ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.9
Committed: Wed Aug 30 06:06:26 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +7 -12 lines
Log Message:
improve thawer interface, implement some monster event support

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_object_c =
3 root 1.9 * "$Id: object.C,v 1.8 2006-08-29 08:01:35 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30     sub/add_weight will transcend the environment updating the carrying
31     variable. */
32     #include <global.h>
33     #ifndef WIN32 /* ---win32 exclude headers */
34     #include <stdio.h>
35     #include <sys/types.h>
36     #include <sys/uio.h>
37     #endif /* win32 */
38     #include <object.h>
39     #include <funcpoint.h>
40     #include <skills.h>
41     #include <loader.h>
42     #ifdef MEMORY_DEBUG
43     int nroffreeobjects = 0;
44     int nrofallocobjects = 0;
45     #undef OBJ_EXPAND
46     #define OBJ_EXPAND 1
47     #else
48     object objarray[STARTMAX]; /* All objects, allocated this way at first */
49     int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50     int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51     #endif
52    
53     object *objects; /* Pointer to the list of used objects */
54     object *free_objects; /* Pointer to the list of unused objects */
55     object *active_objects; /* List of active objects that need to be processed */
56    
57     short freearr_x[SIZEOFFREE]=
58     {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,
59     0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1};
60     short freearr_y[SIZEOFFREE]=
61     {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,
62     -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3};
63     int maxfree[SIZEOFFREE]=
64     {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
65     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};
66     int freedir[SIZEOFFREE]= {
67     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,
68     1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8};
69    
70    
71     /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
72     static int compare_ob_value_lists_one(const object * wants, const object * has) {
73     key_value * wants_field;
74    
75     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76     * objects with lists are rare, and lists stay short. If not, use a
77     * different structure or at least keep the lists sorted...
78     */
79    
80     /* For each field in wants, */
81     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) {
82     key_value * has_field;
83    
84     /* Look for a field in has with the same key. */
85     has_field = get_ob_key_link(has, wants_field->key);
86    
87     if (has_field == NULL) {
88     /* No field with that name. */
89     return FALSE;
90     }
91    
92     /* Found the matching field. */
93     if (has_field->value != wants_field->value) {
94     /* Values don't match, so this half of the comparison is false. */
95     return FALSE;
96     }
97    
98     /* If we get here, we found a match. Now for the next field in wants. */
99     }
100    
101     /* If we get here, every field in wants has a matching field in has. */
102     return TRUE;
103     }
104    
105     /* Returns TRUE if ob1 has the same key_values as ob2. */
106     static int compare_ob_value_lists(const object * ob1, const object * ob2) {
107     /* However, there may be fields in has which aren't partnered in wants,
108     * so we need to run the comparison *twice*. :(
109     */
110     return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1);
111     }
112    
113     /* Function examines the 2 objects given to it, and returns true if
114     * they can be merged together.
115     *
116     * Note that this function appears a lot longer than the macro it
117     * replaces - this is mostly for clarity - a decent compiler should hopefully
118     * reduce this to the same efficiency.
119     *
120     * Check nrof variable *before* calling CAN_MERGE()
121     *
122     * Improvements made with merge: Better checking on potion, and also
123     * check weight
124     */
125    
126     int CAN_MERGE(object *ob1, object *ob2) {
127    
128     /* A couple quicksanity checks */
129     if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0;
130    
131     if (ob1->speed != ob2->speed) return 0;
132     /* Note sure why the following is the case - either the object has to
133     * be animated or have a very low speed. Is this an attempted monster
134     * check?
135     */
136     if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 root 1.8 return 0;
138 elmex 1.1
139     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140     * value could not be stored in a sint32 (which unfortunately sometimes is
141     * used to store nrof).
142     */
143     if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 root 1.8 return 0;
145 elmex 1.1
146     /* This is really a spellbook check - really, we should
147     * check all objects in the inventory.
148     */
149     if (ob1->inv || ob2->inv) {
150 root 1.8 /* if one object has inventory but the other doesn't, not equiv */
151     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152 elmex 1.1
153 root 1.8 /* Now check to see if the two inventory objects could merge */
154     if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155 elmex 1.1
156 root 1.8 /* inventory ok - still need to check rest of this object to see
157     * if it is valid.
158     */
159 elmex 1.1 }
160    
161     /* If the objects have been identified, set the BEEN_APPLIED flag.
162     * This is to the comparison of the flags below will be OK. We
163     * just can't ignore the been applied or identified flags, as they
164     * are not equal - just if it has been identified, the been_applied
165     * flags lose any meaning.
166     */
167     if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 root 1.8 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169 elmex 1.1
170     if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 root 1.8 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172 elmex 1.1
173    
174     /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175     * being locked in inventory should prevent merging.
176     * 0x4 in flags3 is CLIENT_SENT
177     */
178     if ((ob1->arch != ob2->arch) ||
179 root 1.8 (ob1->flags[0] != ob2->flags[0]) ||
180     (ob1->flags[1] != ob2->flags[1]) ||
181     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183     (ob1->name != ob2->name) ||
184     (ob1->title != ob2->title) ||
185     (ob1->msg != ob2->msg) ||
186     (ob1->weight != ob2->weight) ||
187     (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188     (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189     (ob1->attacktype != ob2->attacktype) ||
190     (ob1->magic != ob2->magic) ||
191     (ob1->slaying != ob2->slaying) ||
192     (ob1->skill != ob2->skill) ||
193     (ob1->value != ob2->value) ||
194     (ob1->animation_id != ob2->animation_id) ||
195     (ob1->client_type != ob2->client_type) ||
196     (ob1->materialname != ob2->materialname) ||
197     (ob1->lore != ob2->lore) ||
198     (ob1->subtype != ob2->subtype) ||
199     (ob1->move_type != ob2->move_type) ||
200     (ob1->move_block != ob2->move_block) ||
201     (ob1->move_allow != ob2->move_allow) ||
202     (ob1->move_on != ob2->move_on) ||
203     (ob1->move_off != ob2->move_off) ||
204     (ob1->move_slow != ob2->move_slow) ||
205     (ob1->move_slow_penalty != ob2->move_slow_penalty)
206     )
207     return 0;
208 elmex 1.1
209     /* Don't merge objects that are applied. With the new 'body' code,
210     * it is possible for most any character to have more than one of
211     * some items equipped, and we don't want those to merge.
212     */
213     if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
214 root 1.8 return 0;
215 elmex 1.1
216     switch (ob1->type) {
217 root 1.8 case SCROLL:
218     if (ob1->level != ob2->level) return 0;
219     break;
220 elmex 1.1
221     }
222     if (ob1->key_values != NULL || ob2->key_values != NULL) {
223     /* At least one of these has key_values. */
224     if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225     /* One has fields, but the other one doesn't. */
226     return 0;
227     } else if (!compare_ob_value_lists(ob1, ob2)) {
228     return 0;
229     }
230     }
231    
232     /* Everything passes, must be OK. */
233     return 1;
234     }
235    
236     /*
237     * sum_weight() is a recursive function which calculates the weight
238     * an object is carrying. It goes through in figures out how much
239     * containers are carrying, and sums it up.
240     */
241     signed long sum_weight(object *op) {
242     signed long sum;
243     object *inv;
244     for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
245     if (inv->inv)
246 root 1.8 sum_weight(inv);
247 elmex 1.1 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248     }
249     if (op->type == CONTAINER && op->stats.Str)
250     sum = (sum * (100 - op->stats.Str))/100;
251     if(op->carrying != sum)
252     op->carrying = sum;
253     return sum;
254     }
255    
256     /**
257     * Return the outermost environment object for a given object.
258     */
259    
260     object *object_get_env_recursive (object *op) {
261     while (op->env != NULL)
262     op = op->env;
263     return op;
264     }
265    
266     /*
267     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268     * a better check. We basically keeping traversing up until we can't
269     * or find a player.
270     */
271    
272     object *is_player_inv (object *op) {
273     for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274     if (op->env==op)
275 root 1.8 op->env = NULL;
276 elmex 1.1 return op;
277     }
278    
279     /*
280     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281     * Some error messages.
282     * The result of the dump is stored in the static global errmsg array.
283     */
284    
285     void dump_object2(object *op) {
286     char *cp;
287     /* object *tmp;*/
288    
289     if(op->arch!=NULL) {
290     strcat(errmsg,"arch ");
291     strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292     strcat(errmsg,"\n");
293     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 root 1.8 strcat(errmsg,cp);
295 elmex 1.1 #if 0
296     /* Don't dump player diffs - they are too long, mostly meaningless, and
297     * will overflow the buffer.
298     * Changed so that we don't dump inventory either. This may
299     * also overflow the buffer.
