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Revision: 1.75
Committed: Wed Dec 20 11:36:38 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.74: +59 -115 lines
Log Message:
- mapspace caches are now reevaluated only on-demand only
- "heavily" optimised get_map_flags - it might be MUCH faster now
- some cleanups
- some deoptimisaton in update_object - enabling it makes some
  bigfaces disappear when they are not fully visible. why?

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 root 1.75 * update_object() updates the the map.
700 elmex 1.1 * 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     * current action are:
709     * UP_OBJ_INSERT: op was inserted
710     * UP_OBJ_REMOVE: op was removed
711     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
712     * as that is easier than trying to look at what may have changed.
713     * UP_OBJ_FACE: only the objects face has changed.
714     */
715 root 1.24 void
716     update_object (object *op, int action)
717     {
718     MoveType move_on, move_off, move_block, move_slow;
719    
720     if (op == NULL)
721     {
722     /* this should never happen */
723     LOG (llevDebug, "update_object() called for NULL object.\n");
724     return;
725 elmex 1.1 }
726 root 1.24
727 root 1.75 if (op->env)
728 root 1.24 {
729     /* Animation is currently handled by client, so nothing
730     * to do in this case.
731     */
732     return;
733 elmex 1.1 }
734    
735 root 1.24 /* If the map is saving, don't do anything as everything is
736     * going to get freed anyways.
737     */
738     if (!op->map || op->map->in_memory == MAP_SAVING)
739     return;
740    
741     /* make sure the object is within map boundaries */
742     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
743     {
744     LOG (llevError, "update_object() called for object out of map!\n");
745 elmex 1.1 #ifdef MANY_CORES
746 root 1.24 abort ();
747 elmex 1.1 #endif
748 root 1.24 return;
749 elmex 1.1 }
750    
751 root 1.75 mapspace &m = op->map->at (op->x, op->y);
752 elmex 1.1
753 root 1.75 if (m.flags_ & P_NEED_UPDATE)
754     /* nop */;
755     else if (action == UP_OBJ_INSERT)
756     {
757     // this is likely overkill, TODO: revisit (schmorp)
758     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
759     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
760     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
761     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
763     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
764     || (m.move_on | op->move_on ) != m.move_on
765     || (m.move_off | op->move_off ) != m.move_off
766     || (m.move_slow | op->move_slow) != m.move_slow
767     /* This isn't perfect, but I don't expect a lot of objects to
768     * to have move_allow right now.
769     */
770     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
771     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
772     m.flags_ = P_NEED_UPDATE;
773     }
774     /* if the object is being removed, we can't make intelligent
775     * decisions, because remove_ob can't really pass the object
776     * that is being removed.
777     */
778 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
779 root 1.75 m.flags_ = P_NEED_UPDATE;
780 root 1.24 else if (action == UP_OBJ_FACE)
781 root 1.29 /* Nothing to do for that case */ ;
782 root 1.24 else
783 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
784 elmex 1.1
785 root 1.75 if (op->more)
786 root 1.24 update_object (op->more, action);
787 elmex 1.1 }
788    
789 root 1.45 object::vector object::mortals;
790     object::vector object::objects; // not yet used
791     object *object::first;
792 root 1.21
793     void object::free_mortals ()
794     {
795 root 1.45 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 root 1.30 if ((*i)->refcnt)
797     ++i; // further delay freeing
798     else
799 root 1.25 {
800 root 1.40 delete *i;
801 root 1.25 mortals.erase (i);
802     }
803 root 1.21 }
804    
805     object::object ()
806     {
807 root 1.22 SET_FLAG (this, FLAG_REMOVED);
808    
809     expmul = 1.0;
810     face = blank_face;
811     }
812    
813     object::~object ()
814     {
815     free_key_values (this);
816     }
817    
818 root 1.24 void object::link ()
819 root 1.22 {
820 root 1.21 count = ++ob_count;
821 root 1.41 uuid = gen_uuid ();
822 root 1.21
823     prev = 0;
824 root 1.45 next = object::first;
825 root 1.21
826 root 1.45 if (object::first)
827     object::first->prev = this;
828 root 1.21
829 root 1.45 object::first = this;
830 root 1.21 }
831    
832 root 1.24 void object::unlink ()
833 root 1.21 {
834 root 1.45 if (this == object::first)
835     object::first = next;
836 root 1.38
837 root 1.22 /* Remove this object from the list of used objects */
838 root 1.41 if (prev) prev->next = next;
839     if (next) next->prev = prev;
840 root 1.25
841 root 1.41 prev = 0;
842     next = 0;
843 root 1.24 }
844 root 1.21
845     object *object::create ()
846     {
847 root 1.42 object *op = new object;
848 root 1.22 op->link ();
849     return op;
850 root 1.21 }
851 elmex 1.1
852     /*
853     * free_object() frees everything allocated by an object, removes
854     * it from the list of used objects, and puts it on the list of
855     * free objects. The IS_FREED() flag is set in the object.
856     * The object must have been removed by remove_ob() first for
857     * this function to succeed.
858     *
859 root 1.52 * If destroy_inventory is set, free inventory as well. Else drop items in
860 elmex 1.1 * inventory to the ground.
861     */
862 root 1.52 void object::destroy (bool destroy_inventory)
863 root 1.14 {
864 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
865     return;
866    
867 root 1.32 if (QUERY_FLAG (this, FLAG_FRIENDLY))
868     remove_friendly_object (this);
869    
870 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
871 root 1.63 remove ();
872 root 1.14
873 root 1.29 SET_FLAG (this, FLAG_FREED);
874 root 1.14
875 root 1.21 if (more)
876 root 1.14 {
877 root 1.52 more->destroy (destroy_inventory);
878 root 1.21 more = 0;
879 elmex 1.1 }
880    
881 root 1.21 if (inv)
882 root 1.14 {
883     /* Only if the space blocks everything do we not process -
884 root 1.17 * if some form of movement is allowed, let objects
885 root 1.14 * drop on that space.
886     */
887 root 1.52 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
888 root 1.24 {
889 root 1.29 object *op = inv;
890 root 1.24
891     while (op)
892     {
893 root 1.29 object *tmp = op->below;
894 root 1.52 op->destroy (destroy_inventory);
895 root 1.24 op = tmp;
896     }
897     }
898 root 1.14 else
899 root 1.24 { /* Put objects in inventory onto this space */
900 root 1.29 object *op = inv;
901 root 1.24
902     while (op)
903     {
904 root 1.29 object *tmp = op->below;
905 root 1.14
906 root 1.63 op->remove ();
907 root 1.24
908     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 root 1.64 op->destroy ();
911 root 1.24 else
912     {
913     op->x = x;
914     op->y = y;
915     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916     }
917    
918     op = tmp;
919     }
920     }
921 root 1.14 }
922    
923 root 1.57 // hack to ensure that freed objects still have a valid map
924     {
925     static maptile *freed_map; // freed objects are moved here to avoid crashes
926    
927     if (!freed_map)
928     {
929     freed_map = new maptile;
930    
931     freed_map->name = "/internal/freed_objects_map";
932     freed_map->width = 3;
933     freed_map->height = 3;
934    
935     freed_map->allocate ();
936     }
937    
938     map = freed_map;
939     x = 1;
940     y = 1;
941     }
942    
943 root 1.44 // clear those pointers that likely might have circular references to us
944     owner = 0;
945     enemy = 0;
946     attacked_by = 0;
947 root 1.25
948 root 1.52 // only relevant for players(?), but make sure of it anyways
949     contr = 0;
950    
951 root 1.14 /* Remove object from the active list */
952 root 1.21 speed = 0;
953     update_ob_speed (this);
954 elmex 1.1
955 root 1.22 unlink ();
956    
957 root 1.21 mortals.push_back (this);
958 elmex 1.1 }
959    
960     /*
961     * sub_weight() recursively (outwards) subtracts a number from the
962     * weight of an object (and what is carried by it's environment(s)).
