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Revision: 1.74
Committed: Wed Dec 20 09:14:21 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.73: +9 -22 lines
Log Message:
- minor cleanups
- minor optimisations (in_player vs. is_player_inv)
- added P_PLAYER map flag
- some (dead) concept code

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     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 root 1.11 * Some error messages.
359 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
360     */
361    
362 root 1.53 char *
363 root 1.24 dump_object (object *op)
364     {
365 root 1.53 if (!op)
366     return strdup ("[NULLOBJ]");
367 elmex 1.1
368 root 1.53 object_freezer freezer;
369     save_object (freezer, op, 3);
370     return freezer.as_string ();
371 elmex 1.1 }
372    
373     /*
374     * get_nearest_part(multi-object, object 2) returns the part of the
375     * multi-object 1 which is closest to the second object.
376     * If it's not a multi-object, it is returned.
377     */
378    
379 root 1.24 object *
380     get_nearest_part (object *op, const object *pl)
381     {
382     object *tmp, *closest;
383     int last_dist, i;
384    
385     if (op->more == NULL)
386 elmex 1.1 return op;
387 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388     if ((i = distance (tmp, pl)) < last_dist)
389     closest = tmp, last_dist = i;
390 elmex 1.1 return closest;
391     }
392    
393     /*
394     * Returns the object which has the count-variable equal to the argument.
395     */
396    
397 root 1.24 object *
398     find_object (tag_t i)
399     {
400 root 1.54 for (object *op = object::first; op; op = op->next)
401 root 1.24 if (op->count == i)
402 root 1.54 return op;
403 root 1.48
404 root 1.54 return 0;
405 elmex 1.1 }
406    
407     /*
408     * Returns the first object which has a name equal to the argument.
409     * Used only by the patch command, but not all that useful.
410     * Enables features like "patch <name-of-other-player> food 999"
411     */
412    
413 root 1.24 object *
414     find_object_name (const char *str)
415     {
416 root 1.35 shstr_cmp str_ (str);
417 elmex 1.1 object *op;
418 root 1.24
419 root 1.45 for (op = object::first; op != NULL; op = op->next)
420 root 1.35 if (op->name == str_)
421 elmex 1.1 break;
422 root 1.11
423 elmex 1.1 return op;
424     }
425    
426 root 1.24 void
427     free_all_object_data ()
428 root 1.14 {
429     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430 elmex 1.1 }
431    
432     /*
433     * Sets the owner and sets the skill and exp pointers to owner's current
434     * skill and experience objects.
435     */
436 root 1.24 void
437 root 1.30 object::set_owner (object *owner)
438 elmex 1.1 {
439 root 1.30 if (!owner)
440 root 1.24 return;
441    
442     /* next line added to allow objects which own objects */
443     /* Add a check for ownercounts in here, as I got into an endless loop
444     * with the fireball owning a poison cloud which then owned the
445     * fireball. I believe that was caused by one of the objects getting
446     * freed and then another object replacing it. Since the ownercounts
447     * didn't match, this check is valid and I believe that cause is valid.
448     */
449 root 1.30 while (owner->owner)
450 root 1.24 owner = owner->owner;
451 elmex 1.1
452 root 1.30 this->owner = owner;
453 elmex 1.1 }
454    
455     /* Zero the key_values on op, decrementing the shared-string
456     * refcounts and freeing the links.
457     */
458 root 1.24 static void
459     free_key_values (object *op)
460 root 1.11 {
461 root 1.24 for (key_value *i = op->key_values; i != 0;)
462 root 1.11 {
463     key_value *next = i->next;
464     delete i;
465 root 1.24
466 root 1.11 i = next;
467 elmex 1.1 }
468 root 1.24
469 root 1.11 op->key_values = 0;
470 elmex 1.1 }
471    
472 root 1.14 void object::clear ()
473     {
474     attachable_base::clear ();
475    
476     free_key_values (this);
477    
478 root 1.30 owner = 0;
479 root 1.24 name = 0;
480     name_pl = 0;
481     title = 0;
482     race = 0;
483     slaying = 0;
484     skill = 0;
485     msg = 0;
486     lore = 0;
487     custom_name = 0;
488 root 1.14 materialname = 0;
489 root 1.30 contr = 0;
490     below = 0;
491     above = 0;
492     inv = 0;
493     container = 0;
494     env = 0;
495     more = 0;
496     head = 0;
497     map = 0;
498     active_next = 0;
499     active_prev = 0;
500 root 1.14
501 root 1.30 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502 root 1.14
503     SET_FLAG (this, FLAG_REMOVED);
504 root 1.30
505     /* What is not cleared is next, prev, and count */
506    
507     expmul = 1.0;
508     face = blank_face;
509    
510     if (settings.casting_time)
511     casting_time = -1;
512 root 1.14 }
513    
514 elmex 1.1 /*
515 root 1.64 * copy_to first frees everything allocated by the dst object,
516     * and then copies the contents of itself into the second
517 elmex 1.1 * object, allocating what needs to be allocated. Basically, any
518     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
519     * if the first object is freed, the pointers in the new object
520     * will point at garbage.
521     */
522 root 1.24 void
523 root 1.64 object::copy_to (object *dst)
524 root 1.11 {
525 root 1.64 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526     bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527    
528     *(object_copy *)dst = *this;
529     *(object_pod *)dst = *this;
530 root 1.11
531 root 1.64 if (self || cb)
532     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533 root 1.11
534 root 1.24 if (is_freed)
535 root 1.64 SET_FLAG (dst, FLAG_FREED);
536 root 1.59
537 root 1.24 if (is_removed)
538 root 1.64 SET_FLAG (dst, FLAG_REMOVED);
539 elmex 1.1
540 root 1.64 if (speed < 0)
541     dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
542 elmex 1.1
543 root 1.11 /* Copy over key_values, if any. */
544 root 1.64 if (key_values)
545 root 1.14 {
546 root 1.23 key_value *tail = 0;
547 root 1.11 key_value *i;
548 elmex 1.1
549 root 1.64 dst->key_values = 0;
550 elmex 1.1
551 root 1.64 for (i = key_values; i; i = i->next)
552 root 1.11 {
553     key_value *new_link = new key_value;
554 root 1.8
555 root 1.24 new_link->next = 0;
556     new_link->key = i->key;
557 root 1.11 new_link->value = i->value;
558    
559     /* Try and be clever here, too. */
560 root 1.64 if (!dst->key_values)
561 root 1.11 {
562 root 1.64 dst->key_values = new_link;
563 root 1.11 tail = new_link;
564 root 1.8 }
565 root 1.11 else
566     {
567     tail->next = new_link;
568     tail = new_link;
569     }
570 root 1.14 }
571     }
572 root 1.2
573 root 1.64 update_ob_speed (dst);
574 elmex 1.1 }
575    
576 root 1.65 object *
577     object::clone ()
578     {
579     object *neu = create ();
580     copy_to (neu);
581     return neu;
582     }
583    
584 elmex 1.1 /*
585     * If an object with the IS_TURNABLE() flag needs to be turned due
586     * to the closest player being on the other side, this function can
587     * be called to update the face variable, _and_ how it looks on the map.
588     */
589    
590 root 1.24 void
591     update_turn_face (object *op)
592     {
593     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
594     return;
595     SET_ANIMATION (op, op->direction);
596     update_object (op, UP_OBJ_FACE);
597 elmex 1.1 }
598    
599     /*
600     * Updates the speed of an object. If the speed changes from 0 to another
601     * value, or vice versa, then add/remove the object from the active list.
602     * This function needs to be called whenever the speed of an object changes.
603     */
604 root 1.24 void
605     update_ob_speed (object *op)
606     {
607     extern int arch_init;
608 elmex 1.1
609 root 1.24 /* No reason putting the archetypes objects on the speed list,
610     * since they never really need to be updated.
611     */
612 elmex 1.1
613 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614     {
615     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
616 elmex 1.1 #ifdef MANY_CORES
617 root 1.24 abort ();
618 elmex 1.1 #else
619 root 1.24 op->speed = 0;
620 elmex 1.1 #endif
621     }
622 root 1.31
623 root 1.24 if (arch_init)
624 root 1.31 return;
625    
626 root 1.24 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627     {
628     /* If already on active list, don't do anything */
629     if (op->active_next || op->active_prev || op == active_objects)
630 root 1.8 return;
631 root 1.24
632     /* process_events() expects us to insert the object at the beginning
633     * of the list. */
634     op->active_next = active_objects;
635 root 1.31
636 root 1.24 if (op->active_next != NULL)
637     op->active_next->active_prev = op;
638 root 1.31
639 root 1.24 active_objects = op;
640 elmex 1.1 }
641 root 1.24 else
642     {
643     /* If not on the active list, nothing needs to be done */
644     if (!op->active_next && !op->active_prev && op != active_objects)
645     return;
646    
647     if (op->active_prev == NULL)
648     {
649     active_objects = op->active_next;
650 root 1.31
651 root 1.24 if (op->active_next != NULL)
652     op->active_next->active_prev = NULL;
653 root 1.8 }
654 root 1.24 else
655     {
656     op->active_prev->active_next = op->active_next;
657 root 1.31
658 root 1.24 if (op->active_next)
659     op->active_next->active_prev = op->active_prev;
660     }
661 root 1.31
662 root 1.24 op->active_next = NULL;
663     op->active_prev = NULL;
664 elmex 1.1 }
665     }
666    
667     /* This function removes object 'op' from the list of active
668     * objects.
