)
2146     return -1;
2147     return altern[RANDOM () % index];
2148 elmex 1.1 }
2149    
2150     /*
2151 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2152 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2153     * But it will return the first available spot, not a random choice.
2154     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2155     */
2156    
2157 root 1.24 int
2158 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2159 root 1.24 {
2160     int
2161     i;
2162    
2163     for (i = 0; i < SIZEOFFREE; i++)
2164     {
2165     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2166     return i;
2167 elmex 1.1 }
2168 root 1.24 return -1;
2169 elmex 1.1 }
2170    
2171     /*
2172     * The function permute(arr, begin, end) randomly reorders the array
2173     * arr[begin..end-1].
2174     */
2175 root 1.24 static void
2176     permute (int *arr, int begin, int end)
2177 elmex 1.1 {
2178 root 1.24 int
2179     i,
2180     j,
2181     tmp,
2182     len;
2183 elmex 1.1
2184 root 1.24 len = end - begin;
2185     for (i = begin; i < end; i++)
2186 elmex 1.1 {
2187 root 1.24 j = begin + RANDOM () % len;
2188 elmex 1.1
2189 root 1.24 tmp = arr[i];
2190     arr[i] = arr[j];
2191     arr[j] = tmp;
2192 elmex 1.1 }
2193     }
2194    
2195     /* new function to make monster searching more efficient, and effective!
2196     * This basically returns a randomized array (in the passed pointer) of
2197     * the spaces to find monsters. In this way, it won't always look for
2198     * monsters to the north first. However, the size of the array passed
2199     * covers all the spaces, so within that size, all the spaces within
2200     * the 3x3 area will be searched, just not in a predictable order.
2201     */
2202 root 1.24 void
2203     get_search_arr (int *search_arr)
2204 elmex 1.1 {
2205 root 1.24 int
2206     i;
2207 elmex 1.1
2208 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2209 elmex 1.1 {
2210 root 1.24 search_arr[i] = i;
2211 elmex 1.1 }
2212    
2213 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2214     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2215     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2216 elmex 1.1 }
2217    
2218     /*
2219     * find_dir(map, x, y, exclude) will search some close squares in the
2220     * given map at the given coordinates for live objects.
2221     * It will not considered the object given as exclude among possible
2222     * live objects.
2223     * It returns the direction toward the first/closest live object if finds
2224     * any, otherwise 0.
2225     * Perhaps incorrectly, but I'm making the assumption that exclude
2226     * is actually want is going to try and move there. We need this info
2227     * because we have to know what movement the thing looking to move
2228     * there is capable of.
2229     */
2230    
2231 root 1.24 int
2232 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2233 root 1.24 {
2234     int
2235     i,
2236     max = SIZEOFFREE, mflags;
2237 root 1.29
2238     sint16 nx, ny;
2239 root 1.24 object *
2240     tmp;
2241 root 1.49 maptile *
2242 root 1.24 mp;
2243 root 1.29
2244     MoveType blocked, move_type;
2245 root 1.24
2246     if (exclude && exclude->head)
2247     {
2248     exclude = exclude->head;
2249     move_type = exclude->move_type;
2250     }
2251     else
2252     {
2253     /* If we don't have anything, presume it can use all movement types. */
2254     move_type = MOVE_ALL;
2255     }
2256    
2257     for (i = 1; i < max; i++)
2258     {
2259     mp = m;
2260     nx = x + freearr_x[i];
2261     ny = y + freearr_y[i];
2262    
2263     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2264     if (mflags & P_OUT_OF_MAP)
2265     {
2266     max = maxfree[i];
2267     }
2268     else
2269     {
2270     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2271    
2272     if ((move_type & blocked) == move_type)
2273     {
2274     max = maxfree[i];
2275     }
2276     else if (mflags & P_IS_ALIVE)
2277     {
2278     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2279     {
2280     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2281     {
2282     break;
2283 root 1.8 }
2284     }
2285 root 1.24 if (tmp)
2286     {
2287     return freedir[i];
2288 root 1.8 }
2289     }
2290     }
2291 elmex 1.1 }
2292 root 1.24 return 0;
2293 elmex 1.1 }
2294    
2295     /*
2296     * distance(object 1, object 2) will return the square of the
2297     * distance between the two given objects.