963     */
964 root 1.24 void
965     sub_weight (object *op, signed long weight)
966     {
967     while (op != NULL)
968     {
969     if (op->type == CONTAINER)
970 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
971    
972 root 1.24 op->carrying -= weight;
973     op = op->env;
974 elmex 1.1 }
975     }
976    
977 root 1.63 /* op->remove ():
978 elmex 1.1 * This function removes the object op from the linked list of objects
979     * which it is currently tied to. When this function is done, the
980     * object will have no environment. If the object previously had an
981     * environment, the x and y coordinates will be updated to
982     * the previous environment.
983     * Beware: This function is called from the editor as well!
984     */
985 root 1.24 void
986 root 1.59 object::remove ()
987 root 1.24 {
988 root 1.45 object *tmp, *last = 0;
989     object *otmp;
990 root 1.26
991 root 1.45 int check_walk_off;
992 root 1.24
993 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
994 root 1.29 return;
995 root 1.24
996 root 1.59 SET_FLAG (this, FLAG_REMOVED);
997 root 1.26
998 root 1.59 if (more)
999     more->remove ();
1000 root 1.24
1001     /*
1002     * In this case, the object to be removed is in someones
1003     * inventory.
1004     */
1005 root 1.59 if (env)
1006 root 1.24 {
1007 root 1.59 if (nrof)
1008     sub_weight (env, weight * nrof);
1009 root 1.24 else
1010 root 1.59 sub_weight (env, weight + carrying);
1011 root 1.24
1012     /* NO_FIX_PLAYER is set when a great many changes are being
1013     * made to players inventory. If set, avoiding the call
1014     * to save cpu time.
1015     */
1016 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 root 1.24 fix_player (otmp);
1018    
1019 root 1.59 if (above != NULL)
1020     above->below = below;
1021 root 1.24 else
1022 root 1.59 env->inv = below;
1023 root 1.24
1024 root 1.59 if (below != NULL)
1025     below->above = above;
1026 root 1.24
1027     /* we set up values so that it could be inserted into
1028     * the map, but we don't actually do that - it is up
1029     * to the caller to decide what we want to do.
1030     */
1031 root 1.59 x = env->x, y = env->y;
1032     map = env->map;
1033     above = 0, below = 0;
1034     env = 0;
1035     }
1036     else if (map)
1037     {
1038 root 1.29 /* Re did the following section of code - it looks like it had
1039     * lots of logic for things we no longer care about
1040 root 1.24 */
1041 elmex 1.1
1042 root 1.29 /* link the object above us */
1043 root 1.59 if (above)
1044     above->below = below;
1045 root 1.29 else
1046 root 1.75 map->at (x, y).top = below; /* we were top, set new top */
1047 root 1.24
1048 root 1.29 /* Relink the object below us, if there is one */
1049 root 1.59 if (below)
1050     below->above = above;
1051 root 1.29 else
1052     {
1053     /* Nothing below, which means we need to relink map object for this space
1054     * use translated coordinates in case some oddness with map tiling is
1055     * evident
1056     */
1057 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1058 root 1.29 {
1059 root 1.59 char *dump = dump_object (this);
1060 root 1.29 LOG (llevError,
1061 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);
1062     free (dump);
1063 root 1.59 dump = dump_object (GET_MAP_OB (map, x, y));
1064 root 1.53 LOG (llevError, "%s\n", dump);
1065     free (dump);
1066 root 1.29 }
1067 elmex 1.1
1068 root 1.75 map->at (x, y).bottom = above; /* goes on above it. */
1069 root 1.8 }
1070 root 1.26
1071 root 1.59 above = 0;
1072     below = 0;
1073 root 1.26
1074 root 1.59 if (map->in_memory == MAP_SAVING)
1075 root 1.29 return;
1076 elmex 1.1
1077 root 1.59 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1078 elmex 1.1
1079 root 1.59 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1080 root 1.24 {
1081 root 1.29 /* No point updating the players look faces if he is the object
1082     * being removed.
1083 root 1.24 */
1084 root 1.29
1085 root 1.59 if (tmp->type == PLAYER && tmp != this)
1086 root 1.24 {
1087 root 1.29 /* If a container that the player is currently using somehow gets
1088     * removed (most likely destroyed), update the player view
1089     * appropriately.
1090     */
1091 root 1.59 if (tmp->container == this)
1092 root 1.29 {
1093 root 1.59 CLEAR_FLAG (this, FLAG_APPLIED);
1094     tmp->container = 0;
1095 root 1.29 }
1096    
1097 root 1.70 tmp->contr->socket->floorbox_update ();
1098 root 1.8 }
1099 root 1.26
1100 root 1.29 /* See if player moving off should effect something */
1101 root 1.50 if (check_walk_off
1102 root 1.59 && ((move_type & tmp->move_off)
1103     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 root 1.29 {
1105 elmex 1.72 move_apply (tmp, this, 0);
1106 root 1.24
1107 root 1.59 if (destroyed ())
1108 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 root 1.8 }
1110    
1111 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112    
1113     if (tmp->above == tmp)
1114 root 1.59 tmp->above = 0;
1115 root 1.8
1116 root 1.29 last = tmp;
1117     }
1118 root 1.26
1119 root 1.29 /* last == NULL of there are no objects on this space */
1120 root 1.59 if (!last)
1121 root 1.75 map->at (x, y).flags_ = P_NEED_UPDATE;
1122 root 1.29 else
1123     update_object (last, UP_OBJ_REMOVE);
1124 root 1.26
1125 root 1.59 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1126     update_all_los (map, x, y);
1127 elmex 1.1 }
1128     }
1129    
1130     /*
1131     * merge_ob(op,top):
1132     *
1133     * This function goes through all objects below and including top, and
1134     * merges op to the first matching object.
1135     * If top is NULL, it is calculated.
1136     * Returns pointer to object if it succeded in the merge, otherwise NULL
1137     */
1138 root 1.24 object *
1139     merge_ob (object *op, object *top)
1140     {
1141     if (!op->nrof)
1142 elmex 1.1 return 0;
1143 root 1.29
1144 root 1.24 if (top == NULL)
1145     for (top = op; top != NULL && top->above != NULL; top = top->above);
1146 root 1.29
1147 root 1.24 for (; top != NULL; top = top->below)
1148 elmex 1.1 {
1149 root 1.24 if (top == op)
1150     continue;
1151 root 1.66
1152     if (object::can_merge (op, top))
1153 root 1.24 {
1154     top->nrof += op->nrof;
1155    
1156 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1157 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1158 root 1.64 op->destroy ();
1159 root 1.24 return top;
1160     }
1161 elmex 1.1 }
1162 root 1.29
1163 root 1.45 return 0;
1164 elmex 1.1 }
1165    
1166     /*
1167     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1168     * job preparing multi-part monsters
1169     */
1170 root 1.24 object *
1171 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172 root 1.24 {
1173 root 1.29 object *tmp;
1174 root 1.24
1175     if (op->head)
1176     op = op->head;
1177 root 1.29
1178 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1179     {
1180     tmp->x = x + tmp->arch->clone.x;
1181     tmp->y = y + tmp->arch->clone.y;
1182 elmex 1.1 }
1183 root 1.29
1184 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1185 elmex 1.1 }
1186    
1187     /*
1188     * insert_ob_in_map (op, map, originator, flag):
1189     * This function inserts the object in the two-way linked list
1190     * which represents what is on a map.
1191     * The second argument specifies the map, and the x and y variables
1192     * in the object about to be inserted specifies the position.
1193     *
1194     * originator: Player, monster or other object that caused 'op' to be inserted
1195     * into 'map'. May be NULL.
1196     *
1197     * flag is a bitmask about special things to do (or not do) when this
1198     * function is called. see the object.h file for the INS_ values.
1199     * Passing 0 for flag gives proper default values, so flag really only needs
1200     * to be set if special handling is needed.