300     */
301     if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302     strcat(errmsg,cp);
303     for (tmp=op->inv; tmp; tmp=tmp->below)
304     dump_object2(tmp);
305     #endif
306     strcat(errmsg,"end\n");
307     } else {
308     strcat(errmsg,"Object ");
309     if (op->name==NULL) strcat(errmsg, "(null)");
310     else strcat(errmsg,op->name);
311     strcat(errmsg,"\n");
312     #if 0
313     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314     strcat(errmsg,cp);
315     for (tmp=op->inv; tmp; tmp=tmp->below)
316     dump_object2(tmp);
317     #endif
318     strcat(errmsg,"end\n");
319     }
320     }
321    
322     /*
323     * Dumps an object. Returns output in the static global errmsg array.
324     */
325    
326     void dump_object(object *op) {
327     if(op==NULL) {
328     strcpy(errmsg,"[NULL pointer]");
329     return;
330     }
331     errmsg[0]='\0';
332     dump_object2(op);
333     }
334    
335     /* GROS - Dumps an object. Return the result into a string */
336     /* Note that no checking is done for the validity of the target string, so */
337     /* you need to be sure that you allocated enough space for it. */
338     void dump_me(object *op, char *outstr)
339     {
340     char *cp;
341    
342     if(op==NULL)
343     {
344     strcpy(outstr,"[NULL pointer]");
345     return;
346     }
347     outstr[0]='\0';
348    
349     if(op->arch!=NULL)
350     {
351     strcat(outstr,"arch ");
352     strcat(outstr,op->arch->name?op->arch->name:"(null)");
353     strcat(outstr,"\n");
354     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355     strcat(outstr,cp);
356     strcat(outstr,"end\n");
357     }
358     else
359     {
360     strcat(outstr,"Object ");
361     if (op->name==NULL)
362     strcat(outstr, "(null)");
363     else
364     strcat(outstr,op->name);
365     strcat(outstr,"\n");
366     strcat(outstr,"end\n");
367     }
368     }
369    
370     /*
371     * This is really verbose...Can be triggered by the P key while in DM mode.
372     * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373     */
374    
375     void dump_all_objects(void) {
376     object *op;
377     for(op=objects;op!=NULL;op=op->next) {
378     dump_object(op);
379     fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380     }
381     }
382    
383     /*
384     * get_nearest_part(multi-object, object 2) returns the part of the
385     * multi-object 1 which is closest to the second object.
386     * If it's not a multi-object, it is returned.
387     */
388    
389     object *get_nearest_part(object *op, const object *pl) {
390     object *tmp,*closest;
391     int last_dist,i;
392     if(op->more==NULL)
393     return op;
394     for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
395     if((i=distance(tmp,pl))<last_dist)
396     closest=tmp,last_dist=i;
397     return closest;
398     }
399    
400     /*
401     * Returns the object which has the count-variable equal to the argument.
402     */
403    
404     object *find_object(tag_t i) {
405     object *op;
406     for(op=objects;op!=NULL;op=op->next)
407     if(op->count==i)
408     break;
409     return op;
410     }
411    
412     /*
413     * Returns the first object which has a name equal to the argument.
414     * Used only by the patch command, but not all that useful.
415     * Enables features like "patch <name-of-other-player> food 999"
416     */
417    
418     object *find_object_name(const char *str) {
419     const char *name=add_string(str);
420     object *op;
421     for(op=objects;op!=NULL;op=op->next)
422     if(op->name==name)
423     break;
424     free_string(name);
425     return op;
426     }
427    
428     void free_all_object_data(void) {
429     #ifdef MEMORY_DEBUG
430     object *op, *next;
431    
432     for (op=free_objects; op!=NULL; ) {
433 root 1.8 next=op->next;
434     free(op);
435     nrofallocobjects--;
436     nroffreeobjects--;
437     op=next;
438 elmex 1.1 }
439     #endif
440     LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 root 1.8 nrofallocobjects, nroffreeobjects,STARTMAX);
442 elmex 1.1 }
443    
444     /*
445     * Returns the object which this object marks as being the owner.
446     * A id-scheme is used to avoid pointing to objects which have been
447     * freed and are now reused. If this is detected, the owner is
448     * set to NULL, and NULL is returned.
449     * Changed 2004-02-12 - if the player is setting at the play again
450     * prompt, he is removed, and we don't want to treat him as an owner of
451     * anything, so check removed flag. I don't expect that this should break
452     * anything - once an object is removed, it is basically dead anyways.
453     */
454    
455     object *get_owner(object *op) {
456     if(op->owner==NULL)
457 root 1.8 return NULL;
458 elmex 1.1
459     if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 root 1.8 op->owner->count==op->ownercount)
461     return op->owner;
462 elmex 1.1
463     op->owner=NULL;
464     op->ownercount=0;
465     return NULL;
466     }
467    
468     void clear_owner(object *op)
469     {
470     if (!op) return;
471    
472     if (op->owner && op->ownercount == op->owner->count)
473 root 1.8 op->owner->refcount--;
474 elmex 1.1
475     op->owner = NULL;
476     op->ownercount = 0;
477     }
478    
479    
480    
481     /*
482     * Sets the owner and sets the skill and exp pointers to owner's current
483     * skill and experience objects.
484     */
485     void set_owner (object *op, object *owner)
486     {
487     if(owner==NULL||op==NULL)
488 root 1.8 return;
489 elmex 1.1
490     /* next line added to allow objects which own objects */
491     /* Add a check for ownercounts in here, as I got into an endless loop
492     * with the fireball owning a poison cloud which then owned the
493     * fireball. I believe that was caused by one of the objects getting
494     * freed and then another object replacing it. Since the ownercounts
495     * didn't match, this check is valid and I believe that cause is valid.
496     */
497     while (owner->owner && owner!=owner->owner &&
498 root 1.8 owner->ownercount==owner->owner->count) owner=owner->owner;
499 elmex 1.1
500     /* IF the owner still has an owner, we did not resolve to a final owner.
501     * so lets not add to that.
502     */
503     if (owner->owner) return;
504    
505     op->owner=owner;
506    
507     op->ownercount=owner->count;
508     owner->refcount++;
509    
510     }
511    
512     /* Set the owner to clone's current owner and set the skill and experience
513     * objects to clone's objects (typically those objects that where the owner's
514     * current skill and experience objects at the time when clone's owner was
515     * set - not the owner's current skill and experience objects).
516     *
517     * Use this function if player created an object (e.g. fire bullet, swarm
518     * spell), and this object creates further objects whose kills should be
519     * accounted for the player's original skill, even if player has changed
520     * skills meanwhile.
521     */
522     void copy_owner (object *op, object *clone)
523     {
524     object *owner = get_owner (clone);
525     if (owner == NULL) {
526 root 1.8 /* players don't have owners - they own themselves. Update
527     * as appropriate.
528     */
529     if (clone->type == PLAYER) owner=clone;
530     else return;
531 elmex 1.1 }
532     set_owner(op, owner);
533    
534     }
535    
536     /*
537     * Resets vital variables in an object
538     */
539    
540     void reset_object(object *op) {
541    
542     op->name = NULL;
543     op->name_pl = NULL;
544     op->title = NULL;
545     op->race = NULL;
546     op->slaying = NULL;
547     op->skill = NULL;
548     op->msg = NULL;
549     op->materialname = NULL;
550     op->lore = NULL;
551     clear_object(op);
552     }
553    
554     /* Zero the key_values on op, decrementing the shared-string
555     * refcounts and freeing the links.
556     */
557     static void free_key_values(object * op) {
558     key_value * i;
559     key_value * next = NULL;
560    
561     if (op->key_values == NULL) return;
562    
563     for (i = op->key_values; i != NULL; i = next) {
564     /* Store next *first*. */
565     next = i->next;
566    
567 root 1.8 if (i->key) FREE_AND_CLEAR_STR(i->key);
568     if (i->value) FREE_AND_CLEAR_STR(i->value);
569 elmex 1.1 i->next = NULL;
570     free(i);
571     }
572    
573     op->key_values = NULL;
574     }
575    
576    
577     /*
578     * clear_object() frees everything allocated by an object, and also
579     * clears all variables and flags to default settings.
580     */
581    
582     void clear_object(object *op) {
583 root 1.3 op->clear ();
584 root 1.2
585 elmex 1.1 event *evt;
586     event *evt2;
587    
588     /* redo this to be simpler/more efficient. Was also seeing
589     * crashes in the old code. Move this to the top - am
590     * seeing periodic crashes in this code, and would like to have
591     * as much info available as possible (eg, object name).
592     */
593     for (evt = op->events; evt; evt=evt2) {
594 root 1.8 evt2 = evt->next;
595 elmex 1.1
596     if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
597     if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
598     if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
599    
600     free(evt);
601     }
602     op->events = NULL;
603    
604     free_key_values(op);
605    
606     /* the memset will clear all these values for us, but we need
607     * to reduce the refcount on them.
608     */
609     if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
610     if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
611     if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
612     if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
613     if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
614     if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
615     if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
616     if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
617     if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
618    
619    
620     memset((void*)op, 0, sizeof (object_special));
621     /* Below here, we clear things that are not done by the memset,
622     * or set default values that are not zero.