669     * This should only be used for style maps or other such
670     * reference maps where you don't want an object that isn't
671     * in play chewing up cpu time getting processed.
672     * The reverse of this is to call update_ob_speed, which
673     * will do the right thing based on the speed of the object.
674     */
675 root 1.24 void
676     remove_from_active_list (object *op)
677 elmex 1.1 {
678 root 1.24 /* If not on the active list, nothing needs to be done */
679     if (!op->active_next && !op->active_prev && op != active_objects)
680     return;
681 elmex 1.1
682 root 1.24 if (op->active_prev == NULL)
683     {
684     active_objects = op->active_next;
685     if (op->active_next != NULL)
686     op->active_next->active_prev = NULL;
687 elmex 1.1 }
688 root 1.24 else
689     {
690     op->active_prev->active_next = op->active_next;
691     if (op->active_next)
692     op->active_next->active_prev = op->active_prev;
693 elmex 1.1 }
694 root 1.24 op->active_next = NULL;
695     op->active_prev = NULL;
696 elmex 1.1 }
697    
698     /*
699     * update_object() updates the array which represents the map.
700     * It takes into account invisible objects (and represent squares covered
701     * by invisible objects by whatever is below them (unless it's another
702     * invisible object, etc...)
703     * If the object being updated is beneath a player, the look-window
704     * of that player is updated (this might be a suboptimal way of
705     * updating that window, though, since update_object() is called _often_)
706     *
707     * action is a hint of what the caller believes need to be done.
708     * For example, if the only thing that has changed is the face (due to
709     * an animation), we don't need to call update_position until that actually
710     * comes into view of a player. OTOH, many other things, like addition/removal
711     * of walls or living creatures may need us to update the flags now.
712     * current action are:
713     * UP_OBJ_INSERT: op was inserted
714     * UP_OBJ_REMOVE: op was removed
715     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
716     * as that is easier than trying to look at what may have changed.
717     * UP_OBJ_FACE: only the objects face has changed.
718     */
719    
720 root 1.24 void
721     update_object (object *op, int action)
722     {
723     int update_now = 0, flags;
724     MoveType move_on, move_off, move_block, move_slow;
725    
726     if (op == NULL)
727     {
728     /* this should never happen */
729     LOG (llevDebug, "update_object() called for NULL object.\n");
730     return;
731 elmex 1.1 }
732 root 1.24
733     if (op->env != NULL)
734     {
735     /* Animation is currently handled by client, so nothing
736     * to do in this case.
737     */
738     return;
739 elmex 1.1 }
740    
741 root 1.24 /* If the map is saving, don't do anything as everything is
742     * going to get freed anyways.
743     */
744     if (!op->map || op->map->in_memory == MAP_SAVING)
745     return;
746    
747     /* make sure the object is within map boundaries */
748     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
749     {
750     LOG (llevError, "update_object() called for object out of map!\n");
751 elmex 1.1 #ifdef MANY_CORES
752 root 1.24 abort ();
753 elmex 1.1 #endif
754 root 1.24 return;
755 elmex 1.1 }
756    
757 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
758     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
759     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
760     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
761     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
762     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
763 elmex 1.1
764 root 1.24 if (action == UP_OBJ_INSERT)
765     {
766     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
767     update_now = 1;
768    
769     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
770     update_now = 1;
771 elmex 1.1
772 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
773     update_now = 1;
774 elmex 1.1
775 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
776     update_now = 1;
777 elmex 1.1
778 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
779     update_now = 1;
780 root 1.20
781 root 1.24 if ((move_on | op->move_on) != move_on)
782     update_now = 1;
783 root 1.20
784 root 1.24 if ((move_off | op->move_off) != move_off)
785     update_now = 1;
786 root 1.20
787 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
788     * to have move_allow right now.
789     */
790     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
791     update_now = 1;
792 root 1.20
793 root 1.24 if ((move_slow | op->move_slow) != move_slow)
794     update_now = 1;
795     }
796 root 1.59
797 root 1.24 /* if the object is being removed, we can't make intelligent
798     * decisions, because remove_ob can't really pass the object
799     * that is being removed.
800     */
801     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 root 1.27 update_now = 1;
803 root 1.24 else if (action == UP_OBJ_FACE)
804 root 1.29 /* Nothing to do for that case */ ;
805 root 1.24 else
806 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 elmex 1.1
808 root 1.24 if (update_now)
809     {
810     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
811     update_position (op->map, op->x, op->y);
812 elmex 1.1 }
813    
814 root 1.24 if (op->more != NULL)
815     update_object (op->more, action);
816 elmex 1.1 }
817    
818 root 1.45 object::vector object::mortals;
819     object::vector object::objects; // not yet used
820     object *object::first;
821 root 1.21
822     void object::free_mortals ()
823     {
824 root 1.45 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
825 root 1.30 if ((*i)->refcnt)
826     ++i; // further delay freeing
827     else
828 root 1.25 {
829 root 1.40 delete *i;
830 root 1.25 mortals.erase (i);
831     }
832 root 1.21 }
833    
834     object::object ()
835     {
836 root 1.22 SET_FLAG (this, FLAG_REMOVED);
837    
838     expmul = 1.0;
839     face = blank_face;
840     }
841    
842     object::~object ()
843     {
844     free_key_values (this);
845     }
846    
847 root 1.24 void object::link ()
848 root 1.22 {
849 root 1.21 count = ++ob_count;
850 root 1.41 uuid = gen_uuid ();
851 root 1.21
852     prev = 0;
853 root 1.45 next = object::first;
854 root 1.21
855 root 1.45 if (object::first)
856     object::first->prev = this;
857 root 1.21
858 root 1.45 object::first = this;
859 root 1.21 }
860    
861 root 1.24 void object::unlink ()
862 root 1.21 {
863 root 1.45 if (this == object::first)
864     object::first = next;
865 root 1.38
866 root 1.22 /* Remove this object from the list of used objects */
867 root 1.41 if (prev) prev->next = next;
868     if (next) next->prev = prev;
869 root 1.25
870 root 1.41 prev = 0;
871     next = 0;
872 root 1.24 }
873 root 1.21
874     object *object::create ()
875     {
876 root 1.42 object *op = new object;
877 root 1.22 op->link ();
878     return op;
879 root 1.21 }
880 elmex 1.1
881     /*
882     * free_object() frees everything allocated by an object, removes
883     * it from the list of used objects, and puts it on the list of
884     * free objects. The IS_FREED() flag is set in the object.
885     * The object must have been removed by remove_ob() first for
886     * this function to succeed.
887     *
888 root 1.52 * If destroy_inventory is set, free inventory as well. Else drop items in
889 elmex 1.1 * inventory to the ground.
890     */
891 root 1.52 void object::destroy (bool destroy_inventory)
892 root 1.14 {
893 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
894     return;
895    
896 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
897     remove_friendly_object (this);
898    
899 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
900 root 1.63 remove ();
901 root 1.14
902 root 1.29 SET_FLAG (this, FLAG_FREED);
903 root 1.14
904 root 1.21 if (more)
905 root 1.14 {
906 root 1.52 more->destroy (destroy_inventory);
907 root 1.21 more = 0;
908 elmex 1.1 }
909    
910 root 1.21 if (inv)
911 root 1.14 {
912     /* Only if the space blocks everything do we not process -
913 root 1.17 * if some form of movement is allowed, let objects
914 root 1.14 * drop on that space.
915     */
916 root 1.52 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 root 1.24 {
918 root 1.29 object *op = inv;
919 root 1.24
920     while (op)
921     {
922 root 1.29 object *tmp = op->below;
923 root 1.52 op->destroy (destroy_inventory);
924 root 1.24 op = tmp;
925     }
926     }
927 root 1.14 else
928 root 1.24 { /* Put objects in inventory onto this space */
929 root 1.29 object *op = inv;
930 root 1.24
931     while (op)
932     {
933 root 1.29 object *tmp = op->below;
934 root 1.14
935 root 1.63 op->remove ();
936 root 1.24
937     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
938     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
939 root 1.64 op->destroy ();
940 root 1.24 else
941     {
942     op->x = x;
943     op->y = y;
944     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
945     }
946    
947     op = tmp;
948     }
949     }
950 root 1.14 }
951    
952 root 1.57 // hack to ensure that freed objects still have a valid map
953     {
954     static maptile *freed_map; // freed objects are moved here to avoid crashes
955    
956     if (!freed_map)
957     {
958     freed_map = new maptile;
959    
960     freed_map->name = "/internal/freed_objects_map";
961     freed_map->width = 3;
962     freed_map->height = 3;
963    
964     freed_map->allocate ();
965     }
966    
967     map = freed_map;
968     x = 1;
969     y = 1;
970     }
971    
972 root 1.44 // clear those pointers that likely might have circular references to us
973     owner = 0;
974     enemy = 0;
975     attacked_by = 0;
976 root 1.25
977 root 1.52 // only relevant for players(?), but make sure of it anyways
978     contr = 0;
979    
980 root 1.14 /* Remove object from the active list */
981 root 1.21 speed = 0;
982     update_ob_speed (this);
983 elmex 1.1
984 root 1.22 unlink ();
985    
986 root 1.21 mortals.push_back (this);
987 elmex 1.1 }
988    
989     /*
990     * sub_weight() recursively (outwards) subtracts a number from the
991     * weight of an object (and what is carried by it's environment(s)).