1201     *
1202     * Return value:
1203     * new object if 'op' was merged with other object
1204     * NULL if 'op' was destroyed
1205     * just 'op' otherwise
1206     */
1207    
1208 root 1.24 object *
1209 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210 elmex 1.1 {
1211 root 1.25 object *tmp, *top, *floor = NULL;
1212     sint16 x, y;
1213 elmex 1.1
1214 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1215     {
1216     LOG (llevError, "Trying to insert freed object!\n");
1217     return NULL;
1218     }
1219 root 1.25
1220 root 1.24 if (m == NULL)
1221     {
1222 root 1.53 char *dump = dump_object (op);
1223     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224     free (dump);
1225 root 1.24 return op;
1226 elmex 1.1 }
1227 root 1.25
1228 root 1.24 if (out_of_map (m, op->x, op->y))
1229     {
1230 root 1.53 char *dump = dump_object (op);
1231     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1232 elmex 1.1 #ifdef MANY_CORES
1233 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1234     * is likely to cause a crash. Better to find out where it is getting
1235     * improperly inserted.
1236     */
1237     abort ();
1238 elmex 1.1 #endif
1239 root 1.53 free (dump);
1240 root 1.24 return op;
1241 elmex 1.1 }
1242 root 1.25
1243 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244     {
1245 root 1.53 char *dump = dump_object (op);
1246     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247     free (dump);
1248 root 1.24 return op;
1249     }
1250 root 1.25
1251 root 1.24 if (op->more != NULL)
1252     {
1253     /* The part may be on a different map. */
1254    
1255 root 1.26 object *more = op->more;
1256 root 1.24
1257     /* We really need the caller to normalize coordinates - if
1258     * we set the map, that doesn't work if the location is within
1259     * a map and this is straddling an edge. So only if coordinate
1260     * is clear wrong do we normalize it.
1261     */
1262     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 root 1.24 else if (!more->map)
1265     {
1266     /* For backwards compatibility - when not dealing with tiled maps,
1267     * more->map should always point to the parent.
1268     */
1269     more->map = m;
1270     }
1271    
1272     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273     {
1274     if (!op->head)
1275     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276 root 1.26
1277 root 1.24 return NULL;
1278 root 1.8 }
1279 root 1.24 }
1280 root 1.25
1281 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1282 root 1.8
1283 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1284     * of areas of callers (eg, anything that uses find_free_spot would now
1285     * need extra work
1286     */
1287     op->map = get_map_from_coord (m, &op->x, &op->y);
1288     x = op->x;
1289     y = op->y;
1290    
1291     /* this has to be done after we translate the coordinates.
1292     */
1293     if (op->nrof && !(flag & INS_NO_MERGE))
1294 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1295 root 1.66 if (object::can_merge (op, tmp))
1296 root 1.25 {
1297     op->nrof += tmp->nrof;
1298 root 1.64 tmp->destroy ();
1299 root 1.25 }
1300 root 1.24
1301     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1303 root 1.25
1304 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1305     CLEAR_FLAG (op, FLAG_NO_STEAL);
1306    
1307     if (flag & INS_BELOW_ORIGINATOR)
1308     {
1309     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1310     {
1311     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1312     abort ();
1313     }
1314 root 1.25
1315 root 1.24 op->above = originator;
1316     op->below = originator->below;
1317 root 1.25
1318 root 1.24 if (op->below)
1319     op->below->above = op;
1320     else
1321 root 1.75 op->map->at (op->x, op->y).bottom = op;
1322 root 1.25
1323 root 1.24 /* since *below* originator, no need to update top */
1324     originator->below = op;
1325 elmex 1.1 }
1326 root 1.24 else
1327     {
1328     /* If there are other objects, then */
1329     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1330     {
1331 root 1.25 object *last = NULL;
1332 root 1.24
1333     /*
1334     * If there are multiple objects on this space, we do some trickier handling.
1335     * We've already dealt with merging if appropriate.
1336     * Generally, we want to put the new object on top. But if
1337     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338     * floor, we want to insert above that and no further.
1339     * Also, if there are spell objects on this space, we stop processing
1340     * once we get to them. This reduces the need to traverse over all of
1341     * them when adding another one - this saves quite a bit of cpu time
1342     * when lots of spells are cast in one area. Currently, it is presumed
1343     * that flying non pickable objects are spell objects.
1344     */
1345 elmex 1.1
1346 root 1.24 while (top != NULL)
1347     {
1348     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349     floor = top;
1350 root 1.26
1351 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))
1352     {
1353     /* We insert above top, so we want this object below this */
1354     top = top->below;
1355     break;
1356     }
1357 root 1.26
1358 root 1.24 last = top;
1359     top = top->above;
1360     }
1361 root 1.26
1362 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1363     top = last;
1364 root 1.8
1365 root 1.24 /* We let update_position deal with figuring out what the space
1366     * looks like instead of lots of conditions here.
1367     * makes things faster, and effectively the same result.
1368     */
1369    
1370     /* Have object 'fall below' other objects that block view.
1371     * Unless those objects are exits, type 66
1372     * If INS_ON_TOP is used, don't do this processing
1373     * Need to find the object that in fact blocks view, otherwise
1374     * stacking is a bit odd.
1375     */
1376     if (!(flag & INS_ON_TOP) &&
1377 root 1.75 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1378 root 1.24 {
1379     for (last = top; last != floor; last = last->below)
1380     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381     break;
1382     /* Check to see if we found the object that blocks view,
1383     * and make sure we have a below pointer for it so that
1384     * we can get inserted below this one, which requires we
1385     * set top to the object below us.
1386     */
1387     if (last && last->below && last != floor)
1388     top = last->below;
1389 root 1.8 }
1390 root 1.24 } /* If objects on this space */
1391 root 1.25
1392 root 1.24 if (flag & INS_MAP_LOAD)
1393     top = GET_MAP_TOP (op->map, op->x, op->y);
1394 root 1.25
1395 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1396     top = floor;
1397    
1398     /* Top is the object that our object (op) is going to get inserted above.
1399     */
1400    
1401     /* First object on this space */
1402     if (!top)
1403     {
1404     op->above = GET_MAP_OB (op->map, op->x, op->y);
1405 root 1.25
1406 root 1.24 if (op->above)
1407     op->above->below = op;
1408 root 1.25
1409 root 1.24 op->below = NULL;
1410 root 1.75 op->map->at (op->x, op->y).bottom = op;
1411 root 1.24 }
1412     else
1413     { /* get inserted into the stack above top */
1414     op->above = top->above;
1415 root 1.25
1416 root 1.24 if (op->above)
1417     op->above->below = op;
1418 root 1.25
1419 root 1.24 op->below = top;
1420     top->above = op;
1421     }
1422 root 1.25
1423 root 1.24 if (op->above == NULL)
1424 root 1.75 op->map->at (op->x, op->y).top = op;
1425 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1426 root 1.8
1427 root 1.24 if (op->type == PLAYER)
1428     op->contr->do_los = 1;
1429    
1430     /* If we have a floor, we know the player, if any, will be above
1431     * it, so save a few ticks and start from there.
1432     */
1433     if (!(flag & INS_MAP_LOAD))
1434 root 1.75 if (object *pl = op->map->at (op->x, op->y).player ())
1435     pl->contr->socket->floorbox_update ();
1436 root 1.24
1437     /* If this object glows, it may affect lighting conditions that are
1438     * visible to others on this map. But update_all_los is really
1439     * an inefficient way to do this, as it means los for all players
1440     * on the map will get recalculated. The players could very well
1441     * be far away from this change and not affected in any way -
1442     * this should get redone to only look for players within range,
1443     * or just updating the P_NEED_UPDATE for spaces within this area
1444     * of effect may be sufficient.
1445     */
1446     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1447     update_all_los (op->map, op->x, op->y);
1448    
1449     /* updates flags (blocked, alive, no magic, etc) for this map space */
1450     update_object (op, UP_OBJ_INSERT);
1451    
1452     /* Don't know if moving this to the end will break anything. However,
1453 root 1.70 * we want to have floorbox_update called before calling this.