623     */
624     /* This is more or less true */
625     SET_FLAG(op, FLAG_REMOVED);
626    
627    
628     op->contr = NULL;
629     op->below=NULL;
630     op->above=NULL;
631     op->inv=NULL;
632     op->events=NULL;
633     op->container=NULL;
634     op->env=NULL;
635     op->more=NULL;
636     op->head=NULL;
637     op->map=NULL;
638     op->refcount=0;
639     op->active_next = NULL;
640     op->active_prev = NULL;
641     /* What is not cleared is next, prev, and count */
642    
643     op->expmul=1.0;
644     op->face = blank_face;
645     op->attacked_by_count = (tag_t) -1;
646     if (settings.casting_time)
647 root 1.8 op->casting_time = -1;
648 elmex 1.1
649     }
650    
651     /*
652     * copy object first frees everything allocated by the second object,
653     * and then copies the contends of the first object into the second
654     * object, allocating what needs to be allocated. Basically, any
655     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
656     * if the first object is freed, the pointers in the new object
657     * will point at garbage.
658     */
659    
660     void copy_object(object *op2, object *op) {
661     int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
662     event *evt, *evt2, *evt_new;
663    
664 root 1.3 op->clear ();
665 root 1.2
666 elmex 1.1 /* Decrement the refcounts, but don't bother zeroing the fields;
667     they'll be overwritten by memcpy. */
668     if(op->name!=NULL) free_string(op->name);
669     if(op->name_pl!=NULL) free_string(op->name_pl);
670     if(op->title!=NULL) free_string(op->title);
671     if(op->race!=NULL) free_string(op->race);
672     if(op->slaying!=NULL) free_string(op->slaying);
673     if(op->skill!=NULL) free_string(op->skill);
674     if(op->msg!=NULL) free_string(op->msg);
675     if(op->lore!=NULL) free_string(op->lore);
676     if(op->materialname != NULL) free_string(op->materialname);
677     if(op->custom_name != NULL) free_string(op->custom_name);
678    
679     /* Basically, same code as from clear_object() */
680     for (evt = op->events; evt; evt=evt2) {
681 root 1.8 evt2 = evt->next;
682 elmex 1.1
683 root 1.8 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684     if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685     if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686 elmex 1.1
687 root 1.8 free(evt);
688 elmex 1.1 }
689     op->events = NULL;
690    
691     free_key_values(op);
692    
693     *(object_special *)op = *(object_special *)op2;
694 root 1.4 op2->clone (op);
695 elmex 1.1
696     if(is_freed) SET_FLAG(op,FLAG_FREED);
697     if(is_removed) SET_FLAG(op,FLAG_REMOVED);
698     if(op->name!=NULL) add_refcount(op->name);
699     if(op->name_pl!=NULL) add_refcount(op->name_pl);
700     if(op->title!=NULL) add_refcount(op->title);
701     if(op->race!=NULL) add_refcount(op->race);
702     if(op->slaying!=NULL) add_refcount(op->slaying);
703     if(op->skill!=NULL) add_refcount(op->skill);
704     if(op->lore!=NULL) add_refcount(op->lore);
705     if(op->msg!=NULL) add_refcount(op->msg);
706     if(op->custom_name!=NULL) add_refcount(op->custom_name);
707     if (op->materialname != NULL) add_refcount(op->materialname);
708    
709     if((op2->speed<0) && !editor)
710 root 1.8 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
711 elmex 1.1
712     /* Copy over event information */
713     evt2 = NULL;
714     for (evt = op2->events; evt; evt=evt->next) {
715 root 1.8 evt_new = (event *) malloc(sizeof(event));
716     memcpy(evt_new, evt, sizeof(event));
717     if (evt_new->hook) add_refcount(evt_new->hook);
718     if (evt_new->plugin) add_refcount(evt_new->plugin);
719     if (evt_new->options) add_refcount(evt_new->options);
720     evt_new->next = NULL;
721    
722     /* Try to be a little clever here, and store away the
723     * last event we copied, so that its simpler to update the
724     * pointer.
725     */
726     if (evt2)
727     evt2->next = evt_new;
728     else
729     op->events = evt_new;
730 elmex 1.1
731 root 1.8 evt2 = evt_new;
732 elmex 1.1 }
733     /* Copy over key_values, if any. */
734     if (op2->key_values != NULL) {
735 root 1.8 key_value * tail = NULL;
736     key_value * i;
737 elmex 1.1
738 root 1.8 op->key_values = NULL;
739 elmex 1.1
740 root 1.8 for (i = op2->key_values; i != NULL; i = i->next) {
741     key_value * new_link = (key_value *) malloc(sizeof(key_value));
742 elmex 1.1
743 root 1.8 new_link->next = NULL;
744     new_link->key = add_refcount(i->key);
745     if (i->value)
746     new_link->value = add_refcount(i->value);
747     else
748     new_link->value = NULL;
749    
750     /* Try and be clever here, too. */
751     if (op->key_values == NULL) {
752     op->key_values = new_link;
753     tail = new_link;
754     } else {
755     tail->next = new_link;
756     tail = new_link;
757     }
758     }
759 elmex 1.1 }
760 root 1.2
761 elmex 1.1 update_ob_speed(op);
762     }
763    
764     /*
765     * expand_objects() allocates more objects for the list of unused objects.
766     * It is called from get_object() if the unused list is empty.
767     */
768    
769     void expand_objects(void) {
770     int i;
771     object *obj;
772     obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
773    
774     if(obj==NULL)
775     fatal(OUT_OF_MEMORY);
776     free_objects=obj;
777     obj[0].prev=NULL;
778     obj[0].next= &obj[1],
779     SET_FLAG(&(obj[0]), FLAG_REMOVED);
780     SET_FLAG(&(obj[0]), FLAG_FREED);
781    
782     for(i=1;i<OBJ_EXPAND-1;i++) {
783     obj[i].next= &obj[i+1],
784     obj[i].prev= &obj[i-1],
785     SET_FLAG(&(obj[i]), FLAG_REMOVED);
786     SET_FLAG(&(obj[i]), FLAG_FREED);
787     }
788     obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
789     obj[OBJ_EXPAND-1].next=NULL,
790     SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
791     SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
792    
793     nrofallocobjects += OBJ_EXPAND;
794     nroffreeobjects += OBJ_EXPAND;
795     }
796    
797     /*
798     * get_object() grabs an object from the list of unused objects, makes
799     * sure it is initialised, and returns it.
800     * If there are no free objects, expand_objects() is called to get more.
801     */
802    
803     object *get_object(void) {
804     object *op;
805    
806     if(free_objects==NULL) {
807     expand_objects();
808     }
809     op=free_objects;
810     #ifdef MEMORY_DEBUG
811     /* The idea is hopefully by doing a realloc, the memory
812     * debugging program will now use the current stack trace to
813     * report leaks.
814     */
815     op = realloc(op, sizeof(object));
816     SET_FLAG(op, FLAG_REMOVED);
817     SET_FLAG(op, FLAG_FREED);
818     #endif
819    
820     if(!QUERY_FLAG(op,FLAG_FREED)) {
821     LOG(llevError,"Fatal: Getting busy object.\n");
822     }
823     free_objects=op->next;
824     if(free_objects!=NULL)
825     free_objects->prev=NULL;
826     op->count= ++ob_count;
827     op->name=NULL;
828     op->name_pl=NULL;
829     op->title=NULL;
830     op->race=NULL;
831     op->slaying=NULL;
832     op->skill = NULL;
833     op->lore=NULL;
834     op->msg=NULL;
835     op->materialname=NULL;
836     op->next=objects;
837     op->prev=NULL;
838     op->active_next = NULL;
839     op->active_prev = NULL;
840     if(objects!=NULL)
841     objects->prev=op;
842     objects=op;
843     clear_object(op);
844     SET_FLAG(op,FLAG_REMOVED);
845     nroffreeobjects--;
846     return op;
847     }
848    
849     /*
850     * If an object with the IS_TURNABLE() flag needs to be turned due
851     * to the closest player being on the other side, this function can
852     * be called to update the face variable, _and_ how it looks on the map.
853     */
854    
855     void update_turn_face(object *op) {
856     if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
857 root 1.8 return;
858 elmex 1.1 SET_ANIMATION(op, op->direction);
859     update_object(op,UP_OBJ_FACE);
860     }
861    
862     /*
863     * Updates the speed of an object. If the speed changes from 0 to another
864     * value, or vice versa, then add/remove the object from the active list.
865     * This function needs to be called whenever the speed of an object changes.
866     */
867    
868     void update_ob_speed(object *op) {
869     extern int arch_init;
870    
871     /* No reason putting the archetypes objects on the speed list,
872     * since they never really need to be updated.