2298     */
2299    
2300 root 1.24 int
2301     distance (const object *ob1, const object *ob2)
2302     {
2303     int
2304     i;
2305    
2306     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2307 elmex 1.1 return i;
2308     }
2309    
2310     /*
2311     * find_dir_2(delta-x,delta-y) will return a direction in which
2312     * an object which has subtracted the x and y coordinates of another
2313     * object, needs to travel toward it.
2314     */
2315    
2316 root 1.24 int
2317     find_dir_2 (int x, int y)
2318     {
2319     int
2320     q;
2321 elmex 1.1
2322 root 1.24 if (y)
2323     q = x * 100 / y;
2324 elmex 1.1 else if (x)
2325 root 1.24 q = -300 * x;
2326 elmex 1.1 else
2327     return 0;
2328    
2329 root 1.24 if (y > 0)
2330     {
2331     if (q < -242)
2332     return 3;
2333     if (q < -41)
2334     return 2;
2335     if (q < 41)
2336     return 1;
2337     if (q < 242)
2338     return 8;
2339     return 7;
2340     }
2341 elmex 1.1
2342     if (q < -242)
2343 root 1.24 return 7;
2344 elmex 1.1 if (q < -41)
2345 root 1.24 return 6;
2346 elmex 1.1 if (q < 41)
2347 root 1.24 return 5;
2348 elmex 1.1 if (q < 242)
2349 root 1.24 return 4;
2350 elmex 1.1
2351 root 1.24 return 3;
2352 elmex 1.1 }
2353    
2354     /*
2355     * absdir(int): Returns a number between 1 and 8, which represent
2356     * the "absolute" direction of a number (it actually takes care of
2357     * "overflow" in previous calculations of a direction).
2358     */
2359    
2360 root 1.24 int
2361     absdir (int d)
2362     {
2363     while (d < 1)
2364     d += 8;
2365     while (d > 8)
2366     d -= 8;
2367 elmex 1.1 return d;
2368     }
2369    
2370     /*
2371     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2372     * between two directions (which are expected to be absolute (see absdir())
2373     */
2374    
2375 root 1.24 int
2376     dirdiff (int dir1, int dir2)
2377     {
2378     int
2379     d;
2380    
2381     d = abs (dir1 - dir2);
2382     if (d > 4)
2383 elmex 1.1 d = 8 - d;
2384     return d;
2385     }
2386    
2387     /* peterm:
2388     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2389     * Basically, this is a table of directions, and what directions
2390     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2391     * This basically means that if direction is 15, then it could either go
2392     * direction 4, 14, or 16 to get back to where we are.
2393     * Moved from spell_util.c to object.c with the other related direction
2394     * functions.