1454 root 1.24 *
1455     * check_move_on() must be after this because code called from
1456     * check_move_on() depends on correct map flags (so functions like
1457     * blocked() and wall() work properly), and these flags are updated by
1458     * update_object().
1459     */
1460    
1461     /* if this is not the head or flag has been passed, don't check walk on status */
1462     if (!(flag & INS_NO_WALK_ON) && !op->head)
1463     {
1464     if (check_move_on (op, originator))
1465     return NULL;
1466 elmex 1.1
1467 root 1.24 /* If we are a multi part object, lets work our way through the check
1468     * walk on's.
1469     */
1470     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1471     if (check_move_on (tmp, originator))
1472     return NULL;
1473 elmex 1.1 }
1474 root 1.25
1475 root 1.24 return op;
1476 elmex 1.1 }
1477    
1478     /* this function inserts an object in the map, but if it
1479 root 1.75 * finds an object of its own type, it'll remove that one first.
1480     * op is the object to insert it under: supplies x and the map.
1481 elmex 1.1 */
1482 root 1.24 void
1483     replace_insert_ob_in_map (const char *arch_string, object *op)
1484     {
1485 root 1.75 object *tmp, *tmp1;
1486 elmex 1.1
1487 root 1.24 /* first search for itself and remove any old instances */
1488 elmex 1.1
1489 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1490 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1491     tmp->destroy ();
1492 elmex 1.1
1493 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1494 elmex 1.1
1495 root 1.24 tmp1->x = op->x;
1496     tmp1->y = op->y;
1497     insert_ob_in_map (tmp1, op->map, op, 0);
1498     }
1499 elmex 1.1
1500     /*
1501     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502     * is returned contains nr objects, and the remaining parts contains
1503     * the rest (or is removed and freed if that number is 0).
1504     * On failure, NULL is returned, and the reason put into the
1505     * global static errmsg array.
1506     */
1507    
1508 root 1.24 object *
1509     get_split_ob (object *orig_ob, uint32 nr)
1510     {
1511 root 1.64 object *newob;
1512     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 root 1.24
1514     if (orig_ob->nrof < nr)
1515     {
1516     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517     return NULL;
1518     }
1519 root 1.29
1520 root 1.24 newob = object_create_clone (orig_ob);
1521 root 1.29
1522 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1523 root 1.63 orig_ob->destroy (1);
1524 root 1.24 else if (!is_removed)
1525     {
1526     if (orig_ob->env != NULL)
1527     sub_weight (orig_ob->env, orig_ob->weight * nr);
1528     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1529     {
1530     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1531     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532     return NULL;
1533 root 1.8 }
1534 elmex 1.1 }
1535 root 1.29
1536 root 1.24 newob->nrof = nr;
1537 elmex 1.1
1538 root 1.24 return newob;
1539 elmex 1.1 }
1540    
1541     /*
1542     * decrease_ob_nr(object, number) decreases a specified number from
1543     * the amount of an object. If the amount reaches 0, the object
1544     * is subsequently removed and freed.
1545     *
1546     * Return value: 'op' if something is left, NULL if the amount reached 0
1547     */
1548    
1549 root 1.24 object *
1550     decrease_ob_nr (object *op, uint32 i)
1551 elmex 1.1 {
1552 root 1.29 object *tmp;
1553     player *pl;
1554 elmex 1.1
1555 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1556     return op;
1557    
1558     if (i > op->nrof)
1559     i = op->nrof;
1560    
1561     if (QUERY_FLAG (op, FLAG_REMOVED))
1562 root 1.29 op->nrof -= i;
1563 root 1.73 else if (op->env)
1564 root 1.24 {
1565     /* is this object in the players inventory, or sub container
1566     * therein?
1567     */
1568 root 1.74 tmp = op->in_player ();
1569 root 1.24 /* nope. Is this a container the player has opened?
1570     * If so, set tmp to that player.
1571     * IMO, searching through all the players will mostly
1572     * likely be quicker than following op->env to the map,
1573     * and then searching the map for a player.
1574     */
1575     if (!tmp)
1576     {
1577     for (pl = first_player; pl; pl = pl->next)
1578     if (pl->ob->container == op->env)
1579 root 1.73 {
1580     tmp = pl->ob;
1581     break;
1582     }
1583 root 1.24 }
1584 elmex 1.1
1585 root 1.24 if (i < op->nrof)
1586     {
1587     sub_weight (op->env, op->weight * i);
1588     op->nrof -= i;
1589     if (tmp)
1590 root 1.73 esrv_send_item (tmp, op);
1591 root 1.24 }
1592     else
1593     {
1594 root 1.63 op->remove ();
1595 root 1.24 op->nrof = 0;
1596     if (tmp)
1597 root 1.73 esrv_del_item (tmp->contr, op->count);
1598 elmex 1.1 }
1599     }
1600 root 1.24 else
1601 elmex 1.1 {
1602 root 1.29 object *above = op->above;
1603 elmex 1.1
1604 root 1.24 if (i < op->nrof)
1605 root 1.29 op->nrof -= i;
1606 root 1.24 else
1607     {
1608 root 1.63 op->remove ();
1609 root 1.24 op->nrof = 0;
1610     }
1611 root 1.29
1612 root 1.24 /* Since we just removed op, op->above is null */
1613 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1614 root 1.24 if (tmp->type == PLAYER)
1615     {
1616     if (op->nrof)
1617     esrv_send_item (tmp, op);
1618     else
1619     esrv_del_item (tmp->contr, op->count);
1620     }
1621 elmex 1.1 }
1622    
1623 root 1.24 if (op->nrof)
1624 root 1.29 return op;
1625 root 1.24 else
1626     {
1627 root 1.64 op->destroy ();
1628 root 1.73 return 0;
1629 elmex 1.1 }
1630     }
1631    
1632     /*
1633     * add_weight(object, weight) adds the specified weight to an object,
1634     * and also updates how much the environment(s) is/are carrying.
1635     */
1636    
1637 root 1.24 void
1638     add_weight (object *op, signed long weight)
1639     {
1640     while (op != NULL)
1641     {
1642     if (op->type == CONTAINER)
1643 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1644    
1645 root 1.24 op->carrying += weight;
1646     op = op->env;
1647     }
1648 elmex 1.1 }
1649    
1650 root 1.24 object *
1651     insert_ob_in_ob (object *op, object *where)
1652     {
1653 root 1.59 if (!where)
1654 root 1.24 {
1655 root 1.53 char *dump = dump_object (op);
1656     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657     free (dump);
1658 root 1.24 return op;
1659     }
1660 root 1.29
1661 root 1.24 if (where->head)
1662     {
1663 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1664 root 1.24 where = where->head;
1665     }
1666 root 1.29
1667 root 1.59 return where->insert (op);
1668     }
1669    
1670     /*
1671     * env->insert (op)
1672     * This function inserts the object op in the linked list
1673     * inside the object environment.
1674     *
1675     * The function returns now pointer to inserted item, and return value can
1676     * be != op, if items are merged. -Tero
1677     */
1678    
1679     object *
1680     object::insert (object *op)
1681     {
1682     object *tmp, *otmp;
1683    
1684     if (!QUERY_FLAG (op, FLAG_REMOVED))
1685     op->remove ();
1686    
1687 root 1.24 if (op->more)
1688     {
1689     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1690     return op;
1691     }
1692 root 1.29
1693 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1694     CLEAR_FLAG (op, FLAG_REMOVED);
1695     if (op->nrof)
1696     {
1697 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1698 root 1.66 if (object::can_merge (tmp, op))
1699 root 1.24 {
1700     /* return the original object and remove inserted object
1701     (client needs the original object) */
1702     tmp->nrof += op->nrof;
1703     /* Weight handling gets pretty funky. Since we are adding to
1704     * tmp->nrof, we need to increase the weight.