992     */
993 root 1.24 void
994     sub_weight (object *op, signed long weight)
995     {
996     while (op != NULL)
997     {
998     if (op->type == CONTAINER)
999 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1000    
1001 root 1.24 op->carrying -= weight;
1002     op = op->env;
1003 elmex 1.1 }
1004     }
1005    
1006 root 1.63 /* op->remove ():
1007 elmex 1.1 * This function removes the object op from the linked list of objects
1008     * which it is currently tied to. When this function is done, the
1009     * object will have no environment. If the object previously had an
1010     * environment, the x and y coordinates will be updated to
1011     * the previous environment.
1012     * Beware: This function is called from the editor as well!
1013     */
1014 root 1.24 void
1015 root 1.59 object::remove ()
1016 root 1.24 {
1017 root 1.45 object *tmp, *last = 0;
1018     object *otmp;
1019 root 1.26
1020 root 1.45 int check_walk_off;
1021 root 1.24
1022 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 root 1.29 return;
1024 root 1.24
1025 root 1.59 SET_FLAG (this, FLAG_REMOVED);
1026 root 1.26
1027 root 1.59 if (more)
1028     more->remove ();
1029 root 1.24
1030     /*
1031     * In this case, the object to be removed is in someones
1032     * inventory.
1033     */
1034 root 1.59 if (env)
1035 root 1.24 {
1036 root 1.59 if (nrof)
1037     sub_weight (env, weight * nrof);
1038 root 1.24 else
1039 root 1.59 sub_weight (env, weight + carrying);
1040 root 1.24
1041     /* NO_FIX_PLAYER is set when a great many changes are being
1042     * made to players inventory. If set, avoiding the call
1043     * to save cpu time.
1044     */
1045 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 root 1.24 fix_player (otmp);
1047    
1048 root 1.59 if (above != NULL)
1049     above->below = below;
1050 root 1.24 else
1051 root 1.59 env->inv = below;
1052 root 1.24
1053 root 1.59 if (below != NULL)
1054     below->above = above;
1055 root 1.24
1056     /* we set up values so that it could be inserted into
1057     * the map, but we don't actually do that - it is up
1058     * to the caller to decide what we want to do.
1059     */
1060 root 1.59 x = env->x, y = env->y;
1061     map = env->map;
1062     above = 0, below = 0;
1063     env = 0;
1064     }
1065     else if (map)
1066     {
1067 root 1.29 /* Re did the following section of code - it looks like it had
1068     * lots of logic for things we no longer care about
1069 root 1.24 */
1070 elmex 1.1
1071 root 1.29 /* link the object above us */
1072 root 1.59 if (above)
1073     above->below = below;
1074 root 1.29 else
1075 root 1.59 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1076 root 1.24
1077 root 1.29 /* Relink the object below us, if there is one */
1078 root 1.59 if (below)
1079     below->above = above;
1080 root 1.29 else
1081     {
1082     /* Nothing below, which means we need to relink map object for this space
1083     * use translated coordinates in case some oddness with map tiling is
1084     * evident
1085     */
1086 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1087 root 1.29 {
1088 root 1.59 char *dump = dump_object (this);
1089 root 1.29 LOG (llevError,
1090 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);
1091     free (dump);
1092 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
1093 root 1.53 LOG (llevError, "%s\n", dump);
1094     free (dump);
1095 root 1.29 }
1096 elmex 1.1
1097 root 1.59 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1098 root 1.8 }
1099 root 1.26
1100 root 1.59 above = 0;
1101     below = 0;
1102 root 1.26
1103 root 1.59 if (map->in_memory == MAP_SAVING)
1104 root 1.29 return;
1105 elmex 1.1
1106 root 1.59 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1107 elmex 1.1
1108 root 1.59 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1109 root 1.24 {
1110 root 1.29 /* No point updating the players look faces if he is the object
1111     * being removed.
1112 root 1.24 */
1113 root 1.29
1114 root 1.59 if (tmp->type == PLAYER && tmp != this)
1115 root 1.24 {
1116 root 1.29 /* If a container that the player is currently using somehow gets
1117     * removed (most likely destroyed), update the player view
1118     * appropriately.
1119     */
1120 root 1.59 if (tmp->container == this)
1121 root 1.29 {
1122 root 1.59 CLEAR_FLAG (this, FLAG_APPLIED);
1123     tmp->container = 0;
1124 root 1.29 }
1125    
1126 root 1.70 tmp->contr->socket->floorbox_update ();
1127 root 1.8 }
1128 root 1.26
1129 root 1.29 /* See if player moving off should effect something */
1130 root 1.50 if (check_walk_off
1131 root 1.59 && ((move_type & tmp->move_off)
1132     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 root 1.29 {
1134 elmex 1.72 move_apply (tmp, this, 0);
1135 root 1.24
1136 root 1.59 if (destroyed ())
1137 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 root 1.8 }
1139    
1140 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1141    
1142     if (tmp->above == tmp)
1143 root 1.59 tmp->above = 0;
1144 root 1.8
1145 root 1.29 last = tmp;
1146     }
1147 root 1.26
1148 root 1.29 /* last == NULL of there are no objects on this space */
1149 root 1.59 if (!last)
1150 root 1.29 {
1151     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1152     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1153     * those out anyways, and if there are any flags set right now, they won't
1154     * be correct anyways.
1155     */
1156 root 1.59 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1157     update_position (map, x, y);
1158 root 1.29 }
1159     else
1160     update_object (last, UP_OBJ_REMOVE);
1161 root 1.26
1162 root 1.59 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1163     update_all_los (map, x, y);
1164 elmex 1.1 }
1165     }
1166    
1167     /*
1168     * merge_ob(op,top):
1169     *
1170     * This function goes through all objects below and including top, and
1171     * merges op to the first matching object.
1172     * If top is NULL, it is calculated.
1173     * Returns pointer to object if it succeded in the merge, otherwise NULL
1174     */
1175 root 1.24 object *
1176     merge_ob (object *op, object *top)
1177     {
1178     if (!op->nrof)
1179 elmex 1.1 return 0;
1180 root 1.29
1181 root 1.24 if (top == NULL)
1182     for (top = op; top != NULL && top->above != NULL; top = top->above);
1183 root 1.29
1184 root 1.24 for (; top != NULL; top = top->below)
1185 elmex 1.1 {
1186 root 1.24 if (top == op)
1187     continue;
1188 root 1.66
1189     if (object::can_merge (op, top))
1190 root 1.24 {
1191     top->nrof += op->nrof;
1192    
1193 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1194 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1195 root 1.64 op->destroy ();
1196 root 1.24 return top;
1197     }
1198 elmex 1.1 }
1199 root 1.29
1200 root 1.45 return 0;
1201 elmex 1.1 }
1202    
1203     /*
1204     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1205     * job preparing multi-part monsters
1206     */
1207 root 1.24 object *
1208 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209 root 1.24 {
1210 root 1.29 object *tmp;
1211 root 1.24
1212     if (op->head)
1213     op = op->head;
1214 root 1.29
1215 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1216     {
1217     tmp->x = x + tmp->arch->clone.x;
1218     tmp->y = y + tmp->arch->clone.y;
1219 elmex 1.1 }
1220 root 1.29
1221 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1222 elmex 1.1 }
1223    
1224     /*
1225     * insert_ob_in_map (op, map, originator, flag):
1226     * This function inserts the object in the two-way linked list
1227     * which represents what is on a map.
1228     * The second argument specifies the map, and the x and y variables
1229     * in the object about to be inserted specifies the position.
1230     *
1231     * originator: Player, monster or other object that caused 'op' to be inserted
1232     * into 'map'. May be NULL.
1233     *
1234     * flag is a bitmask about special things to do (or not do) when this
1235     * function is called. see the object.h file for the INS_ values.
1236     * Passing 0 for flag gives proper default values, so flag really only needs
1237     * to be set if special handling is needed.
1238     *
1239     * Return value:
1240     * new object if 'op' was merged with other object
1241     * NULL if 'op' was destroyed
1242     * just 'op' otherwise
1243     */
1244    
1245 root 1.24 object *
1246 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1247 elmex 1.1 {
1248 root 1.25 object *tmp, *top, *floor = NULL;
1249     sint16 x, y;
1250 elmex 1.1
1251 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1252     {
1253     LOG (llevError, "Trying to insert freed object!\n");
1254     return NULL;
1255     }
1256 root 1.25
1257 root 1.24 if (m == NULL)
1258     {
1259 root 1.53 char *dump = dump_object (op);
1260     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1261     free (dump);
1262 root 1.24 return op;
1263 elmex 1.1 }
1264 root 1.25
1265 root 1.24 if (out_of_map (m, op->x, op->y))
1266     {
1267 root 1.53 char *dump = dump_object (op);
1268     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1269 elmex 1.1 #ifdef MANY_CORES
1270 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1271     * is likely to cause a crash. Better to find out where it is getting
1272     * improperly inserted.