873     */
874    
875     if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
876 root 1.8 LOG(llevError,"Object %s is freed but has speed.\n", op->name);
877 elmex 1.1 #ifdef MANY_CORES
878 root 1.8 abort();
879 elmex 1.1 #else
880 root 1.8 op->speed = 0;
881 elmex 1.1 #endif
882     }
883     if (arch_init) {
884 root 1.8 return;
885 elmex 1.1 }
886     if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
887 root 1.8 /* If already on active list, don't do anything */
888     if (op->active_next || op->active_prev || op==active_objects)
889     return;
890 elmex 1.1
891     /* process_events() expects us to insert the object at the beginning
892     * of the list. */
893 root 1.8 op->active_next = active_objects;
894     if (op->active_next!=NULL)
895     op->active_next->active_prev = op;
896     active_objects = op;
897 elmex 1.1 }
898     else {
899 root 1.8 /* If not on the active list, nothing needs to be done */
900     if (!op->active_next && !op->active_prev && op!=active_objects)
901     return;
902    
903     if (op->active_prev==NULL) {
904     active_objects = op->active_next;
905     if (op->active_next!=NULL)
906     op->active_next->active_prev = NULL;
907     }
908     else {
909     op->active_prev->active_next = op->active_next;
910     if (op->active_next)
911     op->active_next->active_prev = op->active_prev;
912     }
913     op->active_next = NULL;
914     op->active_prev = NULL;
915 elmex 1.1 }
916     }
917    
918     /* This function removes object 'op' from the list of active
919     * objects.
920     * This should only be used for style maps or other such
921     * reference maps where you don't want an object that isn't
922     * in play chewing up cpu time getting processed.
923     * The reverse of this is to call update_ob_speed, which
924     * will do the right thing based on the speed of the object.
925     */
926     void remove_from_active_list(object *op)
927     {
928     /* If not on the active list, nothing needs to be done */
929     if (!op->active_next && !op->active_prev && op!=active_objects)
930 root 1.8 return;
931 elmex 1.1
932     if (op->active_prev==NULL) {
933 root 1.8 active_objects = op->active_next;
934     if (op->active_next!=NULL)
935     op->active_next->active_prev = NULL;
936 elmex 1.1 }
937     else {
938 root 1.8 op->active_prev->active_next = op->active_next;
939     if (op->active_next)
940     op->active_next->active_prev = op->active_prev;
941 elmex 1.1 }
942     op->active_next = NULL;
943     op->active_prev = NULL;
944     }
945    
946     /*
947     * update_object() updates the array which represents the map.
948     * It takes into account invisible objects (and represent squares covered
949     * by invisible objects by whatever is below them (unless it's another
950     * invisible object, etc...)
951     * If the object being updated is beneath a player, the look-window
952     * of that player is updated (this might be a suboptimal way of
953     * updating that window, though, since update_object() is called _often_)
954     *
955     * action is a hint of what the caller believes need to be done.
956     * For example, if the only thing that has changed is the face (due to
957     * an animation), we don't need to call update_position until that actually
958     * comes into view of a player. OTOH, many other things, like addition/removal
959     * of walls or living creatures may need us to update the flags now.
960     * current action are:
961     * UP_OBJ_INSERT: op was inserted
962     * UP_OBJ_REMOVE: op was removed
963     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
964     * as that is easier than trying to look at what may have changed.
965     * UP_OBJ_FACE: only the objects face has changed.
966     */
967    
968     void update_object(object *op, int action) {
969     int update_now=0, flags;
970     MoveType move_on, move_off, move_block, move_slow;
971    
972     if (op == NULL) {
973     /* this should never happen */
974     LOG(llevDebug,"update_object() called for NULL object.\n");
975 root 1.8 return;
976 elmex 1.1 }
977    
978     if(op->env!=NULL) {
979 root 1.8 /* Animation is currently handled by client, so nothing
980     * to do in this case.
981     */
982     return;
983 elmex 1.1 }
984    
985     /* If the map is saving, don't do anything as everything is
986     * going to get freed anyways.
987     */
988     if (!op->map || op->map->in_memory == MAP_SAVING) return;
989    
990     /* make sure the object is within map boundaries */
991     if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
992 root 1.8 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
993 elmex 1.1 LOG(llevError,"update_object() called for object out of map!\n");
994     #ifdef MANY_CORES
995 root 1.8 abort();
996 elmex 1.1 #endif
997 root 1.8 return;
998 elmex 1.1 }
999    
1000     flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1001     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1002     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1003     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1004     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1005     move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1006    
1007     if (action == UP_OBJ_INSERT) {
1008     if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1009     update_now=1;
1010    
1011     if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1012     update_now=1;
1013    
1014     if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1015     update_now=1;
1016    
1017     if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018     update_now=1;
1019    
1020 root 1.8 if ((move_on | op->move_on) != move_on) update_now=1;
1021     if ((move_off | op->move_off) != move_off) update_now=1;
1022     /* This isn't perfect, but I don't expect a lot of objects to
1023     * to have move_allow right now.
1024     */
1025     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1026     update_now=1;
1027     if ((move_slow | op->move_slow) != move_slow) update_now=1;
1028 elmex 1.1 }
1029     /* if the object is being removed, we can't make intelligent
1030     * decisions, because remove_ob can't really pass the object
1031     * that is being removed.
1032     */
1033     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
1034 root 1.8 update_now=1;
1035 elmex 1.1 } else if (action == UP_OBJ_FACE) {
1036 root 1.8 /* Nothing to do for that case */
1037 elmex 1.1 }
1038     else {
1039 root 1.8 LOG(llevError,"update_object called with invalid action: %d\n", action);
1040 elmex 1.1 }
1041    
1042     if (update_now) {
1043     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1044     update_position(op->map, op->x, op->y);
1045     }
1046    
1047     if(op->more!=NULL)
1048 root 1.8 update_object(op->more, action);
1049 elmex 1.1 }
1050    
1051    
1052     /*
1053     * free_object() frees everything allocated by an object, removes
1054     * it from the list of used objects, and puts it on the list of
1055     * free objects. The IS_FREED() flag is set in the object.
1056     * The object must have been removed by remove_ob() first for
1057     * this function to succeed.
1058     *
1059     * If free_inventory is set, free inventory as well. Else drop items in
1060     * inventory to the ground.
1061     */
1062    
1063     void free_object(object *ob) {
1064     free_object2(ob, 0);
1065     }
1066     void free_object2(object *ob, int free_inventory) {
1067     object *tmp,*op;
1068    
1069 root 1.3 ob->clear ();
1070 elmex 1.1
1071     if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1072 root 1.8 LOG(llevDebug,"Free object called with non removed object\n");
1073     dump_object(ob);
1074 elmex 1.1 #ifdef MANY_CORES
1075 root 1.8 abort();
1076 elmex 1.1 #endif
1077     }
1078     if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1079 root 1.8 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1080     remove_friendly_object(ob);
1081 elmex 1.1 }
1082     if(QUERY_FLAG(ob,FLAG_FREED)) {
1083 root 1.8 dump_object(ob);
1084     LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085     return;
1086 elmex 1.1 }
1087     if(ob->more!=NULL) {
1088 root 1.8 free_object2(ob->more, free_inventory);
1089     ob->more=NULL;
1090 elmex 1.1 }
1091     if (ob->inv) {
1092 root 1.8 /* Only if the space blocks everything do we not process -
1093     * if some form of movemnt is allowed, let objects
1094     * drop on that space.
1095     */
1096     if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1097     (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1098     {
1099     op=ob->inv;
1100     while(op!=NULL) {
1101     tmp=op->below;
1102     remove_ob(op);
1103     free_object2(op, free_inventory);
1104     op=tmp;
1105     }
1106     }
1107     else { /* Put objects in inventory onto this space */
1108     op=ob->inv;
1109     while(op!=NULL) {
1110     tmp=op->below;
1111     remove_ob(op);
1112     if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1113     op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1114     free_object(op);
1115     else {
1116     op->x=ob->x;
1117     op->y=ob->y;
1118     insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1119     }
1120     op=tmp;
1121     }
1122     }
1123 elmex 1.1 }
1124     /* Remove object from the active list */
1125     ob->speed = 0;
1126     update_ob_speed(ob);
1127    
1128     SET_FLAG(ob, FLAG_FREED);
1129     ob->count = 0;
1130    
1131     /* Remove this object from the list of used objects */
1132     if(ob->prev==NULL) {
1133 root 1.8 objects=ob->next;
1134     if(objects!=NULL)
1135     objects->prev=NULL;
1136 elmex 1.1 }
1137     else {
1138 root 1.8 ob->prev->next=ob->next;
1139     if(ob->next!=NULL)
1140     ob->next->prev=ob->prev;
1141 elmex 1.1 }
1142    
1143     if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144     if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145     if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146     if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147     if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148     if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149     if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150     if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151     if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152    
1153    
1154     /* Why aren't events freed? */
1155     free_key_values(ob);
1156    
1157     #if 0 /* MEMORY_DEBUG*/
1158     /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1159     * presumes the freed_object will stick around for at least a little
1160     * bit
1161     */
1162     /* this is necessary so that memory debugging programs will
1163     * be able to accurately report source of malloc. If we recycle
1164     * objects, then some other area may be doing the get_object
1165     * and not freeing it, but the original one that malloc'd the
1166     * object will get the blame.