1705     */
1706 root 1.59 add_weight (this, op->weight * op->nrof);
1707 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1708 root 1.59 op->destroy (); /* free the inserted object */
1709 root 1.24 op = tmp;
1710 root 1.59 op->remove (); /* and fix old object's links */
1711 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1712     break;
1713     }
1714    
1715     /* I assume combined objects have no inventory
1716     * We add the weight - this object could have just been removed
1717     * (if it was possible to merge). calling remove_ob will subtract
1718     * the weight, so we need to add it in again, since we actually do
1719     * the linking below
1720     */
1721 root 1.59 add_weight (this, op->weight * op->nrof);
1722 root 1.24 }
1723     else
1724 root 1.59 add_weight (this, (op->weight + op->carrying));
1725 elmex 1.1
1726 root 1.74 otmp = this->in_player ();
1727 root 1.59 if (otmp && otmp->contr)
1728     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729     fix_player (otmp);
1730 elmex 1.1
1731 root 1.74 op->map = 0;
1732 root 1.59 op->env = this;
1733 root 1.74 op->above = 0;
1734     op->below = 0;
1735 root 1.24 op->x = 0, op->y = 0;
1736 elmex 1.1
1737     /* reset the light list and los of the players on the map */
1738 root 1.59 if ((op->glow_radius != 0) && map)
1739 root 1.24 {
1740 elmex 1.1 #ifdef DEBUG_LIGHTS
1741 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1742     #endif /* DEBUG_LIGHTS */
1743 root 1.59 if (MAP_DARKNESS (map))
1744     update_all_los (map, x, y);
1745 root 1.24 }
1746 elmex 1.1
1747     /* Client has no idea of ordering so lets not bother ordering it here.
1748     * It sure simplifies this function...
1749     */
1750 root 1.59 if (!inv)
1751     inv = op;
1752 root 1.24 else
1753     {
1754 root 1.59 op->below = inv;
1755 elmex 1.1 op->below->above = op;
1756 root 1.59 inv = op;
1757 root 1.24 }
1758 root 1.59
1759 elmex 1.1 return op;
1760     }
1761    
1762     /*
1763     * Checks if any objects has a move_type that matches objects
1764     * that effect this object on this space. Call apply() to process
1765     * these events.
1766     *
1767     * Any speed-modification due to SLOW_MOVE() of other present objects
1768     * will affect the speed_left of the object.
1769     *
1770     * originator: Player, monster or other object that caused 'op' to be inserted
1771     * into 'map'. May be NULL.
1772     *
1773     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1774     *
1775     * 4-21-95 added code to check if appropriate skill was readied - this will
1776     * permit faster movement by the player through this terrain. -b.t.
1777     *
1778     * MSW 2001-07-08: Check all objects on space, not just those below
1779     * object being inserted. insert_ob_in_map may not put new objects
1780     * on top.
1781     */
1782    
1783 root 1.24 int
1784     check_move_on (object *op, object *originator)
1785 elmex 1.1 {
1786 root 1.48 object *tmp;
1787 root 1.49 maptile *m = op->map;
1788 root 1.48 int x = op->x, y = op->y;
1789 root 1.26
1790 root 1.48 MoveType move_on, move_slow, move_block;
1791 root 1.24
1792     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1793     return 0;
1794    
1795     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1796     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1797     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1798    
1799     /* if nothing on this space will slow op down or be applied,
1800     * no need to do checking below. have to make sure move_type
1801     * is set, as lots of objects don't have it set - we treat that
1802     * as walking.
1803     */
1804     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1805     return 0;
1806 elmex 1.1
1807 root 1.24 /* This is basically inverse logic of that below - basically,
1808     * if the object can avoid the move on or slow move, they do so,
1809     * but can't do it if the alternate movement they are using is
1810     * blocked. Logic on this seems confusing, but does seem correct.
1811     */
1812     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1813     return 0;
1814    
1815     /* The objects have to be checked from top to bottom.
1816     * Hence, we first go to the top:
1817     */
1818    
1819     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1820     {
1821     /* Trim the search when we find the first other spell effect
1822     * this helps performance so that if a space has 50 spell objects,
1823     * we don't need to check all of them.
1824     */
1825     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1826     break;
1827     }
1828 root 1.26
1829     for (; tmp; tmp = tmp->below)
1830 root 1.24 {
1831     if (tmp == op)
1832     continue; /* Can't apply yourself */
1833 elmex 1.1
1834 root 1.24 /* Check to see if one of the movement types should be slowed down.
1835     * Second check makes sure that the movement types not being slowed
1836     * (~slow_move) is not blocked on this space - just because the
1837     * space doesn't slow down swimming (for example), if you can't actually
1838     * swim on that space, can't use it to avoid the penalty.
1839     */
1840     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1841     {
1842     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1843     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844     {
1845 elmex 1.1
1846 root 1.29 float
1847     diff = tmp->move_slow_penalty * FABS (op->speed);
1848 elmex 1.1
1849 root 1.24 if (op->type == PLAYER)
1850 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1851     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1852     diff /= 4.0;
1853    
1854 root 1.24 op->speed_left -= diff;
1855 root 1.8 }
1856     }
1857 elmex 1.1
1858 root 1.24 /* Basically same logic as above, except now for actual apply. */
1859     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1860     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1861     {
1862 elmex 1.72 move_apply (tmp, op, originator);
1863 root 1.24
1864 root 1.48 if (op->destroyed ())
1865 root 1.24 return 1;
1866    
1867     /* what the person/creature stepped onto has moved the object
1868     * someplace new. Don't process any further - if we did,
1869     * have a feeling strange problems would result.
1870     */
1871     if (op->map != m || op->x != x || op->y != y)
1872     return 0;
1873 root 1.8 }
1874 elmex 1.1 }
1875 root 1.26
1876 root 1.24 return 0;
1877 elmex 1.1 }
1878    
1879     /*
1880     * present_arch(arch, map, x, y) searches for any objects with
1881     * a matching archetype at the given map and coordinates.
1882     * The first matching object is returned, or NULL if none.
1883     */
1884    
1885 root 1.24 object *
1886 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1887 root 1.24 {
1888     object *
1889     tmp;
1890    
1891     if (m == NULL || out_of_map (m, x, y))
1892     {
1893     LOG (llevError, "Present_arch called outside map.\n");
1894     return NULL;
1895     }
1896     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1897     if (tmp->arch == at)
1898 elmex 1.1 return tmp;
1899     return NULL;
1900     }
1901    
1902     /*
1903     * present(type, map, x, y) searches for any objects with
1904     * a matching type variable at the given map and coordinates.
1905     * The first matching object is returned, or NULL if none.
1906     */
1907    
1908 root 1.24 object *
1909 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1910 root 1.24 {
1911     object *
1912     tmp;
1913    
1914     if (out_of_map (m, x, y))
1915     {
1916     LOG (llevError, "Present called outside map.\n");
1917     return NULL;
1918     }
1919     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1920     if (tmp->type == type)
1921 elmex 1.1 return tmp;
1922     return NULL;
1923     }
1924    
1925     /*
1926     * present_in_ob(type, object) searches for any objects with
1927     * a matching type variable in the inventory of the given object.
1928     * The first matching object is returned, or NULL if none.
1929     */
1930    
1931 root 1.24 object *
1932     present_in_ob (unsigned char type, const object *op)
1933     {
1934     object *
1935     tmp;
1936    
1937     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938     if (tmp->type == type)
1939 elmex 1.1 return tmp;
1940     return NULL;
1941     }
1942    
1943     /*
1944     * present_in_ob (type, str, object) searches for any objects with
1945     * a matching type & name variable in the inventory of the given object.
1946     * The first matching object is returned, or NULL if none.
1947     * This is mostly used by spell effect code, so that we only
1948     * have one spell effect at a time.
1949     * type can be used to narrow the search - if type is set,
1950     * the type must also match. -1 can be passed for the type,
1951     * in which case the type does not need to pass.
1952     * str is the string to match against. Note that we match against
1953     * the object name, not the archetype name. this is so that the
1954     * spell code can use one object type (force), but change it's name
1955     * to be unique.