1273     */
1274     abort ();
1275 elmex 1.1 #endif
1276 root 1.53 free (dump);
1277 root 1.24 return op;
1278 elmex 1.1 }
1279 root 1.25
1280 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1281     {
1282 root 1.53 char *dump = dump_object (op);
1283     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1284     free (dump);
1285 root 1.24 return op;
1286     }
1287 root 1.25
1288 root 1.24 if (op->more != NULL)
1289     {
1290     /* The part may be on a different map. */
1291    
1292 root 1.26 object *more = op->more;
1293 root 1.24
1294     /* We really need the caller to normalize coordinates - if
1295     * we set the map, that doesn't work if the location is within
1296     * a map and this is straddling an edge. So only if coordinate
1297     * is clear wrong do we normalize it.
1298     */
1299     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1300 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1301 root 1.24 else if (!more->map)
1302     {
1303     /* For backwards compatibility - when not dealing with tiled maps,
1304     * more->map should always point to the parent.
1305     */
1306     more->map = m;
1307     }
1308    
1309     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1310     {
1311     if (!op->head)
1312     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1313 root 1.26
1314 root 1.24 return NULL;
1315 root 1.8 }
1316 root 1.24 }
1317 root 1.25
1318 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1319 root 1.8
1320 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1321     * of areas of callers (eg, anything that uses find_free_spot would now
1322     * need extra work
1323     */
1324     op->map = get_map_from_coord (m, &op->x, &op->y);
1325     x = op->x;
1326     y = op->y;
1327    
1328     /* this has to be done after we translate the coordinates.
1329     */
1330     if (op->nrof && !(flag & INS_NO_MERGE))
1331 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1332 root 1.66 if (object::can_merge (op, tmp))
1333 root 1.25 {
1334     op->nrof += tmp->nrof;
1335 root 1.64 tmp->destroy ();
1336 root 1.25 }
1337 root 1.24
1338     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1339     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1340 root 1.25
1341 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1342     CLEAR_FLAG (op, FLAG_NO_STEAL);
1343    
1344     if (flag & INS_BELOW_ORIGINATOR)
1345     {
1346     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1347     {
1348     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1349     abort ();
1350     }
1351 root 1.25
1352 root 1.24 op->above = originator;
1353     op->below = originator->below;
1354 root 1.25
1355 root 1.24 if (op->below)
1356     op->below->above = op;
1357     else
1358     SET_MAP_OB (op->map, op->x, op->y, op);
1359 root 1.25
1360 root 1.24 /* since *below* originator, no need to update top */
1361     originator->below = op;
1362 elmex 1.1 }
1363 root 1.24 else
1364     {
1365     /* If there are other objects, then */
1366     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1367     {
1368 root 1.25 object *last = NULL;
1369 root 1.24
1370     /*
1371     * If there are multiple objects on this space, we do some trickier handling.
1372     * We've already dealt with merging if appropriate.
1373     * Generally, we want to put the new object on top. But if
1374     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1375     * floor, we want to insert above that and no further.
1376     * Also, if there are spell objects on this space, we stop processing
1377     * once we get to them. This reduces the need to traverse over all of
1378     * them when adding another one - this saves quite a bit of cpu time
1379     * when lots of spells are cast in one area. Currently, it is presumed
1380     * that flying non pickable objects are spell objects.
1381     */
1382 elmex 1.1
1383 root 1.24 while (top != NULL)
1384     {
1385     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1386     floor = top;
1387 root 1.26
1388 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))
1389     {
1390     /* We insert above top, so we want this object below this */
1391     top = top->below;
1392     break;
1393     }
1394 root 1.26
1395 root 1.24 last = top;
1396     top = top->above;
1397     }
1398 root 1.26
1399 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1400     top = last;
1401 root 1.8
1402 root 1.24 /* We let update_position deal with figuring out what the space
1403     * looks like instead of lots of conditions here.
1404     * makes things faster, and effectively the same result.
1405     */
1406    
1407     /* Have object 'fall below' other objects that block view.
1408     * Unless those objects are exits, type 66
1409     * If INS_ON_TOP is used, don't do this processing
1410     * Need to find the object that in fact blocks view, otherwise
1411     * stacking is a bit odd.
1412     */
1413     if (!(flag & INS_ON_TOP) &&
1414     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1415     {
1416     for (last = top; last != floor; last = last->below)
1417     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418     break;
1419     /* Check to see if we found the object that blocks view,
1420     * and make sure we have a below pointer for it so that
1421     * we can get inserted below this one, which requires we
1422     * set top to the object below us.
1423     */
1424     if (last && last->below && last != floor)
1425     top = last->below;
1426 root 1.8 }
1427 root 1.24 } /* If objects on this space */
1428 root 1.25
1429 root 1.24 if (flag & INS_MAP_LOAD)
1430     top = GET_MAP_TOP (op->map, op->x, op->y);
1431 root 1.25
1432 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1433     top = floor;
1434    
1435     /* Top is the object that our object (op) is going to get inserted above.
1436     */
1437    
1438     /* First object on this space */
1439     if (!top)
1440     {
1441     op->above = GET_MAP_OB (op->map, op->x, op->y);
1442 root 1.25
1443 root 1.24 if (op->above)
1444     op->above->below = op;
1445 root 1.25
1446 root 1.24 op->below = NULL;
1447     SET_MAP_OB (op->map, op->x, op->y, op);
1448     }
1449     else
1450     { /* get inserted into the stack above top */
1451     op->above = top->above;
1452 root 1.25
1453 root 1.24 if (op->above)
1454     op->above->below = op;
1455 root 1.25
1456 root 1.24 op->below = top;
1457     top->above = op;
1458     }
1459 root 1.25
1460 root 1.24 if (op->above == NULL)
1461     SET_MAP_TOP (op->map, op->x, op->y, op);
1462     } /* else not INS_BELOW_ORIGINATOR */
1463 root 1.8
1464 root 1.24 if (op->type == PLAYER)
1465     op->contr->do_los = 1;
1466    
1467     /* If we have a floor, we know the player, if any, will be above
1468     * it, so save a few ticks and start from there.
1469     */
1470     if (!(flag & INS_MAP_LOAD))
1471     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1472 root 1.25 if (tmp->type == PLAYER)
1473 root 1.70 tmp->contr->socket->floorbox_update ();
1474 root 1.24
1475     /* If this object glows, it may affect lighting conditions that are
1476     * visible to others on this map. But update_all_los is really
1477     * an inefficient way to do this, as it means los for all players
1478     * on the map will get recalculated. The players could very well
1479     * be far away from this change and not affected in any way -
1480     * this should get redone to only look for players within range,
1481     * or just updating the P_NEED_UPDATE for spaces within this area
1482     * of effect may be sufficient.
1483     */
1484     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1485     update_all_los (op->map, op->x, op->y);
1486    
1487     /* updates flags (blocked, alive, no magic, etc) for this map space */
1488     update_object (op, UP_OBJ_INSERT);
1489    
1490     /* Don't know if moving this to the end will break anything. However,
1491 root 1.70 * we want to have floorbox_update called before calling this.
1492 root 1.24 *
1493     * check_move_on() must be after this because code called from
1494     * check_move_on() depends on correct map flags (so functions like
1495     * blocked() and wall() work properly), and these flags are updated by
1496     * update_object().
1497     */
1498    
1499     /* if this is not the head or flag has been passed, don't check walk on status */
1500     if (!(flag & INS_NO_WALK_ON) && !op->head)
1501     {
1502     if (check_move_on (op, originator))
1503     return NULL;
1504 elmex 1.1
1505 root 1.24 /* If we are a multi part object, lets work our way through the check
1506     * walk on's.
1507     */
1508     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1509     if (check_move_on (tmp, originator))
1510     return NULL;
1511 elmex 1.1 }
1512 root 1.25
1513 root 1.24 return op;
1514 elmex 1.1 }
1515    
1516     /* this function inserts an object in the map, but if it
1517     * finds an object of its own type, it'll remove that one first.
1518     * op is the object to insert it under: supplies x and the map.
1519     */
1520 root 1.24 void
1521     replace_insert_ob_in_map (const char *arch_string, object *op)
1522     {
1523 root 1.29 object *
1524     tmp;
1525     object *
1526     tmp1;
1527 elmex 1.1
1528 root 1.24 /* first search for itself and remove any old instances */
1529 elmex 1.1
1530 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1531 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1532     tmp->destroy ();
1533 elmex 1.1
1534 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1535 elmex 1.1
1536 root 1.24 tmp1->x = op->x;
1537     tmp1->y = op->y;
1538     insert_ob_in_map (tmp1, op->map, op, 0);
1539     }
1540 elmex 1.1
1541     /*
1542     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1543     * is returned contains nr objects, and the remaining parts contains
1544     * the rest (or is removed and freed if that number is 0).
1545     * On failure, NULL is returned, and the reason put into the
1546     * global static errmsg array.