1167     */
1168     free(ob);
1169     #else
1170    
1171     /* Now link it with the free_objects list: */
1172     ob->prev=NULL;
1173     ob->next=free_objects;
1174     if(free_objects!=NULL)
1175 root 1.8 free_objects->prev=ob;
1176 elmex 1.1 free_objects=ob;
1177     nroffreeobjects++;
1178     #endif
1179     }
1180    
1181     /*
1182     * count_free() returns the number of objects on the list of free objects.
1183     */
1184    
1185     int count_free(void) {
1186     int i=0;
1187     object *tmp=free_objects;
1188     while(tmp!=NULL)
1189     tmp=tmp->next, i++;
1190     return i;
1191     }
1192    
1193     /*
1194     * count_used() returns the number of objects on the list of used objects.
1195     */
1196    
1197     int count_used(void) {
1198     int i=0;
1199     object *tmp=objects;
1200     while(tmp!=NULL)
1201     tmp=tmp->next, i++;
1202     return i;
1203     }
1204    
1205     /*
1206     * count_active() returns the number of objects on the list of active objects.
1207     */
1208    
1209     int count_active(void) {
1210     int i=0;
1211     object *tmp=active_objects;
1212     while(tmp!=NULL)
1213     tmp=tmp->active_next, i++;
1214     return i;
1215     }
1216    
1217     /*
1218     * sub_weight() recursively (outwards) subtracts a number from the
1219     * weight of an object (and what is carried by it's environment(s)).
1220     */
1221    
1222     void sub_weight (object *op, signed long weight) {
1223     while (op != NULL) {
1224     if (op->type == CONTAINER) {
1225     weight=(signed long)(weight*(100-op->stats.Str)/100);
1226     }
1227     op->carrying-=weight;
1228     op = op->env;
1229     }
1230     }
1231    
1232     /* remove_ob(op):
1233     * This function removes the object op from the linked list of objects
1234     * which it is currently tied to. When this function is done, the
1235     * object will have no environment. If the object previously had an
1236     * environment, the x and y coordinates will be updated to
1237     * the previous environment.
1238     * Beware: This function is called from the editor as well!
1239     */
1240    
1241     void remove_ob(object *op) {
1242     object *tmp,*last=NULL;
1243     object *otmp;
1244     tag_t tag;
1245     int check_walk_off;
1246     mapstruct *m;
1247     sint16 x,y;
1248    
1249    
1250     if(QUERY_FLAG(op,FLAG_REMOVED)) {
1251 root 1.8 dump_object(op);
1252     LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 elmex 1.1
1254 root 1.8 /* Changed it to always dump core in this case. As has been learned
1255     * in the past, trying to recover from errors almost always
1256     * make things worse, and this is a real error here - something
1257     * that should not happen.
1258     * Yes, if this was a mission critical app, trying to do something
1259     * to recover may make sense, but that is because failure of the app
1260     * may have other disastrous problems. Cf runs out of a script
1261     * so is easily enough restarted without any real problems.
1262     * MSW 2001-07-01
1263     */
1264     abort();
1265 elmex 1.1 }
1266     if(op->more!=NULL)
1267 root 1.8 remove_ob(op->more);
1268 elmex 1.1
1269     SET_FLAG(op, FLAG_REMOVED);
1270    
1271     /*
1272     * In this case, the object to be removed is in someones
1273     * inventory.
1274     */
1275     if(op->env!=NULL) {
1276 root 1.8 if(op->nrof)
1277     sub_weight(op->env, op->weight*op->nrof);
1278     else
1279     sub_weight(op->env, op->weight+op->carrying);
1280    
1281     /* NO_FIX_PLAYER is set when a great many changes are being
1282     * made to players inventory. If set, avoiding the call
1283     * to save cpu time.
1284     */
1285     if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1286     !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287     fix_player(otmp);
1288    
1289     if(op->above!=NULL)
1290     op->above->below=op->below;
1291     else
1292     op->env->inv=op->below;
1293    
1294     if(op->below!=NULL)
1295     op->below->above=op->above;
1296    
1297     /* we set up values so that it could be inserted into
1298     * the map, but we don't actually do that - it is up
1299     * to the caller to decide what we want to do.
1300     */
1301     op->x=op->env->x,op->y=op->env->y;
1302     op->ox=op->x,op->oy=op->y;
1303     op->map=op->env->map;
1304     op->above=NULL,op->below=NULL;
1305     op->env=NULL;
1306     return;
1307 elmex 1.1 }
1308    
1309     /* If we get here, we are removing it from a map */
1310     if (op->map == NULL) return;
1311    
1312     x = op->x;
1313     y = op->y;
1314     m = get_map_from_coord(op->map, &x, &y);
1315    
1316     if (!m) {
1317 root 1.8 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318     op->map->path, op->x, op->y);
1319     /* in old days, we used to set x and y to 0 and continue.
1320     * it seems if we get into this case, something is probablye
1321     * screwed up and should be fixed.
1322     */
1323     abort();
1324 elmex 1.1 }
1325     if (op->map != m) {
1326 root 1.8 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327     op->map->path, m->path, op->x, op->y, x, y);
1328 elmex 1.1 }
1329    
1330     /* Re did the following section of code - it looks like it had
1331     * lots of logic for things we no longer care about
1332     */
1333    
1334     /* link the object above us */
1335     if (op->above)
1336 root 1.8 op->above->below=op->below;
1337 elmex 1.1 else
1338 root 1.8 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1339 elmex 1.1
1340     /* Relink the object below us, if there is one */
1341     if(op->below) {
1342 root 1.8 op->below->above=op->above;
1343 elmex 1.1 } else {
1344 root 1.8 /* Nothing below, which means we need to relink map object for this space
1345     * use translated coordinates in case some oddness with map tiling is
1346     * evident
1347     */
1348     if(GET_MAP_OB(m,x,y)!=op) {
1349     dump_object(op);
1350     LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1351     dump_object(GET_MAP_OB(m,x,y));
1352     LOG(llevError,"%s\n",errmsg);
1353     }
1354     SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 elmex 1.1 }
1356     op->above=NULL;
1357     op->below=NULL;
1358    
1359     if (op->map->in_memory == MAP_SAVING)
1360 root 1.8 return;
1361 elmex 1.1
1362     tag = op->count;
1363     check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1364     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1365 root 1.8 /* No point updating the players look faces if he is the object
1366     * being removed.
1367     */
1368    
1369     if(tmp->type==PLAYER && tmp!=op) {
1370     /* If a container that the player is currently using somehow gets
1371     * removed (most likely destroyed), update the player view
1372     * appropriately.
1373     */
1374     if (tmp->container==op) {
1375     CLEAR_FLAG(op, FLAG_APPLIED);
1376     tmp->container=NULL;
1377     }
1378     tmp->contr->socket.update_look=1;
1379     }
1380     /* See if player moving off should effect something */
1381     if (check_walk_off && ((op->move_type & tmp->move_off) &&
1382     (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1383    
1384     move_apply(tmp, op, NULL);
1385     if (was_destroyed (op, tag)) {
1386     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1387     "leaving object\n", tmp->name, tmp->arch->name);
1388     }
1389     }
1390    
1391     /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392    
1393     if(tmp->above == tmp)
1394     tmp->above = NULL;
1395     last=tmp;
1396 elmex 1.1 }
1397     /* last == NULL of there are no objects on this space */
1398     if (last==NULL) {
1399 root 1.8 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1401     * those out anyways, and if there are any flags set right now, they won't
1402     * be correct anyways.
1403     */
1404     SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405     update_position(op->map, op->x, op->y);
1406 elmex 1.1 }
1407     else
1408 root 1.8 update_object(last, UP_OBJ_REMOVE);
1409 elmex 1.1
1410     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1411 root 1.8 update_all_los(op->map, op->x, op->y);
1412 elmex 1.1
1413     }
1414    
1415     /*
1416     * merge_ob(op,top):
1417     *
1418     * This function goes through all objects below and including top, and
1419     * merges op to the first matching object.
1420     * If top is NULL, it is calculated.
1421     * Returns pointer to object if it succeded in the merge, otherwise NULL
1422     */
1423    
1424     object *merge_ob(object *op, object *top) {
1425     if(!op->nrof)
1426     return 0;
1427     if(top==NULL)
1428     for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1429     for(;top!=NULL;top=top->below) {
1430     if(top==op)
1431     continue;
1432     if (CAN_MERGE(op,top))
1433     {
1434     top->nrof+=op->nrof;
1435     /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436     op->weight = 0; /* Don't want any adjustements now */
1437     remove_ob(op);
1438     free_object(op);
1439     return top;
1440     }
1441     }
1442     return NULL;
1443     }
1444    
1445     /*
1446     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447     * job preparing multi-part monsters
1448     */
1449     object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1450     object* tmp;
1451     if (op->head)
1452     op=op->head;
1453     for (tmp=op;tmp;tmp=tmp->more){
1454     tmp->x=x+tmp->arch->clone.x;
1455     tmp->y=y+tmp->arch->clone.y;
1456     }
1457     return insert_ob_in_map (op, m, originator, flag);
1458     }
1459    
1460     /*
1461     * insert_ob_in_map (op, map, originator, flag):
1462     * This function inserts the object in the two-way linked list
1463     * which represents what is on a map.