2395     */
2396    
2397 root 1.24 int
2398     reduction_dir[SIZEOFFREE][3] = {
2399     {0, 0, 0}, /* 0 */
2400     {0, 0, 0}, /* 1 */
2401     {0, 0, 0}, /* 2 */
2402     {0, 0, 0}, /* 3 */
2403     {0, 0, 0}, /* 4 */
2404     {0, 0, 0}, /* 5 */
2405     {0, 0, 0}, /* 6 */
2406     {0, 0, 0}, /* 7 */
2407     {0, 0, 0}, /* 8 */
2408     {8, 1, 2}, /* 9 */
2409     {1, 2, -1}, /* 10 */
2410     {2, 10, 12}, /* 11 */
2411     {2, 3, -1}, /* 12 */
2412     {2, 3, 4}, /* 13 */
2413     {3, 4, -1}, /* 14 */
2414     {4, 14, 16}, /* 15 */
2415     {5, 4, -1}, /* 16 */
2416     {4, 5, 6}, /* 17 */
2417     {6, 5, -1}, /* 18 */
2418     {6, 20, 18}, /* 19 */
2419     {7, 6, -1}, /* 20 */
2420     {6, 7, 8}, /* 21 */
2421     {7, 8, -1}, /* 22 */
2422     {8, 22, 24}, /* 23 */
2423     {8, 1, -1}, /* 24 */
2424     {24, 9, 10}, /* 25 */
2425     {9, 10, -1}, /* 26 */
2426     {10, 11, -1}, /* 27 */
2427     {27, 11, 29}, /* 28 */
2428     {11, 12, -1}, /* 29 */
2429     {12, 13, -1}, /* 30 */
2430     {12, 13, 14}, /* 31 */
2431     {13, 14, -1}, /* 32 */
2432     {14, 15, -1}, /* 33 */
2433     {33, 15, 35}, /* 34 */
2434     {16, 15, -1}, /* 35 */
2435     {17, 16, -1}, /* 36 */
2436     {18, 17, 16}, /* 37 */
2437     {18, 17, -1}, /* 38 */
2438     {18, 19, -1}, /* 39 */
2439     {41, 19, 39}, /* 40 */
2440     {19, 20, -1}, /* 41 */
2441     {20, 21, -1}, /* 42 */
2442     {20, 21, 22}, /* 43 */
2443     {21, 22, -1}, /* 44 */
2444     {23, 22, -1}, /* 45 */
2445     {45, 47, 23}, /* 46 */
2446     {23, 24, -1}, /* 47 */
2447     {24, 9, -1}
2448     }; /* 48 */
2449 elmex 1.1
2450     /* Recursive routine to step back and see if we can
2451     * find a path to that monster that we found. If not,
2452     * we don't bother going toward it. Returns 1 if we
2453     * can see a direct way to get it
2454     * Modified to be map tile aware -.MSW
2455     */
2456    
2457 root 1.24
2458     int
2459 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2460 root 1.24 {
2461 root 1.29 sint16 dx, dy;
2462 root 1.24 int
2463     mflags;
2464    
2465     if (dir < 0)
2466     return 0; /* exit condition: invalid direction */
2467    
2468     dx = x + freearr_x[dir];
2469     dy = y + freearr_y[dir];
2470    
2471     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2472    
2473     /* This functional arguably was incorrect before - it was
2474     * checking for P_WALL - that was basically seeing if
2475     * we could move to the monster - this is being more
2476     * literal on if we can see it. To know if we can actually
2477     * move to the monster, we'd need the monster passed in or
2478     * at least its move type.
2479     */
2480     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2481     return 0;
2482    
2483     /* yes, can see. */
2484     if (dir < 9)
2485     return 1;
2486     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2487     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2488     }
2489    
2490    
2491    
2492 elmex 1.1 /*
2493     * can_pick(picker, item): finds out if an object is possible to be
2494     * picked up by the picker. Returnes 1 if it can be
2495     * picked up, otherwise 0.
2496     *
2497     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2498     * core dumps if they do.