1547     */
1548    
1549 root 1.24 object *
1550     get_split_ob (object *orig_ob, uint32 nr)
1551     {
1552 root 1.64 object *newob;
1553     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1554 root 1.24
1555     if (orig_ob->nrof < nr)
1556     {
1557     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1558     return NULL;
1559     }
1560 root 1.29
1561 root 1.24 newob = object_create_clone (orig_ob);
1562 root 1.29
1563 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1564 root 1.63 orig_ob->destroy (1);
1565 root 1.24 else if (!is_removed)
1566     {
1567     if (orig_ob->env != NULL)
1568     sub_weight (orig_ob->env, orig_ob->weight * nr);
1569     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1570     {
1571     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1572     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1573     return NULL;
1574 root 1.8 }
1575 elmex 1.1 }
1576 root 1.29
1577 root 1.24 newob->nrof = nr;
1578 elmex 1.1
1579 root 1.24 return newob;
1580 elmex 1.1 }
1581    
1582     /*
1583     * decrease_ob_nr(object, number) decreases a specified number from
1584     * the amount of an object. If the amount reaches 0, the object
1585     * is subsequently removed and freed.
1586     *
1587     * Return value: 'op' if something is left, NULL if the amount reached 0
1588     */
1589    
1590 root 1.24 object *
1591     decrease_ob_nr (object *op, uint32 i)
1592 elmex 1.1 {
1593 root 1.29 object *tmp;
1594     player *pl;
1595 elmex 1.1
1596 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1597     return op;
1598    
1599     if (i > op->nrof)
1600     i = op->nrof;
1601    
1602     if (QUERY_FLAG (op, FLAG_REMOVED))
1603 root 1.29 op->nrof -= i;
1604 root 1.73 else if (op->env)
1605 root 1.24 {
1606     /* is this object in the players inventory, or sub container
1607     * therein?
1608     */
1609 root 1.74 tmp = op->in_player ();
1610 root 1.24 /* nope. Is this a container the player has opened?
1611     * If so, set tmp to that player.
1612     * IMO, searching through all the players will mostly
1613     * likely be quicker than following op->env to the map,
1614     * and then searching the map for a player.
1615     */
1616     if (!tmp)
1617     {
1618     for (pl = first_player; pl; pl = pl->next)
1619     if (pl->ob->container == op->env)
1620 root 1.73 {
1621     tmp = pl->ob;
1622     break;
1623     }
1624 root 1.24 }
1625 elmex 1.1
1626 root 1.24 if (i < op->nrof)
1627     {
1628     sub_weight (op->env, op->weight * i);
1629     op->nrof -= i;
1630     if (tmp)
1631 root 1.73 esrv_send_item (tmp, op);
1632 root 1.24 }
1633     else
1634     {
1635 root 1.63 op->remove ();
1636 root 1.24 op->nrof = 0;
1637     if (tmp)
1638 root 1.73 esrv_del_item (tmp->contr, op->count);
1639 elmex 1.1 }
1640     }
1641 root 1.24 else
1642 elmex 1.1 {
1643 root 1.29 object *above = op->above;
1644 elmex 1.1
1645 root 1.24 if (i < op->nrof)
1646 root 1.29 op->nrof -= i;
1647 root 1.24 else
1648     {
1649 root 1.63 op->remove ();
1650 root 1.24 op->nrof = 0;
1651     }
1652 root 1.29
1653 root 1.24 /* Since we just removed op, op->above is null */
1654 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1655 root 1.24 if (tmp->type == PLAYER)
1656     {
1657     if (op->nrof)
1658     esrv_send_item (tmp, op);
1659     else
1660     esrv_del_item (tmp->contr, op->count);
1661     }
1662 elmex 1.1 }
1663    
1664 root 1.24 if (op->nrof)
1665 root 1.29 return op;
1666 root 1.24 else
1667     {
1668 root 1.64 op->destroy ();
1669 root 1.73 return 0;
1670 elmex 1.1 }
1671     }
1672    
1673     /*
1674     * add_weight(object, weight) adds the specified weight to an object,
1675     * and also updates how much the environment(s) is/are carrying.
1676     */
1677    
1678 root 1.24 void
1679     add_weight (object *op, signed long weight)
1680     {
1681     while (op != NULL)
1682     {
1683     if (op->type == CONTAINER)
1684 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1685    
1686 root 1.24 op->carrying += weight;
1687     op = op->env;
1688     }
1689 elmex 1.1 }
1690    
1691 root 1.24 object *
1692     insert_ob_in_ob (object *op, object *where)
1693     {
1694 root 1.59 if (!where)
1695 root 1.24 {
1696 root 1.53 char *dump = dump_object (op);
1697     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1698     free (dump);
1699 root 1.24 return op;
1700     }
1701 root 1.29
1702 root 1.24 if (where->head)
1703     {
1704 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1705 root 1.24 where = where->head;
1706     }
1707 root 1.29
1708 root 1.59 return where->insert (op);
1709     }
1710    
1711     /*
1712     * env->insert (op)
1713     * This function inserts the object op in the linked list
1714     * inside the object environment.
1715     *
1716     * The function returns now pointer to inserted item, and return value can
1717     * be != op, if items are merged. -Tero
1718     */
1719    
1720     object *
1721     object::insert (object *op)
1722     {
1723     object *tmp, *otmp;
1724    
1725     if (!QUERY_FLAG (op, FLAG_REMOVED))
1726     op->remove ();
1727    
1728 root 1.24 if (op->more)
1729     {
1730     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1731     return op;
1732     }
1733 root 1.29
1734 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1735     CLEAR_FLAG (op, FLAG_REMOVED);
1736     if (op->nrof)
1737     {
1738 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1739 root 1.66 if (object::can_merge (tmp, op))
1740 root 1.24 {
1741     /* return the original object and remove inserted object
1742     (client needs the original object) */
1743     tmp->nrof += op->nrof;
1744     /* Weight handling gets pretty funky. Since we are adding to
1745     * tmp->nrof, we need to increase the weight.
1746     */
1747 root 1.59 add_weight (this, op->weight * op->nrof);
1748 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1749 root 1.59 op->destroy (); /* free the inserted object */
1750 root 1.24 op = tmp;
1751 root 1.59 op->remove (); /* and fix old object's links */
1752 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1753     break;
1754     }
1755    
1756     /* I assume combined objects have no inventory
1757     * We add the weight - this object could have just been removed
1758     * (if it was possible to merge). calling remove_ob will subtract
1759     * the weight, so we need to add it in again, since we actually do
1760     * the linking below
1761     */
1762 root 1.59 add_weight (this, op->weight * op->nrof);
1763 root 1.24 }
1764     else
1765 root 1.59 add_weight (this, (op->weight + op->carrying));
1766 elmex 1.1
1767 root 1.74 otmp = this->in_player ();
1768 root 1.59 if (otmp && otmp->contr)
1769     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1770     fix_player (otmp);
1771 elmex 1.1
1772 root 1.74 op->map = 0;
1773 root 1.59 op->env = this;
1774 root 1.74 op->above = 0;
1775     op->below = 0;
1776 root 1.24 op->x = 0, op->y = 0;
1777 elmex 1.1
1778     /* reset the light list and los of the players on the map */
1779 root 1.59 if ((op->glow_radius != 0) && map)
1780 root 1.24 {
1781 elmex 1.1 #ifdef DEBUG_LIGHTS
1782 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1783     #endif /* DEBUG_LIGHTS */
1784 root 1.59 if (MAP_DARKNESS (map))
1785     update_all_los (map, x, y);
1786 root 1.24 }
1787 elmex 1.1
1788     /* Client has no idea of ordering so lets not bother ordering it here.
1789     * It sure simplifies this function...
1790     */
1791 root 1.59 if (!inv)
1792     inv = op;
1793 root 1.24 else
1794     {
1795 root 1.59 op->below = inv;
1796 elmex 1.1 op->below->above = op;
1797 root 1.59 inv = op;
1798 root 1.24 }
1799 root 1.59
1800 elmex 1.1 return op;
1801     }
1802    
1803     /*
1804     * Checks if any objects has a move_type that matches objects
1805     * that effect this object on this space. Call apply() to process
1806     * these events.
1807     *
1808     * Any speed-modification due to SLOW_MOVE() of other present objects
1809     * will affect the speed_left of the object.
1810     *
1811     * originator: Player, monster or other object that caused 'op' to be inserted
1812     * into 'map'. May be NULL.
1813     *
1814     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1815     *
1816     * 4-21-95 added code to check if appropriate skill was readied - this will
1817     * permit faster movement by the player through this terrain. -b.t.
1818     *
1819     * MSW 2001-07-08: Check all objects on space, not just those below
1820     * object being inserted. insert_ob_in_map may not put new objects
1821     * on top.
1822     */
1823    
1824 root 1.24 int
1825     check_move_on (object *op, object *originator)
1826 elmex 1.1 {
1827 root 1.48 object *tmp;
1828 root 1.49 maptile *m = op->map;
1829 root 1.48 int x = op->x, y = op->y;
1830 root 1.26
1831 root 1.48 MoveType move_on, move_slow, move_block;
1832 root 1.24
1833     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1834     return 0;
1835    
1836     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1837     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1838     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1839    
1840     /* if nothing on this space will slow op down or be applied,
1841     * no need to do checking below. have to make sure move_type
1842     * is set, as lots of objects don't have it set - we treat that
1843     * as walking.
1844     */
1845     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1846     return 0;
1847 elmex 1.1
1848 root 1.24 /* This is basically inverse logic of that below - basically,
1849     * if the object can avoid the move on or slow move, they do so,
1850     * but can't do it if the alternate movement they are using is
1851     * blocked. Logic on this seems confusing, but does seem correct.