1464     * The second argument specifies the map, and the x and y variables
1465     * in the object about to be inserted specifies the position.
1466     *
1467     * originator: Player, monster or other object that caused 'op' to be inserted
1468     * into 'map'. May be NULL.
1469     *
1470     * flag is a bitmask about special things to do (or not do) when this
1471     * function is called. see the object.h file for the INS_ values.
1472     * Passing 0 for flag gives proper default values, so flag really only needs
1473     * to be set if special handling is needed.
1474     *
1475     * Return value:
1476     * new object if 'op' was merged with other object
1477     * NULL if 'op' was destroyed
1478     * just 'op' otherwise
1479     */
1480    
1481     object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1482     {
1483     object *tmp, *top, *floor=NULL;
1484     sint16 x,y;
1485    
1486     if (QUERY_FLAG (op, FLAG_FREED)) {
1487 root 1.8 LOG (llevError, "Trying to insert freed object!\n");
1488     return NULL;
1489 elmex 1.1 }
1490     if(m==NULL) {
1491 root 1.8 dump_object(op);
1492     LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1493     return op;
1494 elmex 1.1 }
1495     if(out_of_map(m,op->x,op->y)) {
1496 root 1.8 dump_object(op);
1497     LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1498 elmex 1.1 #ifdef MANY_CORES
1499 root 1.8 /* Better to catch this here, as otherwise the next use of this object
1500     * is likely to cause a crash. Better to find out where it is getting
1501     * improperly inserted.
1502     */
1503     abort();
1504 elmex 1.1 #endif
1505 root 1.8 return op;
1506 elmex 1.1 }
1507     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1508 root 1.8 dump_object(op);
1509     LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1510     return op;
1511 elmex 1.1 }
1512     if(op->more!=NULL) {
1513 root 1.8 /* The part may be on a different map. */
1514 elmex 1.1
1515 root 1.8 object *more = op->more;
1516 elmex 1.1
1517 root 1.8 /* We really need the caller to normalize coordinates - if
1518     * we set the map, that doesn't work if the location is within
1519     * a map and this is straddling an edge. So only if coordinate
1520     * is clear wrong do we normalize it.
1521     */
1522     if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1523     /* Debugging information so you can see the last coordinates this object had */
1524     more->ox = more->x;
1525     more->oy = more->y;
1526     more->map = get_map_from_coord(m, &more->x, &more->y);
1527     } else if (!more->map) {
1528     /* For backwards compatibility - when not dealing with tiled maps,
1529     * more->map should always point to the parent.
1530     */
1531     more->map = m;
1532     }
1533    
1534     if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1535     if ( ! op->head)
1536     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537     return NULL;
1538     }
1539 elmex 1.1 }
1540     CLEAR_FLAG(op,FLAG_REMOVED);
1541    
1542     /* Debugging information so you can see the last coordinates this object had */
1543     op->ox=op->x;
1544     op->oy=op->y;
1545    
1546     /* Ideally, the caller figures this out. However, it complicates a lot
1547     * of areas of callers (eg, anything that uses find_free_spot would now
1548     * need extra work
1549     */
1550     op->map=get_map_from_coord(m, &op->x, &op->y);
1551     x = op->x;
1552     y = op->y;
1553    
1554     /* this has to be done after we translate the coordinates.
1555     */
1556     if(op->nrof && !(flag & INS_NO_MERGE)) {
1557 root 1.8 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1558     if (CAN_MERGE(op,tmp)) {
1559     op->nrof+=tmp->nrof;
1560     remove_ob(tmp);
1561     free_object(tmp);
1562     }
1563 elmex 1.1 }
1564    
1565     CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566     CLEAR_FLAG(op, FLAG_INV_LOCKED);
1567     if (!QUERY_FLAG(op, FLAG_ALIVE))
1568 root 1.8 CLEAR_FLAG(op, FLAG_NO_STEAL);
1569 elmex 1.1
1570     if (flag & INS_BELOW_ORIGINATOR) {
1571 root 1.8 if (originator->map != op->map || originator->x != op->x ||
1572     originator->y != op->y) {
1573     LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574     abort();
1575     }
1576     op->above = originator;
1577     op->below = originator->below;
1578     if (op->below) op->below->above = op;
1579     else SET_MAP_OB(op->map, op->x, op->y, op);
1580     /* since *below* originator, no need to update top */
1581     originator->below = op;
1582 elmex 1.1 } else {
1583 root 1.8 /* If there are other objects, then */
1584     if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1585     object *last=NULL;
1586     /*
1587     * If there are multiple objects on this space, we do some trickier handling.
1588     * We've already dealt with merging if appropriate.
1589     * Generally, we want to put the new object on top. But if
1590     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591     * floor, we want to insert above that and no further.
1592     * Also, if there are spell objects on this space, we stop processing
1593     * once we get to them. This reduces the need to traverse over all of
1594     * them when adding another one - this saves quite a bit of cpu time
1595     * when lots of spells are cast in one area. Currently, it is presumed
1596     * that flying non pickable objects are spell objects.
1597     */
1598    
1599     while (top != NULL) {
1600     if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601     QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602     if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 elmex 1.1 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604     && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605     {
1606     /* We insert above top, so we want this object below this */
1607     top=top->below;
1608     break;
1609     }
1610 root 1.8 last = top;
1611     top = top->above;
1612     }
1613     /* Don't want top to be NULL, so set it to the last valid object */
1614     top = last;
1615    
1616     /* We let update_position deal with figuring out what the space
1617     * looks like instead of lots of conditions here.
1618     * makes things faster, and effectively the same result.
1619     */
1620 elmex 1.1
1621 root 1.8 /* Have object 'fall below' other objects that block view.
1622 elmex 1.1 * Unless those objects are exits, type 66
1623 root 1.8 * If INS_ON_TOP is used, don't do this processing
1624     * Need to find the object that in fact blocks view, otherwise
1625     * stacking is a bit odd.
1626     */
1627     if (!(flag & INS_ON_TOP) &&
1628     (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1629     (op->face && !op->face->visibility)) {
1630     for (last=top; last != floor; last=last->below)
1631 elmex 1.1 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1632 root 1.8 /* Check to see if we found the object that blocks view,
1633     * and make sure we have a below pointer for it so that
1634     * we can get inserted below this one, which requires we
1635     * set top to the object below us.
1636     */
1637     if (last && last->below && last != floor) top=last->below;
1638     }
1639     } /* If objects on this space */
1640     if (flag & INS_MAP_LOAD)
1641     top = GET_MAP_TOP(op->map,op->x,op->y);
1642     if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1643    
1644     /* Top is the object that our object (op) is going to get inserted above.
1645     */
1646    
1647     /* First object on this space */
1648     if (!top) {
1649     op->above = GET_MAP_OB(op->map, op->x, op->y);
1650     if (op->above) op->above->below = op;
1651     op->below = NULL;
1652     SET_MAP_OB(op->map, op->x, op->y, op);
1653     } else { /* get inserted into the stack above top */
1654     op->above = top->above;
1655     if (op->above) op->above->below = op;
1656     op->below = top;
1657     top->above = op;
1658     }
1659     if (op->above==NULL)
1660     SET_MAP_TOP(op->map,op->x, op->y, op);
1661 elmex 1.1 } /* else not INS_BELOW_ORIGINATOR */
1662    
1663     if(op->type==PLAYER)
1664 root 1.8 op->contr->do_los=1;
1665 elmex 1.1
1666     /* If we have a floor, we know the player, if any, will be above
1667     * it, so save a few ticks and start from there.
1668     */
1669     if (!(flag & INS_MAP_LOAD))
1670     for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1671 root 1.8 if (tmp->type == PLAYER)
1672     tmp->contr->socket.update_look=1;
1673 elmex 1.1 }
1674    
1675     /* If this object glows, it may affect lighting conditions that are
1676     * visible to others on this map. But update_all_los is really
1677     * an inefficient way to do this, as it means los for all players
1678     * on the map will get recalculated. The players could very well
1679     * be far away from this change and not affected in any way -
1680     * this should get redone to only look for players within range,
1681     * or just updating the P_NEED_UPDATE for spaces within this area
1682     * of effect may be sufficient.
1683     */
1684     if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1685 root 1.8 update_all_los(op->map, op->x, op->y);
1686 elmex 1.1
1687    
1688     /* updates flags (blocked, alive, no magic, etc) for this map space */
1689     update_object(op,UP_OBJ_INSERT);
1690    
1691    
1692     /* Don't know if moving this to the end will break anything. However,
1693     * we want to have update_look set above before calling this.
1694     *
1695     * check_move_on() must be after this because code called from
1696     * check_move_on() depends on correct map flags (so functions like
1697     * blocked() and wall() work properly), and these flags are updated by
1698     * update_object().