1956     */
1957    
1958 root 1.24 object *
1959     present_in_ob_by_name (int type, const char *str, const object *op)
1960     {
1961     object *
1962     tmp;
1963 elmex 1.1
1964 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1965     {
1966     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967     return tmp;
1968 elmex 1.1 }
1969 root 1.24 return NULL;
1970 elmex 1.1 }
1971    
1972     /*
1973     * present_arch_in_ob(archetype, object) searches for any objects with
1974     * a matching archetype in the inventory of the given object.
1975     * The first matching object is returned, or NULL if none.
1976     */
1977    
1978 root 1.24 object *
1979     present_arch_in_ob (const archetype *at, const object *op)
1980     {
1981     object *
1982     tmp;
1983    
1984     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985     if (tmp->arch == at)
1986 elmex 1.1 return tmp;
1987     return NULL;
1988     }
1989    
1990     /*
1991     * activate recursively a flag on an object inventory
1992     */
1993 root 1.24 void
1994     flag_inv (object *op, int flag)
1995     {
1996     object *
1997     tmp;
1998    
1999     if (op->inv)
2000     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001     {
2002     SET_FLAG (tmp, flag);
2003     flag_inv (tmp, flag);
2004 elmex 1.1 }
2005 root 1.24 } /*
2006     * desactivate recursively a flag on an object inventory
2007     */
2008     void
2009     unflag_inv (object *op, int flag)
2010     {
2011     object *
2012     tmp;
2013    
2014     if (op->inv)
2015     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016     {
2017     CLEAR_FLAG (tmp, flag);
2018     unflag_inv (tmp, flag);
2019 elmex 1.1 }
2020     }
2021    
2022     /*
2023     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024     * all it's inventory (recursively).
2025     * If checksums are used, a player will get set_cheat called for
2026     * him/her-self and all object carried by a call to this function.
2027     */
2028    
2029 root 1.24 void
2030     set_cheat (object *op)
2031     {
2032     SET_FLAG (op, FLAG_WAS_WIZ);
2033     flag_inv (op, FLAG_WAS_WIZ);
2034 elmex 1.1 }
2035    
2036     /*
2037     * find_free_spot(object, map, x, y, start, stop) will search for
2038     * a spot at the given map and coordinates which will be able to contain
2039     * the given object. start and stop specifies how many squares
2040     * to search (see the freearr_x/y[] definition).
2041     * It returns a random choice among the alternatives found.
2042     * start and stop are where to start relative to the free_arr array (1,9
2043     * does all 4 immediate directions). This returns the index into the
2044     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2045     * Note - this only checks to see if there is space for the head of the
2046     * object - if it is a multispace object, this should be called for all
2047     * pieces.
2048     * Note2: This function does correctly handle tiled maps, but does not
2049     * inform the caller. However, insert_ob_in_map will update as
2050     * necessary, so the caller shouldn't need to do any special work.
2051     * Note - updated to take an object instead of archetype - this is necessary
2052     * because arch_blocked (now ob_blocked) needs to know the movement type
2053     * to know if the space in question will block the object. We can't use
2054     * the archetype because that isn't correct if the monster has been
2055     * customized, changed states, etc.
2056     */
2057    
2058 root 1.24 int
2059 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060 root 1.24 {
2061     int
2062     i,
2063     index = 0, flag;
2064     static int
2065     altern[SIZEOFFREE];
2066    
2067     for (i = start; i < stop; i++)
2068     {
2069     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2070     if (!flag)
2071     altern[index++] = i;
2072    
2073     /* Basically, if we find a wall on a space, we cut down the search size.
2074     * In this way, we won't return spaces that are on another side of a wall.
2075     * This mostly work, but it cuts down the search size in all directions -
2076     * if the space being examined only has a wall to the north and empty
2077     * spaces in all the other directions, this will reduce the search space
2078     * to only the spaces immediately surrounding the target area, and
2079     * won't look 2 spaces south of the target space.
2080     */
2081 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2082 root 1.24 stop = maxfree[i];
2083 elmex 1.1 }
2084 root 1.74
2085 root 1.24 if (!index)
2086     return -1;
2087 root 1.74
2088 root 1.24 return altern[RANDOM () % index];
2089 elmex 1.1 }
2090    
2091     /*
2092 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2093 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2094     * But it will return the first available spot, not a random choice.
2095     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096     */
2097    
2098 root 1.24 int
2099 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100 root 1.24 {
2101     int
2102     i;
2103    
2104     for (i = 0; i < SIZEOFFREE; i++)
2105     {
2106     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2107     return i;
2108 elmex 1.1 }
2109 root 1.24 return -1;
2110 elmex 1.1 }
2111    
2112     /*
2113     * The function permute(arr, begin, end) randomly reorders the array
2114     * arr[begin..end-1].
2115     */
2116 root 1.24 static void
2117     permute (int *arr, int begin, int end)
2118 elmex 1.1 {
2119 root 1.24 int
2120     i,
2121     j,
2122     tmp,
2123     len;
2124 elmex 1.1
2125 root 1.24 len = end - begin;
2126     for (i = begin; i < end; i++)
2127 elmex 1.1 {
2128 root 1.24 j = begin + RANDOM () % len;
2129 elmex 1.1
2130 root 1.24 tmp = arr[i];
2131     arr[i] = arr[j];
2132     arr[j] = tmp;
2133 elmex 1.1 }
2134     }
2135    
2136     /* new function to make monster searching more efficient, and effective!
2137     * This basically returns a randomized array (in the passed pointer) of
2138     * the spaces to find monsters. In this way, it won't always look for
2139     * monsters to the north first. However, the size of the array passed
2140     * covers all the spaces, so within that size, all the spaces within
2141     * the 3x3 area will be searched, just not in a predictable order.
2142     */
2143 root 1.24 void
2144     get_search_arr (int *search_arr)
2145 elmex 1.1 {
2146 root 1.24 int
2147     i;
2148 elmex 1.1
2149 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2150 elmex 1.1 {
2151 root 1.24 search_arr[i] = i;
2152 elmex 1.1 }
2153    
2154 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157 elmex 1.1 }
2158    
2159     /*
2160     * find_dir(map, x, y, exclude) will search some close squares in the
2161     * given map at the given coordinates for live objects.
2162     * It will not considered the object given as exclude among possible
2163     * live objects.
2164     * It returns the direction toward the first/closest live object if finds
2165     * any, otherwise 0.
2166     * Perhaps incorrectly, but I'm making the assumption that exclude
2167     * is actually want is going to try and move there. We need this info
2168     * because we have to know what movement the thing looking to move
2169     * there is capable of.
2170     */
2171    
2172 root 1.24 int
2173 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2174 root 1.24 {
2175     int
2176     i,
2177     max = SIZEOFFREE, mflags;
2178 root 1.29
2179     sint16 nx, ny;
2180 root 1.24 object *
2181     tmp;
2182 root 1.49 maptile *
2183 root 1.24 mp;
2184 root 1.29
2185     MoveType blocked, move_type;
2186 root 1.24
2187     if (exclude && exclude->head)
2188     {
2189     exclude = exclude->head;
2190     move_type = exclude->move_type;
2191     }
2192     else
2193     {
2194     /* If we don't have anything, presume it can use all movement types. */
2195     move_type = MOVE_ALL;
2196     }
2197    
2198     for (i = 1; i < max; i++)
2199     {
2200     mp = m;
2201     nx = x + freearr_x[i];
2202     ny = y + freearr_y[i];
2203    
2204     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205 root 1.75
2206 root 1.24 if (mflags & P_OUT_OF_MAP)
2207 root 1.75 max = maxfree[i];
2208 root 1.24 else
2209     {
2210     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2211    
2212     if ((move_type & blocked) == move_type)
2213 root 1.75 max = maxfree[i];
2214 root 1.24 else if (mflags & P_IS_ALIVE)
2215     {
2216 root 1.75 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2217     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2218     break;
2219    
2220 root 1.24 if (tmp)
2221 root 1.75 return freedir[i];
2222 root 1.8 }
2223     }
2224 elmex 1.1 }
2225 root 1.75
2226 root 1.24 return 0;
2227 elmex 1.1 }
2228    
2229     /*
2230     * distance(object 1, object 2) will return the square of the
2231     * distance between the two given objects.