1852     */
1853     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1854     return 0;
1855    
1856     /* The objects have to be checked from top to bottom.
1857     * Hence, we first go to the top:
1858     */
1859    
1860     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1861     {
1862     /* Trim the search when we find the first other spell effect
1863     * this helps performance so that if a space has 50 spell objects,
1864     * we don't need to check all of them.
1865     */
1866     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1867     break;
1868     }
1869 root 1.26
1870     for (; tmp; tmp = tmp->below)
1871 root 1.24 {
1872     if (tmp == op)
1873     continue; /* Can't apply yourself */
1874 elmex 1.1
1875 root 1.24 /* Check to see if one of the movement types should be slowed down.
1876     * Second check makes sure that the movement types not being slowed
1877     * (~slow_move) is not blocked on this space - just because the
1878     * space doesn't slow down swimming (for example), if you can't actually
1879     * swim on that space, can't use it to avoid the penalty.
1880     */
1881     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1882     {
1883     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1884     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1885     {
1886 elmex 1.1
1887 root 1.29 float
1888     diff = tmp->move_slow_penalty * FABS (op->speed);
1889 elmex 1.1
1890 root 1.24 if (op->type == PLAYER)
1891 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1892     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1893     diff /= 4.0;
1894    
1895 root 1.24 op->speed_left -= diff;
1896 root 1.8 }
1897     }
1898 elmex 1.1
1899 root 1.24 /* Basically same logic as above, except now for actual apply. */
1900     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1901     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1902     {
1903 elmex 1.72 move_apply (tmp, op, originator);
1904 root 1.24
1905 root 1.48 if (op->destroyed ())
1906 root 1.24 return 1;
1907    
1908     /* what the person/creature stepped onto has moved the object
1909     * someplace new. Don't process any further - if we did,
1910     * have a feeling strange problems would result.
1911     */
1912     if (op->map != m || op->x != x || op->y != y)
1913     return 0;
1914 root 1.8 }
1915 elmex 1.1 }
1916 root 1.26
1917 root 1.24 return 0;
1918 elmex 1.1 }
1919    
1920     /*
1921     * present_arch(arch, map, x, y) searches for any objects with
1922     * a matching archetype at the given map and coordinates.
1923     * The first matching object is returned, or NULL if none.
1924     */
1925    
1926 root 1.24 object *
1927 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1928 root 1.24 {
1929     object *
1930     tmp;
1931    
1932     if (m == NULL || out_of_map (m, x, y))
1933     {
1934     LOG (llevError, "Present_arch called outside map.\n");
1935     return NULL;
1936     }
1937     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1938     if (tmp->arch == at)
1939 elmex 1.1 return tmp;
1940     return NULL;
1941     }
1942    
1943     /*
1944     * present(type, map, x, y) searches for any objects with
1945     * a matching type variable at the given map and coordinates.
1946     * The first matching object is returned, or NULL if none.
1947     */
1948    
1949 root 1.24 object *
1950 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1951 root 1.24 {
1952     object *
1953     tmp;
1954    
1955     if (out_of_map (m, x, y))
1956     {
1957     LOG (llevError, "Present called outside map.\n");
1958     return NULL;
1959     }
1960     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1961     if (tmp->type == type)
1962 elmex 1.1 return tmp;
1963     return NULL;
1964     }
1965    
1966     /*
1967     * present_in_ob(type, object) searches for any objects with
1968     * a matching type variable in the inventory of the given object.
1969     * The first matching object is returned, or NULL if none.
1970     */
1971    
1972 root 1.24 object *
1973     present_in_ob (unsigned char type, const object *op)
1974     {
1975     object *
1976     tmp;
1977    
1978     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979     if (tmp->type == type)
1980 elmex 1.1 return tmp;
1981     return NULL;
1982     }
1983    
1984     /*
1985     * present_in_ob (type, str, object) searches for any objects with
1986     * a matching type & name variable in the inventory of the given object.
1987     * The first matching object is returned, or NULL if none.
1988     * This is mostly used by spell effect code, so that we only
1989     * have one spell effect at a time.
1990     * type can be used to narrow the search - if type is set,
1991     * the type must also match. -1 can be passed for the type,
1992     * in which case the type does not need to pass.
1993     * str is the string to match against. Note that we match against
1994     * the object name, not the archetype name. this is so that the
1995     * spell code can use one object type (force), but change it's name
1996     * to be unique.
1997     */
1998    
1999 root 1.24 object *
2000     present_in_ob_by_name (int type, const char *str, const object *op)
2001     {
2002     object *
2003     tmp;
2004 elmex 1.1
2005 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006     {
2007     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008     return tmp;
2009 elmex 1.1 }
2010 root 1.24 return NULL;
2011 elmex 1.1 }
2012    
2013     /*
2014     * present_arch_in_ob(archetype, object) searches for any objects with
2015     * a matching archetype in the inventory of the given object.
2016     * The first matching object is returned, or NULL if none.
2017     */
2018    
2019 root 1.24 object *
2020     present_arch_in_ob (const archetype *at, const object *op)
2021     {
2022     object *
2023     tmp;
2024    
2025     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026     if (tmp->arch == at)
2027 elmex 1.1 return tmp;
2028     return NULL;
2029     }
2030    
2031     /*
2032     * activate recursively a flag on an object inventory
2033     */
2034 root 1.24 void
2035     flag_inv (object *op, int flag)
2036     {
2037     object *
2038     tmp;
2039    
2040     if (op->inv)
2041     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042     {
2043     SET_FLAG (tmp, flag);
2044     flag_inv (tmp, flag);
2045 elmex 1.1 }
2046 root 1.24 } /*
2047     * desactivate recursively a flag on an object inventory
2048     */
2049     void
2050     unflag_inv (object *op, int flag)
2051     {
2052     object *
2053     tmp;
2054    
2055     if (op->inv)
2056     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057     {
2058     CLEAR_FLAG (tmp, flag);
2059     unflag_inv (tmp, flag);
2060 elmex 1.1 }
2061     }
2062    
2063     /*
2064     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2065     * all it's inventory (recursively).
2066     * If checksums are used, a player will get set_cheat called for
2067     * him/her-self and all object carried by a call to this function.
2068     */
2069    
2070 root 1.24 void
2071     set_cheat (object *op)
2072     {
2073     SET_FLAG (op, FLAG_WAS_WIZ);
2074     flag_inv (op, FLAG_WAS_WIZ);
2075 elmex 1.1 }
2076    
2077     /*
2078     * find_free_spot(object, map, x, y, start, stop) will search for
2079     * a spot at the given map and coordinates which will be able to contain
2080     * the given object. start and stop specifies how many squares
2081     * to search (see the freearr_x/y[] definition).
2082     * It returns a random choice among the alternatives found.
2083     * start and stop are where to start relative to the free_arr array (1,9
2084     * does all 4 immediate directions). This returns the index into the
2085     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2086     * Note - this only checks to see if there is space for the head of the
2087     * object - if it is a multispace object, this should be called for all
2088     * pieces.
2089     * Note2: This function does correctly handle tiled maps, but does not
2090     * inform the caller. However, insert_ob_in_map will update as
2091     * necessary, so the caller shouldn't need to do any special work.
2092     * Note - updated to take an object instead of archetype - this is necessary
2093     * because arch_blocked (now ob_blocked) needs to know the movement type
2094     * to know if the space in question will block the object. We can't use
2095     * the archetype because that isn't correct if the monster has been
2096     * customized, changed states, etc.
2097     */
2098    
2099 root 1.24 int
2100 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101 root 1.24 {
2102     int
2103     i,
2104     index = 0, flag;
2105     static int
2106     altern[SIZEOFFREE];
2107    
2108     for (i = start; i < stop; i++)
2109     {
2110     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2111     if (!flag)
2112     altern[index++] = i;
2113    
2114     /* Basically, if we find a wall on a space, we cut down the search size.
2115     * In this way, we won't return spaces that are on another side of a wall.
2116     * This mostly work, but it cuts down the search size in all directions -
2117     * if the space being examined only has a wall to the north and empty
2118     * spaces in all the other directions, this will reduce the search space
2119     * to only the spaces immediately surrounding the target area, and
2120     * won't look 2 spaces south of the target space.
2121     */
2122 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2123 root 1.24 stop = maxfree[i];
2124 elmex 1.1 }
2125 root 1.74
2126 root 1.24 if (!index)
2127     return -1;
2128 root 1.74
2129 root 1.24 return altern[RANDOM () % index];
2130 elmex 1.1 }
2131    
2132     /*
2133 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2134 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2135     * But it will return the first available spot, not a random choice.
2136     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2137     */
2138    
2139 root 1.24 int
2140 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141 root 1.24 {
2142     int
2143     i;
2144    
2145     for (i = 0; i < SIZEOFFREE; i++)
2146     {
2147     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2148     return i;
2149 elmex 1.1 }
2150 root 1.24 return -1;
2151 elmex 1.1 }
2152    
2153     /*
2154     * The function permute(arr, begin, end) randomly reorders the array
2155     * arr[begin..end-1].