1699     */
1700    
1701     /* if this is not the head or flag has been passed, don't check walk on status */
1702    
1703     if (!(flag & INS_NO_WALK_ON) && !op->head) {
1704     if (check_move_on(op, originator))
1705 root 1.8 return NULL;
1706 elmex 1.1
1707     /* If we are a multi part object, lets work our way through the check
1708     * walk on's.
1709     */
1710     for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1711     if (check_move_on (tmp, originator))
1712 root 1.8 return NULL;
1713 elmex 1.1 }
1714     return op;
1715     }
1716    
1717     /* this function inserts an object in the map, but if it
1718     * finds an object of its own type, it'll remove that one first.
1719     * op is the object to insert it under: supplies x and the map.
1720     */
1721     void replace_insert_ob_in_map(const char *arch_string, object *op) {
1722     object *tmp;
1723     object *tmp1;
1724    
1725     /* first search for itself and remove any old instances */
1726    
1727     for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1728 root 1.8 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1729     remove_ob(tmp);
1730     free_object(tmp);
1731     }
1732 elmex 1.1 }
1733    
1734     tmp1=arch_to_object(find_archetype(arch_string));
1735    
1736    
1737     tmp1->x = op->x; tmp1->y = op->y;
1738     insert_ob_in_map(tmp1,op->map,op,0);
1739     }
1740    
1741     /*
1742     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1743     * is returned contains nr objects, and the remaining parts contains
1744     * the rest (or is removed and freed if that number is 0).
1745     * On failure, NULL is returned, and the reason put into the
1746     * global static errmsg array.
1747     */
1748    
1749     object *get_split_ob(object *orig_ob, uint32 nr) {
1750     object *newob;
1751     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752    
1753     if(orig_ob->nrof<nr) {
1754 root 1.8 sprintf(errmsg,"There are only %d %ss.",
1755 elmex 1.1 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 root 1.8 return NULL;
1757 elmex 1.1 }
1758     newob = object_create_clone(orig_ob);
1759     if((orig_ob->nrof-=nr)<1) {
1760 root 1.8 if ( ! is_removed)
1761 elmex 1.1 remove_ob(orig_ob);
1762 root 1.8 free_object2(orig_ob, 1);
1763 elmex 1.1 }
1764     else if ( ! is_removed) {
1765 root 1.8 if(orig_ob->env!=NULL)
1766     sub_weight (orig_ob->env,orig_ob->weight*nr);
1767     if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1768     strcpy(errmsg, "Tried to split object whose map is not in memory.");
1769     LOG(llevDebug,
1770     "Error, Tried to split object whose map is not in memory.\n");
1771     return NULL;
1772     }
1773 elmex 1.1 }
1774     newob->nrof=nr;
1775    
1776     return newob;
1777     }
1778    
1779     /*
1780     * decrease_ob_nr(object, number) decreases a specified number from
1781     * the amount of an object. If the amount reaches 0, the object
1782     * is subsequently removed and freed.
1783     *
1784     * Return value: 'op' if something is left, NULL if the amount reached 0
1785     */
1786    
1787     object *decrease_ob_nr (object *op, uint32 i)
1788     {
1789     object *tmp;
1790     player *pl;
1791    
1792     if (i == 0) /* objects with op->nrof require this check */
1793     return op;
1794    
1795     if (i > op->nrof)
1796     i = op->nrof;
1797    
1798     if (QUERY_FLAG (op, FLAG_REMOVED))
1799     {
1800     op->nrof -= i;
1801     }
1802     else if (op->env != NULL)
1803     {
1804 root 1.8 /* is this object in the players inventory, or sub container
1805     * therein?
1806     */
1807 elmex 1.1 tmp = is_player_inv (op->env);
1808 root 1.8 /* nope. Is this a container the player has opened?
1809     * If so, set tmp to that player.
1810     * IMO, searching through all the players will mostly
1811     * likely be quicker than following op->env to the map,
1812     * and then searching the map for a player.
1813     */
1814     if (!tmp) {
1815     for (pl=first_player; pl; pl=pl->next)
1816     if (pl->ob->container == op->env) break;
1817     if (pl) tmp=pl->ob;
1818     else tmp=NULL;
1819     }
1820 elmex 1.1
1821     if (i < op->nrof) {
1822     sub_weight (op->env, op->weight * i);
1823     op->nrof -= i;
1824     if (tmp) {
1825     esrv_send_item(tmp, op);
1826     }
1827     } else {
1828     remove_ob (op);
1829     op->nrof = 0;
1830     if (tmp) {
1831     esrv_del_item(tmp->contr, op->count);
1832     }
1833     }
1834     }
1835     else
1836     {
1837 root 1.8 object *above = op->above;
1838 elmex 1.1
1839     if (i < op->nrof) {
1840     op->nrof -= i;
1841     } else {
1842     remove_ob (op);
1843     op->nrof = 0;
1844     }
1845 root 1.8 /* Since we just removed op, op->above is null */
1846 elmex 1.1 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847     if (tmp->type == PLAYER) {
1848     if (op->nrof)
1849     esrv_send_item(tmp, op);
1850     else
1851     esrv_del_item(tmp->contr, op->count);
1852     }
1853     }
1854    
1855     if (op->nrof) {
1856     return op;
1857     } else {
1858     free_object (op);
1859     return NULL;
1860     }
1861     }
1862    
1863     /*
1864     * add_weight(object, weight) adds the specified weight to an object,
1865     * and also updates how much the environment(s) is/are carrying.
1866     */
1867    
1868     void add_weight (object *op, signed long weight) {
1869     while (op!=NULL) {
1870     if (op->type == CONTAINER) {
1871     weight=(signed long)(weight*(100-op->stats.Str)/100);
1872     }
1873     op->carrying+=weight;
1874     op=op->env;
1875     }
1876     }
1877    
1878     /*
1879     * insert_ob_in_ob(op,environment):
1880     * This function inserts the object op in the linked list
1881     * inside the object environment.
1882     *
1883     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884     * the inventory at the last position or next to other objects of the same
1885     * type.
1886     * Frank: Now sorted by type, archetype and magic!
1887     *
1888     * The function returns now pointer to inserted item, and return value can
1889     * be != op, if items are merged. -Tero
1890     */
1891    
1892     object *insert_ob_in_ob(object *op,object *where) {
1893     object *tmp, *otmp;
1894    
1895     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1896     dump_object(op);
1897     LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1898     return op;
1899     }
1900     if(where==NULL) {
1901     dump_object(op);
1902     LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903     return op;
1904     }
1905     if (where->head) {
1906     LOG(llevDebug,
1907 root 1.8 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 elmex 1.1 where = where->head;
1909     }
1910     if (op->more) {
1911     LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1912     op->name, op->count);
1913     return op;
1914     }
1915     CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1916     CLEAR_FLAG(op, FLAG_REMOVED);
1917     if(op->nrof) {
1918     for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1919     if ( CAN_MERGE(tmp,op) ) {
1920 root 1.8 /* return the original object and remove inserted object
1921 elmex 1.1 (client needs the original object) */
1922     tmp->nrof += op->nrof;
1923 root 1.8 /* Weight handling gets pretty funky. Since we are adding to
1924     * tmp->nrof, we need to increase the weight.
1925     */
1926     add_weight (where, op->weight*op->nrof);
1927 elmex 1.1 SET_FLAG(op, FLAG_REMOVED);
1928     free_object(op); /* free the inserted object */
1929     op = tmp;
1930     remove_ob (op); /* and fix old object's links */
1931     CLEAR_FLAG(op, FLAG_REMOVED);
1932 root 1.8 break;
1933 elmex 1.1 }
1934    
1935     /* I assume combined objects have no inventory
1936     * We add the weight - this object could have just been removed
1937     * (if it was possible to merge). calling remove_ob will subtract
1938     * the weight, so we need to add it in again, since we actually do
1939     * the linking below
1940     */
1941     add_weight (where, op->weight*op->nrof);
1942     } else
1943     add_weight (where, (op->weight+op->carrying));
1944    
1945     otmp=is_player_inv(where);
1946     if (otmp&&otmp->contr!=NULL) {
1947     if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1948     fix_player(otmp);
1949     }
1950    
1951     op->map=NULL;
1952     op->env=where;
1953     op->above=NULL;
1954     op->below=NULL;
1955     op->x=0,op->y=0;
1956     op->ox=0,op->oy=0;
1957    
1958     /* reset the light list and los of the players on the map */
1959     if((op->glow_radius!=0)&&where->map)
1960     {
1961     #ifdef DEBUG_LIGHTS
1962     LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1963 root 1.8 op->name);
1964 elmex 1.1 #endif /* DEBUG_LIGHTS */
1965     if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1966     }
1967    
1968     /* Client has no idea of ordering so lets not bother ordering it here.
1969     * It sure simplifies this function...
1970     */
1971     if (where->inv==NULL)
1972     where->inv=op;
1973     else {
1974     op->below = where->inv;
1975     op->below->above = op;
1976     where->inv = op;
1977     }
1978     return op;
1979     }
1980    
1981     /*
1982     * Checks if any objects has a move_type that matches objects
1983     * that effect this object on this space. Call apply() to process
1984     * these events.