2499     *
2500     * Add a check so we can't pick up invisible objects (0.93.8)
2501     */
2502    
2503 root 1.24 int
2504     can_pick (const object *who, const object *item)
2505     {
2506     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2507     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2508     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2509 elmex 1.1 }
2510    
2511    
2512     /*
2513     * create clone from object to another
2514     */
2515 root 1.24 object *
2516     object_create_clone (object *asrc)
2517     {
2518 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2519 elmex 1.1
2520 root 1.24 if (!asrc)
2521 root 1.62 return 0;
2522    
2523 root 1.24 src = asrc;
2524     if (src->head)
2525     src = src->head;
2526    
2527 root 1.62 prev = 0;
2528 root 1.24 for (part = src; part; part = part->more)
2529     {
2530 root 1.65 tmp = part->clone ();
2531 root 1.24 tmp->x -= src->x;
2532     tmp->y -= src->y;
2533 root 1.62
2534 root 1.24 if (!part->head)
2535     {
2536     dst = tmp;
2537 root 1.62 tmp->head = 0;
2538 root 1.24 }
2539     else
2540     {
2541     tmp->head = dst;
2542     }
2543 root 1.62
2544     tmp->more = 0;
2545    
2546 root 1.24 if (prev)
2547     prev->more = tmp;
2548 root 1.62
2549 root 1.24 prev = tmp;
2550 elmex 1.1 }
2551 root 1.24
2552     for (item = src->inv; item; item = item->below)
2553 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2554 elmex 1.1
2555 root 1.24 return dst;
2556 elmex 1.1 }
2557    
2558     /* GROS - Creates an object using a string representing its content. */
2559     /* Basically, we save the content of the string to a temp file, then call */
2560     /* load_object on it. I admit it is a highly inefficient way to make things, */
2561     /* but it was simple to make and allows reusing the load_object function. */
2562     /* Remember not to use load_object_str in a time-critical situation. */
2563     /* Also remember that multiparts objects are not supported for now. */
2564    
2565 root 1.24 object *
2566     load_object_str (const char *obstr)
2567 elmex 1.1 {
2568 root 1.48 object *op;
2569     char filename[MAX_BUF];
2570 root 1.9
2571 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2572    
2573 root 1.48 FILE *tempfile = fopen (filename, "w");
2574 root 1.24
2575     if (tempfile == NULL)
2576 elmex 1.1 {
2577 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2578     return NULL;
2579 root 1.41 }
2580    
2581 root 1.24 fprintf (tempfile, obstr);
2582     fclose (tempfile);
2583 elmex 1.1
2584 root 1.64 op = object::create ();
2585 elmex 1.1
2586 root 1.29 object_thawer thawer (filename);
2587 root 1.13
2588 root 1.24 if (thawer)
2589     load_object (thawer, op, 0);
2590 root 1.13
2591 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2592     CLEAR_FLAG (op, FLAG_REMOVED);
2593 root 1.9
2594 root 1.24 return op;
2595 elmex 1.1 }
2596    
2597     /* This returns the first object in who's inventory that
2598     * has the same type and subtype match.
2599     * returns NULL if no match.
2600     */
2601 root 1.24 object *
2602     find_obj_by_type_subtype (const object *who, int type, int subtype)
2603 elmex 1.1 {
2604 root 1.48 object *tmp;
2605 elmex 1.1
2606 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2607     if (tmp->type == type && tmp->subtype == subtype)
2608     return tmp;
2609 elmex 1.1
2610 root 1.24 return NULL;
2611 elmex 1.1 }
2612    
2613     /* If ob has a field named key, return the link from the list,
2614     * otherwise return NULL.
2615     *
2616     * key must be a passed in shared string - otherwise, this won't
2617     * do the desired thing.
2618     */
2619 root 1.24 key_value *
2620     get_ob_key_link (const object *ob, const char *key)
2621     {
2622 root 1.48 key_value *link;
2623 root 1.24
2624     for (link = ob->key_values; link != NULL; link = link->next)
2625 root 1.48 if (link->key == key)
2626     return link;
2627 root 1.24
2628     return NULL;
2629     }
2630 elmex 1.1
2631     /*
2632     * Returns the value of op has an extra_field for key, or NULL.
2633     *
2634     * The argument doesn't need to be a shared string.
2635     *
2636     * The returned string is shared.
2637     */
2638 root 1.24 const char *
2639     get_ob_key_value (const object *op, const char *const key)
2640     {
2641 root 1.35 key_value *link;
2642     shstr_cmp canonical_key (key);
2643 root 1.24
2644 root 1.35 if (!canonical_key)
2645 root 1.24 {
2646     /* 1. There being a field named key on any object
2647     * implies there'd be a shared string to find.
2648     * 2. Since there isn't, no object has this field.
2649     * 3. Therefore, *this* object doesn't have this field.