2232     */
2233    
2234 root 1.24 int
2235     distance (const object *ob1, const object *ob2)
2236     {
2237 root 1.75 int i;
2238 root 1.24
2239     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 elmex 1.1 return i;
2241     }
2242    
2243     /*
2244     * find_dir_2(delta-x,delta-y) will return a direction in which
2245     * an object which has subtracted the x and y coordinates of another
2246     * object, needs to travel toward it.
2247     */
2248    
2249 root 1.24 int
2250     find_dir_2 (int x, int y)
2251     {
2252 root 1.75 int q;
2253 elmex 1.1
2254 root 1.24 if (y)
2255     q = x * 100 / y;
2256 elmex 1.1 else if (x)
2257 root 1.24 q = -300 * x;
2258 elmex 1.1 else
2259     return 0;
2260    
2261 root 1.24 if (y > 0)
2262     {
2263     if (q < -242)
2264     return 3;
2265     if (q < -41)
2266     return 2;
2267     if (q < 41)
2268     return 1;
2269     if (q < 242)
2270     return 8;
2271     return 7;
2272     }
2273 elmex 1.1
2274     if (q < -242)
2275 root 1.24 return 7;
2276 elmex 1.1 if (q < -41)
2277 root 1.24 return 6;
2278 elmex 1.1 if (q < 41)
2279 root 1.24 return 5;
2280 elmex 1.1 if (q < 242)
2281 root 1.24 return 4;
2282 elmex 1.1
2283 root 1.24 return 3;
2284 elmex 1.1 }
2285    
2286     /*
2287     * absdir(int): Returns a number between 1 and 8, which represent
2288     * the "absolute" direction of a number (it actually takes care of
2289     * "overflow" in previous calculations of a direction).
2290     */
2291    
2292 root 1.24 int
2293     absdir (int d)
2294     {
2295     while (d < 1)
2296     d += 8;
2297     while (d > 8)
2298     d -= 8;
2299 elmex 1.1 return d;
2300     }
2301    
2302     /*
2303     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2304     * between two directions (which are expected to be absolute (see absdir())
2305     */
2306    
2307 root 1.24 int
2308     dirdiff (int dir1, int dir2)
2309     {
2310     int
2311     d;
2312    
2313     d = abs (dir1 - dir2);
2314     if (d > 4)
2315 elmex 1.1 d = 8 - d;
2316     return d;
2317     }
2318    
2319     /* peterm:
2320     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2321     * Basically, this is a table of directions, and what directions
2322     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2323     * This basically means that if direction is 15, then it could either go
2324     * direction 4, 14, or 16 to get back to where we are.
2325     * Moved from spell_util.c to object.c with the other related direction
2326     * functions.
2327     */
2328    
2329 root 1.24 int
2330     reduction_dir[SIZEOFFREE][3] = {
2331     {0, 0, 0}, /* 0 */
2332     {0, 0, 0}, /* 1 */
2333     {0, 0, 0}, /* 2 */
2334     {0, 0, 0}, /* 3 */
2335     {0, 0, 0}, /* 4 */
2336     {0, 0, 0}, /* 5 */
2337     {0, 0, 0}, /* 6 */
2338     {0, 0, 0}, /* 7 */
2339     {0, 0, 0}, /* 8 */
2340     {8, 1, 2}, /* 9 */
2341     {1, 2, -1}, /* 10 */
2342     {2, 10, 12}, /* 11 */
2343     {2, 3, -1}, /* 12 */
2344     {2, 3, 4}, /* 13 */
2345     {3, 4, -1}, /* 14 */
2346     {4, 14, 16}, /* 15 */
2347     {5, 4, -1}, /* 16 */
2348     {4, 5, 6}, /* 17 */
2349     {6, 5, -1}, /* 18 */
2350     {6, 20, 18}, /* 19 */
2351     {7, 6, -1}, /* 20 */
2352     {6, 7, 8}, /* 21 */
2353     {7, 8, -1}, /* 22 */
2354     {8, 22, 24}, /* 23 */
2355     {8, 1, -1}, /* 24 */
2356     {24, 9, 10}, /* 25 */
2357     {9, 10, -1}, /* 26 */
2358     {10, 11, -1}, /* 27 */
2359     {27, 11, 29}, /* 28 */
2360     {11, 12, -1}, /* 29 */
2361     {12, 13, -1}, /* 30 */
2362     {12, 13, 14}, /* 31 */
2363     {13, 14, -1}, /* 32 */
2364     {14, 15, -1}, /* 33 */
2365     {33, 15, 35}, /* 34 */
2366     {16, 15, -1}, /* 35 */
2367     {17, 16, -1}, /* 36 */
2368     {18, 17, 16}, /* 37 */
2369     {18, 17, -1}, /* 38 */
2370     {18, 19, -1}, /* 39 */
2371     {41, 19, 39}, /* 40 */
2372     {19, 20, -1}, /* 41 */
2373     {20, 21, -1}, /* 42 */
2374     {20, 21, 22}, /* 43 */
2375     {21, 22, -1}, /* 44 */
2376     {23, 22, -1}, /* 45 */
2377     {45, 47, 23}, /* 46 */
2378     {23, 24, -1}, /* 47 */
2379     {24, 9, -1}
2380     }; /* 48 */
2381 elmex 1.1
2382     /* Recursive routine to step back and see if we can
2383     * find a path to that monster that we found. If not,
2384     * we don't bother going toward it. Returns 1 if we
2385     * can see a direct way to get it
2386     * Modified to be map tile aware -.MSW
2387     */
2388 root 1.24 int
2389 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2390 root 1.24 {
2391 root 1.29 sint16 dx, dy;
2392 root 1.75 int mflags;
2393 root 1.24
2394     if (dir < 0)
2395     return 0; /* exit condition: invalid direction */
2396    
2397     dx = x + freearr_x[dir];
2398     dy = y + freearr_y[dir];
2399    
2400     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2401    
2402     /* This functional arguably was incorrect before - it was
2403     * checking for P_WALL - that was basically seeing if
2404     * we could move to the monster - this is being more
2405     * literal on if we can see it. To know if we can actually
2406     * move to the monster, we'd need the monster passed in or
2407     * at least its move type.
2408     */
2409     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2410     return 0;
2411    
2412     /* yes, can see. */
2413     if (dir < 9)
2414     return 1;
2415 root 1.75
2416     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2417     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2418     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2419 root 1.24 }
2420    
2421 elmex 1.1 /*
2422     * can_pick(picker, item): finds out if an object is possible to be
2423     * picked up by the picker. Returnes 1 if it can be
2424     * picked up, otherwise 0.
2425     *
2426     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2427     * core dumps if they do.