2156     */
2157 root 1.24 static void
2158     permute (int *arr, int begin, int end)
2159 elmex 1.1 {
2160 root 1.24 int
2161     i,
2162     j,
2163     tmp,
2164     len;
2165 elmex 1.1
2166 root 1.24 len = end - begin;
2167     for (i = begin; i < end; i++)
2168 elmex 1.1 {
2169 root 1.24 j = begin + RANDOM () % len;
2170 elmex 1.1
2171 root 1.24 tmp = arr[i];
2172     arr[i] = arr[j];
2173     arr[j] = tmp;
2174 elmex 1.1 }
2175     }
2176    
2177     /* new function to make monster searching more efficient, and effective!
2178     * This basically returns a randomized array (in the passed pointer) of
2179     * the spaces to find monsters. In this way, it won't always look for
2180     * monsters to the north first. However, the size of the array passed
2181     * covers all the spaces, so within that size, all the spaces within
2182     * the 3x3 area will be searched, just not in a predictable order.
2183     */
2184 root 1.24 void
2185     get_search_arr (int *search_arr)
2186 elmex 1.1 {
2187 root 1.24 int
2188     i;
2189 elmex 1.1
2190 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2191 elmex 1.1 {
2192 root 1.24 search_arr[i] = i;
2193 elmex 1.1 }
2194    
2195 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2196     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2197     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2198 elmex 1.1 }
2199    
2200     /*
2201     * find_dir(map, x, y, exclude) will search some close squares in the
2202     * given map at the given coordinates for live objects.
2203     * It will not considered the object given as exclude among possible
2204     * live objects.
2205     * It returns the direction toward the first/closest live object if finds
2206     * any, otherwise 0.
2207     * Perhaps incorrectly, but I'm making the assumption that exclude
2208     * is actually want is going to try and move there. We need this info
2209     * because we have to know what movement the thing looking to move
2210     * there is capable of.
2211     */
2212    
2213 root 1.24 int
2214 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2215 root 1.24 {
2216     int
2217     i,
2218     max = SIZEOFFREE, mflags;
2219 root 1.29
2220     sint16 nx, ny;
2221 root 1.24 object *
2222     tmp;
2223 root 1.49 maptile *
2224 root 1.24 mp;
2225 root 1.29
2226     MoveType blocked, move_type;
2227 root 1.24
2228     if (exclude && exclude->head)
2229     {
2230     exclude = exclude->head;
2231     move_type = exclude->move_type;
2232     }
2233     else
2234     {
2235     /* If we don't have anything, presume it can use all movement types. */
2236     move_type = MOVE_ALL;
2237     }
2238    
2239     for (i = 1; i < max; i++)
2240     {
2241     mp = m;
2242     nx = x + freearr_x[i];
2243     ny = y + freearr_y[i];
2244    
2245     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2246     if (mflags & P_OUT_OF_MAP)
2247     {
2248     max = maxfree[i];
2249     }
2250     else
2251     {
2252     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2253    
2254     if ((move_type & blocked) == move_type)
2255     {
2256     max = maxfree[i];
2257     }
2258     else if (mflags & P_IS_ALIVE)
2259     {
2260     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2261     {
2262     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2263     {
2264     break;
2265 root 1.8 }
2266     }
2267 root 1.24 if (tmp)
2268     {
2269     return freedir[i];
2270 root 1.8 }
2271     }
2272     }
2273 elmex 1.1 }
2274 root 1.24 return 0;
2275 elmex 1.1 }
2276    
2277     /*
2278     * distance(object 1, object 2) will return the square of the
2279     * distance between the two given objects.
2280     */
2281    
2282 root 1.24 int
2283     distance (const object *ob1, const object *ob2)
2284     {
2285     int
2286     i;
2287    
2288     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2289 elmex 1.1 return i;
2290     }
2291    
2292     /*
2293     * find_dir_2(delta-x,delta-y) will return a direction in which
2294     * an object which has subtracted the x and y coordinates of another
2295     * object, needs to travel toward it.
2296     */
2297    
2298 root 1.24 int
2299     find_dir_2 (int x, int y)
2300     {
2301     int
2302     q;
2303 elmex 1.1
2304 root 1.24 if (y)
2305     q = x * 100 / y;
2306 elmex 1.1 else if (x)
2307 root 1.24 q = -300 * x;
2308 elmex 1.1 else
2309     return 0;
2310    
2311 root 1.24 if (y > 0)
2312     {
2313     if (q < -242)
2314     return 3;
2315     if (q < -41)
2316     return 2;
2317     if (q < 41)
2318     return 1;
2319     if (q < 242)
2320     return 8;
2321     return 7;
2322     }
2323 elmex 1.1
2324     if (q < -242)
2325 root 1.24 return 7;
2326 elmex 1.1 if (q < -41)
2327 root 1.24 return 6;
2328 elmex 1.1 if (q < 41)
2329 root 1.24 return 5;
2330 elmex 1.1 if (q < 242)
2331 root 1.24 return 4;
2332 elmex 1.1
2333 root 1.24 return 3;
2334 elmex 1.1 }
2335    
2336     /*
2337     * absdir(int): Returns a number between 1 and 8, which represent
2338     * the "absolute" direction of a number (it actually takes care of
2339     * "overflow" in previous calculations of a direction).
2340     */
2341    
2342 root 1.24 int
2343     absdir (int d)
2344     {
2345     while (d < 1)
2346     d += 8;
2347     while (d > 8)
2348     d -= 8;
2349 elmex 1.1 return d;
2350     }
2351    
2352     /*
2353     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2354     * between two directions (which are expected to be absolute (see absdir())
2355     */
2356    
2357 root 1.24 int
2358     dirdiff (int dir1, int dir2)
2359     {
2360     int
2361     d;
2362    
2363     d = abs (dir1 - dir2);
2364     if (d > 4)
2365 elmex 1.1 d = 8 - d;
2366     return d;
2367     }
2368    
2369     /* peterm:
2370     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2371     * Basically, this is a table of directions, and what directions
2372     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2373     * This basically means that if direction is 15, then it could either go
2374     * direction 4, 14, or 16 to get back to where we are.
2375     * Moved from spell_util.c to object.c with the other related direction
2376     * functions.
2377     */
2378    
2379 root 1.24 int
2380     reduction_dir[SIZEOFFREE][3] = {
2381     {0, 0, 0}, /* 0 */
2382     {0, 0, 0}, /* 1 */
2383     {0, 0, 0}, /* 2 */
2384     {0, 0, 0}, /* 3 */
2385     {0, 0, 0}, /* 4 */
2386     {0, 0, 0}, /* 5 */
2387     {0, 0, 0}, /* 6 */
2388     {0, 0, 0}, /* 7 */
2389     {0, 0, 0}, /* 8 */
2390     {8, 1, 2}, /* 9 */
2391     {1, 2, -1}, /* 10 */
2392     {2, 10, 12}, /* 11 */
2393     {2, 3, -1}, /* 12 */
2394     {2, 3, 4}, /* 13 */
2395     {3, 4, -1}, /* 14 */
2396     {4, 14, 16}, /* 15 */
2397     {5, 4, -1}, /* 16 */
2398     {4, 5, 6}, /* 17 */
2399     {6, 5, -1}, /* 18 */
2400     {6, 20, 18}, /* 19 */
2401     {7, 6, -1}, /* 20 */
2402     {6, 7, 8}, /* 21 */
2403     {7, 8, -1}, /* 22 */
2404     {8, 22, 24}, /* 23 */
2405     {8, 1, -1}, /* 24 */
2406     {24, 9, 10}, /* 25 */
2407     {9, 10, -1}, /* 26 */
2408     {10, 11, -1}, /* 27 */
2409     {27, 11, 29}, /* 28 */
2410     {11, 12, -1}, /* 29 */
2411     {12, 13, -1}, /* 30 */
2412     {12, 13, 14}, /* 31 */
2413     {13, 14, -1}, /* 32 */
2414     {14, 15, -1}, /* 33 */
2415     {33, 15, 35}, /* 34 */
2416     {16, 15, -1}, /* 35 */
2417     {17, 16, -1}, /* 36 */
2418     {18, 17, 16}, /* 37 */
2419     {18, 17, -1}, /* 38 */
2420     {18, 19, -1}, /* 39 */
2421     {41, 19, 39}, /* 40 */
2422     {19, 20, -1}, /* 41 */
2423     {20, 21, -1}, /* 42 */
2424     {20, 21, 22}, /* 43 */
2425     {21, 22, -1}, /* 44 */
2426     {23, 22, -1}, /* 45 */
2427     {45, 47, 23}, /* 46 */
2428     {23, 24, -1}, /* 47 */
2429     {24, 9, -1}
2430     }; /* 48 */
2431 elmex 1.1
2432     /* Recursive routine to step back and see if we can
2433     * find a path to that monster that we found. If not,
2434     * we don't bother going toward it. Returns 1 if we
2435     * can see a direct way to get it
2436     * Modified to be map tile aware -.MSW
2437     */
2438    
2439 root 1.24
2440     int
2441 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2442 root 1.24 {
2443 root 1.29 sint16 dx, dy;
2444 root 1.24 int
2445     mflags;
2446    
2447     if (dir < 0)
2448     return 0; /* exit condition: invalid direction */
2449    
2450     dx = x + freearr_x[dir];
2451     dy = y + freearr_y[dir];
2452    
2453     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2454    
2455     /* This functional arguably was incorrect before - it was
2456     * checking for P_WALL - that was basically seeing if
2457     * we could move to the monster - this is being more
2458     * literal on if we can see it. To know if we can actually
2459     * move to the monster, we'd need the monster passed in or
2460     * at least its move type.