2650     */
2651 root 1.35 return 0;
2652 elmex 1.1 }
2653    
2654 root 1.24 /* This is copied from get_ob_key_link() above -
2655     * only 4 lines, and saves the function call overhead.
2656     */
2657 root 1.35 for (link = op->key_values; link; link = link->next)
2658     if (link->key == canonical_key)
2659     return link->value;
2660    
2661     return 0;
2662 elmex 1.1 }
2663    
2664    
2665     /*
2666     * Updates the canonical_key in op to value.
2667     *
2668     * canonical_key is a shared string (value doesn't have to be).
2669     *
2670     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2671     * keys.
2672     *
2673     * Returns TRUE on success.
2674     */
2675 root 1.24 int
2676     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677     {
2678     key_value *
2679     field = NULL, *last = NULL;
2680    
2681     for (field = op->key_values; field != NULL; field = field->next)
2682     {
2683     if (field->key != canonical_key)
2684     {
2685     last = field;
2686     continue;
2687     }
2688    
2689     if (value)
2690     field->value = value;
2691     else
2692     {
2693     /* Basically, if the archetype has this key set,
2694     * we need to store the null value so when we save
2695     * it, we save the empty value so that when we load,
2696     * we get this value back again.
2697     */
2698     if (get_ob_key_link (&op->arch->clone, canonical_key))
2699     field->value = 0;
2700     else
2701     {
2702     if (last)
2703     last->next = field->next;
2704     else
2705     op->key_values = field->next;
2706    
2707 root 1.29 delete field;
2708 root 1.24 }
2709     }
2710     return TRUE;
2711     }
2712     /* IF we get here, key doesn't exist */
2713    
2714     /* No field, we'll have to add it. */
2715    
2716     if (!add_key)
2717     {
2718     return FALSE;
2719     }
2720     /* There isn't any good reason to store a null
2721     * value in the key/value list. If the archetype has
2722     * this key, then we should also have it, so shouldn't
2723     * be here. If user wants to store empty strings,
2724     * should pass in ""
2725     */
2726     if (value == NULL)
2727 elmex 1.1 return TRUE;
2728 root 1.24
2729     field = new key_value;
2730    
2731     field->key = canonical_key;
2732     field->value = value;
2733     /* Usual prepend-addition. */
2734     field->next = op->key_values;
2735     op->key_values = field;
2736    
2737     return TRUE;
2738 elmex 1.1 }
2739    
2740     /*
2741     * Updates the key in op to value.
2742     *
2743     * If add_key is FALSE, this will only update existing keys,
2744     * and not add new ones.
2745     * In general, should be little reason FALSE is ever passed in for add_key
2746     *
2747     * Returns TRUE on success.
2748     */
2749 root 1.24 int
2750     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2751 root 1.11 {
2752 root 1.29 shstr key_ (key);
2753 root 1.24
2754 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2755 elmex 1.1 }
2756 root 1.31
2757 root 1.34 object::depth_iterator::depth_iterator (object *container)
2758     : iterator_base (container)
2759     {
2760     while (item->inv)
2761     item = item->inv;
2762     }
2763    
2764 root 1.31 void
2765 root 1.34 object::depth_iterator::next ()
2766 root 1.31 {
2767 root 1.34 if (item->below)
2768     {
2769     item = item->below;
2770    
2771     while (item->inv)
2772     item = item->inv;
2773     }
2774 root 1.31 else
2775 root 1.34 item = item->env;
2776 root 1.31 }
2777 root 1.34
2778 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2779     const char *
2780     object::debug_desc (char *info) const
2781     {
2782     char info2[256 * 3];
2783     char *p = info;
2784    
2785     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2786     count,
2787     &name,
2788     title ? " " : "",
2789     title ? (const char *)title : "");
2790    
2791     if (env)
2792     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2793    
2794     if (map)
2795     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2796    
2797     return info;
2798     }
2799    
2800     const char *
2801     object::debug_desc () const
2802     {
2803     static char info[256 * 3];
2804     return debug_desc (info);
2805     }
2806