2428     *
2429     * Add a check so we can't pick up invisible objects (0.93.8)
2430     */
2431    
2432 root 1.24 int
2433     can_pick (const object *who, const object *item)
2434     {
2435     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2436     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2437     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2438 elmex 1.1 }
2439    
2440     /*
2441     * create clone from object to another
2442     */
2443 root 1.24 object *
2444     object_create_clone (object *asrc)
2445     {
2446 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2447 elmex 1.1
2448 root 1.24 if (!asrc)
2449 root 1.62 return 0;
2450    
2451 root 1.24 src = asrc;
2452     if (src->head)
2453     src = src->head;
2454    
2455 root 1.62 prev = 0;
2456 root 1.24 for (part = src; part; part = part->more)
2457     {
2458 root 1.65 tmp = part->clone ();
2459 root 1.24 tmp->x -= src->x;
2460     tmp->y -= src->y;
2461 root 1.62
2462 root 1.24 if (!part->head)
2463     {
2464     dst = tmp;
2465 root 1.62 tmp->head = 0;
2466 root 1.24 }
2467     else
2468 root 1.75 tmp->head = dst;
2469 root 1.62
2470     tmp->more = 0;
2471    
2472 root 1.24 if (prev)
2473     prev->more = tmp;
2474 root 1.62
2475 root 1.24 prev = tmp;
2476 elmex 1.1 }
2477 root 1.24
2478     for (item = src->inv; item; item = item->below)
2479 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2480 elmex 1.1
2481 root 1.24 return dst;
2482 elmex 1.1 }
2483    
2484     /* GROS - Creates an object using a string representing its content. */
2485     /* Basically, we save the content of the string to a temp file, then call */
2486     /* load_object on it. I admit it is a highly inefficient way to make things, */
2487     /* but it was simple to make and allows reusing the load_object function. */
2488     /* Remember not to use load_object_str in a time-critical situation. */
2489     /* Also remember that multiparts objects are not supported for now. */
2490    
2491 root 1.24 object *
2492     load_object_str (const char *obstr)
2493 elmex 1.1 {
2494 root 1.48 object *op;
2495     char filename[MAX_BUF];
2496 root 1.9
2497 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2498    
2499 root 1.48 FILE *tempfile = fopen (filename, "w");
2500 root 1.24
2501     if (tempfile == NULL)
2502 elmex 1.1 {
2503 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2504     return NULL;
2505 root 1.41 }
2506    
2507 root 1.24 fprintf (tempfile, obstr);
2508     fclose (tempfile);
2509 elmex 1.1
2510 root 1.64 op = object::create ();
2511 elmex 1.1
2512 root 1.29 object_thawer thawer (filename);
2513 root 1.13
2514 root 1.24 if (thawer)
2515     load_object (thawer, op, 0);
2516 root 1.13
2517 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2518     CLEAR_FLAG (op, FLAG_REMOVED);
2519 root 1.9
2520 root 1.24 return op;
2521 elmex 1.1 }
2522    
2523     /* This returns the first object in who's inventory that
2524     * has the same type and subtype match.
2525     * returns NULL if no match.
2526     */
2527 root 1.24 object *
2528     find_obj_by_type_subtype (const object *who, int type, int subtype)
2529 elmex 1.1 {
2530 root 1.48 object *tmp;
2531 elmex 1.1
2532 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2533     if (tmp->type == type && tmp->subtype == subtype)
2534     return tmp;
2535 elmex 1.1
2536 root 1.24 return NULL;
2537 elmex 1.1 }
2538    
2539     /* If ob has a field named key, return the link from the list,
2540     * otherwise return NULL.
2541     *
2542     * key must be a passed in shared string - otherwise, this won't
2543     * do the desired thing.
2544     */
2545 root 1.24 key_value *
2546     get_ob_key_link (const object *ob, const char *key)
2547     {
2548 root 1.48 key_value *link;
2549 root 1.24
2550     for (link = ob->key_values; link != NULL; link = link->next)
2551 root 1.48 if (link->key == key)
2552     return link;
2553 root 1.24
2554     return NULL;
2555     }
2556 elmex 1.1
2557     /*
2558     * Returns the value of op has an extra_field for key, or NULL.
2559     *
2560     * The argument doesn't need to be a shared string.
2561     *
2562     * The returned string is shared.
2563     */
2564 root 1.24 const char *
2565     get_ob_key_value (const object *op, const char *const key)
2566     {
2567 root 1.35 key_value *link;
2568     shstr_cmp canonical_key (key);
2569 root 1.24
2570 root 1.35 if (!canonical_key)
2571 root 1.24 {
2572     /* 1. There being a field named key on any object
2573     * implies there'd be a shared string to find.
2574     * 2. Since there isn't, no object has this field.
2575     * 3. Therefore, *this* object doesn't have this field.
2576     */
2577 root 1.35 return 0;
2578 elmex 1.1 }
2579    
2580 root 1.24 /* This is copied from get_ob_key_link() above -
2581     * only 4 lines, and saves the function call overhead.
2582     */
2583 root 1.35 for (link = op->key_values; link; link = link->next)
2584     if (link->key == canonical_key)
2585     return link->value;
2586    
2587     return 0;
2588 elmex 1.1 }
2589    
2590    
2591     /*
2592     * Updates the canonical_key in op to value.
2593     *
2594     * canonical_key is a shared string (value doesn't have to be).
2595     *
2596     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2597     * keys.
2598     *
2599     * Returns TRUE on success.
2600     */
2601 root 1.24 int
2602     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603     {
2604     key_value *
2605     field = NULL, *last = NULL;
2606    
2607     for (field = op->key_values; field != NULL; field = field->next)
2608     {
2609     if (field->key != canonical_key)
2610     {
2611     last = field;
2612     continue;
2613     }
2614    
2615     if (value)
2616     field->value = value;
2617     else
2618     {
2619     /* Basically, if the archetype has this key set,
2620     * we need to store the null value so when we save
2621     * it, we save the empty value so that when we load,
2622     * we get this value back again.
2623     */
2624     if (get_ob_key_link (&op->arch->clone, canonical_key))
2625     field->value = 0;
2626     else
2627     {
2628     if (last)
2629     last->next = field->next;
2630     else
2631     op->key_values = field->next;
2632    
2633 root 1.29 delete field;
2634 root 1.24 }
2635     }
2636     return TRUE;
2637     }
2638     /* IF we get here, key doesn't exist */
2639    
2640     /* No field, we'll have to add it. */
2641    
2642     if (!add_key)
2643     {
2644     return FALSE;
2645     }
2646     /* There isn't any good reason to store a null
2647     * value in the key/value list. If the archetype has
2648     * this key, then we should also have it, so shouldn't
2649     * be here. If user wants to store empty strings,
2650     * should pass in ""
2651     */
2652     if (value == NULL)
2653 elmex 1.1 return TRUE;
2654 root 1.24
2655     field = new key_value;
2656    
2657     field->key = canonical_key;
2658     field->value = value;
2659     /* Usual prepend-addition. */
2660     field->next = op->key_values;
2661     op->key_values = field;
2662    
2663     return TRUE;
2664 elmex 1.1 }
2665    
2666     /*
2667     * Updates the key in op to value.
2668     *
2669     * If add_key is FALSE, this will only update existing keys,
2670     * and not add new ones.
2671     * In general, should be little reason FALSE is ever passed in for add_key
2672     *
2673     * Returns TRUE on success.
2674     */
2675 root 1.24 int
2676     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2677 root 1.11 {
2678 root 1.29 shstr key_ (key);
2679 root 1.24
2680 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2681 elmex 1.1 }
2682 root 1.31
2683 root 1.34 object::depth_iterator::depth_iterator (object *container)
2684     : iterator_base (container)
2685     {
2686     while (item->inv)
2687     item = item->inv;
2688     }
2689    
2690 root 1.31 void
2691 root 1.34 object::depth_iterator::next ()
2692 root 1.31 {
2693 root 1.34 if (item->below)
2694     {
2695     item = item->below;
2696    
2697     while (item->inv)
2698     item = item->inv;
2699     }
2700 root 1.31 else
2701 root 1.34 item = item->env;
2702 root 1.31 }
2703 root 1.34
2704 root 1.36 // return a suitable string describing an objetc in enough detail to find it
2705     const char *
2706     object::debug_desc (char *info) const
2707     {
2708     char info2[256 * 3];
2709     char *p = info;
2710    
2711     p += snprintf (p, 256, "%d=\"%s%s%s\"",
2712     count,
2713     &name,
2714     title ? " " : "",
2715     title ? (const char *)title : "");
2716    
2717     if (env)
2718     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719    
2720     if (map)
2721     p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2722    
2723     return info;
2724     }
2725    
2726     const char *
2727     object::debug_desc () const
2728     {
2729     static char info[256 * 3];
2730     return debug_desc (info);
2731     }
2732