2461     */
2462     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2463     return 0;
2464    
2465     /* yes, can see. */
2466     if (dir < 9)
2467     return 1;
2468     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2469     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2470     }
2471    
2472    
2473    
2474 elmex 1.1 /*
2475     * can_pick(picker, item): finds out if an object is possible to be
2476     * picked up by the picker. Returnes 1 if it can be
2477     * picked up, otherwise 0.
2478     *
2479     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2480     * core dumps if they do.
2481     *
2482     * Add a check so we can't pick up invisible objects (0.93.8)
2483     */
2484    
2485 root 1.24 int
2486     can_pick (const object *who, const object *item)
2487     {
2488     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2489     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2490     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2491 elmex 1.1 }
2492    
2493    
2494     /*
2495     * create clone from object to another
2496     */
2497 root 1.24 object *
2498     object_create_clone (object *asrc)
2499     {
2500 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2501 elmex 1.1
2502 root 1.24 if (!asrc)
2503 root 1.62 return 0;
2504    
2505 root 1.24 src = asrc;
2506     if (src->head)
2507     src = src->head;
2508    
2509 root 1.62 prev = 0;
2510 root 1.24 for (part = src; part; part = part->more)
2511     {
2512 root 1.65 tmp = part->clone ();
2513 root 1.24 tmp->x -= src->x;
2514     tmp->y -= src->y;
2515 root 1.62
2516 root 1.24 if (!part->head)
2517     {
2518     dst = tmp;
2519 root 1.62 tmp->head = 0;
2520 root 1.24 }
2521     else
2522     {
2523     tmp->head = dst;
2524     }
2525 root 1.62
2526     tmp->more = 0;
2527    
2528 root 1.24 if (prev)
2529     prev->more = tmp;
2530 root 1.62
2531 root 1.24 prev = tmp;
2532 elmex 1.1 }
2533 root 1.24
2534     for (item = src->inv; item; item = item->below)
2535 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2536 elmex 1.1
2537 root 1.24 return dst;
2538 elmex 1.1 }
2539    
2540     /* GROS - Creates an object using a string representing its content. */
2541     /* Basically, we save the content of the string to a temp file, then call */
2542     /* load_object on it. I admit it is a highly inefficient way to make things, */
2543     /* but it was simple to make and allows reusing the load_object function. */
2544     /* Remember not to use load_object_str in a time-critical situation. */
2545     /* Also remember that multiparts objects are not supported for now. */
2546    
2547 root 1.24 object *
2548     load_object_str (const char *obstr)
2549 elmex 1.1 {
2550 root 1.48 object *op;
2551     char filename[MAX_BUF];
2552 root 1.9
2553 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2554    
2555 root 1.48 FILE *tempfile = fopen (filename, "w");
2556 root 1.24
2557     if (tempfile == NULL)
2558 elmex 1.1 {
2559 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2560     return NULL;
2561 root 1.41 }
2562    
2563 root 1.24 fprintf (tempfile, obstr);
2564     fclose (tempfile);
2565 elmex 1.1
2566 root 1.64 op = object::create ();
2567 elmex 1.1
2568 root 1.29 object_thawer thawer (filename);
2569 root 1.13
2570 root 1.24 if (thawer)
2571     load_object (thawer, op, 0);
2572 root 1.13
2573 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2574     CLEAR_FLAG (op, FLAG_REMOVED);
2575 root 1.9
2576 root 1.24 return op;
2577 elmex 1.1 }
2578    
2579     /* This returns the first object in who's inventory that
2580     * has the same type and subtype match.
2581     * returns NULL if no match.
2582     */
2583 root 1.24 object *
2584     find_obj_by_type_subtype (const object *who, int type, int subtype)
2585 elmex 1.1 {
2586 root 1.48 object *tmp;
2587 elmex 1.1
2588 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2589     if (tmp->type == type && tmp->subtype == subtype)
2590     return tmp;
2591 elmex 1.1
2592 root 1.24 return NULL;
2593 elmex 1.1 }
2594    
2595     /* If ob has a field named key, return the link from the list,
2596     * otherwise return NULL.
2597     *
2598     * key must be a passed in shared string - otherwise, this won't
2599     * do the desired thing.
2600     */
2601 root 1.24 key_value *
2602     get_ob_key_link (const object *ob, const char *key)
2603     {
2604 root 1.48 key_value *link;
2605 root 1.24
2606     for (link = ob->key_values; link != NULL; link = link->next)
2607 root 1.48 if (link->key == key)
2608     return link;
2609 root 1.24
2610     return NULL;
2611     }
2612 elmex 1.1
2613     /*
2614     * Returns the value of op has an extra_field for key, or NULL.
2615     *
2616     * The argument doesn't need to be a shared string.
2617     *
2618     * The returned string is shared.
2619     */
2620 root 1.24 const char *
2621     get_ob_key_value (const object *op, const char *const key)
2622     {
2623 root 1.35 key_value *link;
2624     shstr_cmp canonical_key (key);
2625 root 1.24
2626 root 1.35 if (!canonical_key)
2627 root 1.24 {
2628     /* 1. There being a field named key on any object
2629     * implies there'd be a shared string to find.
2630     * 2. Since there isn't, no object has this field.
2631     * 3. Therefore, *this* object doesn't have this field.
2632     */
2633 root 1.35 return 0;
2634 elmex 1.1 }
2635    
2636 root 1.24 /* This is copied from get_ob_key_link() above -
2637     * only 4 lines, and saves the function call overhead.
2638     */
2639 root 1.35 for (link = op->key_values; link; link = link->next)
2640     if (link->key == canonical_key)
2641     return link->value;
2642    
2643     return 0;
2644 elmex 1.1 }
2645    
2646    
2647     /*
2648     * Updates the canonical_key in op to value.
2649     *
2650     * canonical_key is a shared string (value doesn't have to be).
2651     *
2652     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2653     * keys.
2654     *
2655     * Returns TRUE on success.
2656     */
2657 root 1.24 int
2658     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659     {
2660     key_value *
2661     field = NULL, *last = NULL;
2662    
2663     for (field = op->key_values; field != NULL; field = field->next)
2664     {
2665     if (field->key != canonical_key)
2666     {
2667     last = field;
2668     continue;
2669     }
2670    
2671     if (value)
2672     field->value = value;
2673     else
2674     {
2675     /* Basically, if the archetype has this key set,
2676     * we need to store the null value so when we save
2677     * it, we save the empty value so that when we load,
2678     * we get this value back again.
2679     */
2680     if (get_ob_key_link (&op->arch->clone, canonical_key))
2681     field->value = 0;
2682     else
2683     {
2684     if (last)
2685     last->next = field->next;
2686     else
2687     op->key_values = field->next;
2688    
2689 root 1.29 delete field;
2690 root 1.24 }
2691     }
2692     return TRUE;
2693     }
2694     /* IF we get here, key doesn't exist */
2695    
2696     /* No field, we'll have to add it. */
2697    
2698     if (!add_key)
2699     {
2700     return FALSE;
2701     }
2702     /* There isn't any good reason to store a null
2703     * value in the key/value list. If the archetype has
2704     * this key, then we should also have it, so shouldn't
2705     * be here. If user wants to store empty strings,
2706     * should pass in ""
2707     */
2708     if (value == NULL)
2709 elmex 1.1 return TRUE;
2710 root 1.24
2711     field = new key_value;
2712    
2713     field->key = canonical_key;
2714     field->value = value;
2715     /* Usual prepend-addition. */
2716     field->next = op->key_values;
2717     op->key_values = field;
2718    
2719     return TRUE;
2720 elmex 1.1 }
2721    
2722     /*
2723     * Updates the key in op to value.
2724     *
2725     * If add_key is FALSE, this will only update existing keys,
2726     * and not add new ones.
2727     * In general, should be little reason FALSE is ever passed in for add_key
2728     *
2729     * Returns TRUE on success.
2730     */
2731 root 1.24 int
2732     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2733 root 1.11 {
2734 root 1.29 shstr key_ (key);
2735 root 1.24
2736 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2737 elmex 1.1 }
2738 root 1.31
2739 root 1.34 object::depth_iterator::depth_iterator (object *container)
2740     : iterator_base (container)
2741     {
2742     while (item->inv)
2743     item = item->inv;
2744     }
2745    
2746 root 1.31 void
2747 root 1.34 object::depth_iterator::next ()
2748 root 1.31 {
2749 root 1.34 if (item->below)
2750     {
2751     item = item->below;
2752    
2753     while (item->inv)
2754     item = item->inv;
2755     }
2756 root 1.31 else
2757 root 1.34 item = item->env;
2758 root 1.31 }
2759 root 1.34
2760 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2761     const char *
2762     object::debug_desc (char *info) const
2763     {
2764     char info2[256 * 3];
2765     char *p = info;
2766    
2767     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2768     count,
2769     &name,
2770     title ? " " : "",
2771     title ? (const char *)title : "");
2772    
2773     if (env)
2774     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2775    
2776     if (map)
2777     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2778    
2779     return info;
2780     }
2781    
2782     const char *
2783     object::debug_desc () const
2784     {
2785     static char info[256 * 3];
2786     return debug_desc (info);
2787     }
2788