1985     *
1986     * Any speed-modification due to SLOW_MOVE() of other present objects
1987     * will affect the speed_left of the object.
1988     *
1989     * originator: Player, monster or other object that caused 'op' to be inserted
1990     * into 'map'. May be NULL.
1991     *
1992     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1993     *
1994     * 4-21-95 added code to check if appropriate skill was readied - this will
1995     * permit faster movement by the player through this terrain. -b.t.
1996     *
1997     * MSW 2001-07-08: Check all objects on space, not just those below
1998     * object being inserted. insert_ob_in_map may not put new objects
1999     * on top.
2000     */
2001    
2002     int check_move_on (object *op, object *originator)
2003     {
2004     object *tmp;
2005     tag_t tag;
2006     mapstruct *m=op->map;
2007     int x=op->x, y=op->y;
2008     MoveType move_on, move_slow, move_block;
2009    
2010     if(QUERY_FLAG(op,FLAG_NO_APPLY))
2011 root 1.8 return 0;
2012 elmex 1.1
2013     tag = op->count;
2014    
2015     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2017     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018    
2019     /* if nothing on this space will slow op down or be applied,
2020     * no need to do checking below. have to make sure move_type
2021     * is set, as lots of objects don't have it set - we treat that
2022     * as walking.
2023     */
2024     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 root 1.8 return 0;
2026 elmex 1.1
2027     /* This is basically inverse logic of that below - basically,
2028     * if the object can avoid the move on or slow move, they do so,
2029     * but can't do it if the alternate movement they are using is
2030     * blocked. Logic on this seems confusing, but does seem correct.
2031     */
2032     if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 root 1.8 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034 elmex 1.1
2035     /* The objects have to be checked from top to bottom.
2036     * Hence, we first go to the top:
2037     */
2038    
2039     for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 root 1.8 tmp->above!=NULL; tmp=tmp->above) {
2041     /* Trim the search when we find the first other spell effect
2042     * this helps performance so that if a space has 50 spell objects,
2043     * we don't need to check all of them.
2044     */
2045     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 elmex 1.1 }
2047     for(;tmp!=NULL; tmp=tmp->below) {
2048 root 1.8 if (tmp == op) continue; /* Can't apply yourself */
2049    
2050     /* Check to see if one of the movement types should be slowed down.
2051     * Second check makes sure that the movement types not being slowed
2052     * (~slow_move) is not blocked on this space - just because the
2053     * space doesn't slow down swimming (for example), if you can't actually
2054     * swim on that space, can't use it to avoid the penalty.
2055     */
2056     if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058     ((op->move_type & tmp->move_slow) &&
2059     (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060    
2061     float diff;
2062    
2063     diff = tmp->move_slow_penalty*FABS(op->speed);
2064     if (op->type == PLAYER) {
2065     if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066     (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067     diff /= 4.0;
2068     }
2069     }
2070     op->speed_left -= diff;
2071     }
2072     }
2073 elmex 1.1
2074 root 1.8 /* Basically same logic as above, except now for actual apply. */
2075     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076     ((op->move_type & tmp->move_on) &&
2077     (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078 elmex 1.1
2079 root 1.8 move_apply(tmp, op, originator);
2080 elmex 1.1 if (was_destroyed (op, tag))
2081 root 1.8 return 1;
2082 elmex 1.1
2083 root 1.8 /* what the person/creature stepped onto has moved the object
2084     * someplace new. Don't process any further - if we did,
2085     * have a feeling strange problems would result.
2086     */
2087     if (op->map != m || op->x != x || op->y != y) return 0;
2088     }
2089 elmex 1.1 }
2090     return 0;
2091     }
2092    
2093     /*
2094     * present_arch(arch, map, x, y) searches for any objects with
2095     * a matching archetype at the given map and coordinates.
2096     * The first matching object is returned, or NULL if none.
2097     */
2098    
2099     object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
2100     object *tmp;
2101     if(m==NULL || out_of_map(m,x,y)) {
2102     LOG(llevError,"Present_arch called outside map.\n");
2103     return NULL;
2104     }
2105     for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
2106     if(tmp->arch == at)
2107     return tmp;
2108     return NULL;
2109     }
2110    
2111     /*
2112     * present(type, map, x, y) searches for any objects with
2113     * a matching type variable at the given map and coordinates.
2114     * The first matching object is returned, or NULL if none.
2115     */
2116    
2117     object *present(unsigned char type,mapstruct *m, int x,int y) {
2118     object *tmp;
2119     if(out_of_map(m,x,y)) {
2120     LOG(llevError,"Present called outside map.\n");
2121     return NULL;
2122     }
2123     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
2124     if(tmp->type==type)
2125     return tmp;
2126     return NULL;
2127     }
2128    
2129     /*
2130     * present_in_ob(type, object) searches for any objects with
2131     * a matching type variable in the inventory of the given object.
2132     * The first matching object is returned, or NULL if none.
2133     */
2134    
2135     object *present_in_ob(unsigned char type, const object *op) {
2136     object *tmp;
2137     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2138     if(tmp->type==type)
2139     return tmp;
2140     return NULL;
2141     }
2142    
2143     /*
2144     * present_in_ob (type, str, object) searches for any objects with
2145     * a matching type & name variable in the inventory of the given object.
2146     * The first matching object is returned, or NULL if none.
2147     * This is mostly used by spell effect code, so that we only
2148     * have one spell effect at a time.
2149     * type can be used to narrow the search - if type is set,
2150     * the type must also match. -1 can be passed for the type,
2151     * in which case the type does not need to pass.
2152     * str is the string to match against. Note that we match against
2153     * the object name, not the archetype name. this is so that the
2154     * spell code can use one object type (force), but change it's name
2155     * to be unique.
2156     */
2157    
2158     object *present_in_ob_by_name(int type, const char *str, const object *op) {
2159     object *tmp;
2160    
2161     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2162 root 1.8 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
2163     return tmp;
2164 elmex 1.1 }
2165     return NULL;
2166     }
2167    
2168     /*
2169     * present_arch_in_ob(archetype, object) searches for any objects with
2170     * a matching archetype in the inventory of the given object.
2171     * The first matching object is returned, or NULL if none.
2172     */
2173    
2174     object *present_arch_in_ob(const archetype *at, const object *op) {
2175     object *tmp;
2176     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2177     if( tmp->arch == at)
2178     return tmp;
2179     return NULL;
2180     }
2181    
2182     /*
2183     * activate recursively a flag on an object inventory
2184     */
2185     void flag_inv(object*op, int flag){
2186     object *tmp;
2187     if(op->inv)
2188     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2189     SET_FLAG(tmp, flag);
2190     flag_inv(tmp,flag);
2191     }
2192     }/*
2193     * desactivate recursively a flag on an object inventory
2194     */
2195     void unflag_inv(object*op, int flag){
2196     object *tmp;
2197     if(op->inv)
2198     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2199     CLEAR_FLAG(tmp, flag);
2200     unflag_inv(tmp,flag);
2201     }
2202     }
2203    
2204     /*
2205     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206     * all it's inventory (recursively).
2207     * If checksums are used, a player will get set_cheat called for
2208     * him/her-self and all object carried by a call to this function.
2209     */
2210    
2211     void set_cheat(object *op) {
2212     SET_FLAG(op, FLAG_WAS_WIZ);
2213     flag_inv(op, FLAG_WAS_WIZ);
2214     }
2215    
2216     /*
2217     * find_free_spot(object, map, x, y, start, stop) will search for
2218     * a spot at the given map and coordinates which will be able to contain
2219     * the given object. start and stop specifies how many squares
2220     * to search (see the freearr_x/y[] definition).
2221     * It returns a random choice among the alternatives found.
2222     * start and stop are where to start relative to the free_arr array (1,9
2223     * does all 4 immediate directions). This returns the index into the
2224     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2225     * Note - this only checks to see if there is space for the head of the
2226     * object - if it is a multispace object, this should be called for all
2227     * pieces.
2228     * Note2: This function does correctly handle tiled maps, but does not
2229     * inform the caller. However, insert_ob_in_map will update as
2230     * necessary, so the caller shouldn't need to do any special work.
2231     * Note - updated to take an object instead of archetype - this is necessary
2232     * because arch_blocked (now ob_blocked) needs to know the movement type
2233     * to know if the space in question will block the object. We can't use
2234     * the archetype because that isn't correct if the monster has been
2235     * customized, changed states, etc.
2236     */
2237    
2238     int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2239     int i,index=0, flag;
2240     static int altern[SIZEOFFREE];
2241    
2242     for(i=start;i<stop;i++) {
2243 root 1.8 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2244     if(!flag)
2245     altern[index++]=i;
2246    
2247     /* Basically, if we find a wall on a space, we cut down the search size.
2248     * In this way, we won't return spaces that are on another side of a wall.
2249     * This mostly work, but it cuts down the search size in all directions -
2250     * if the space being examined only has a wall to the north and empty
2251     * spaces in all the other directions, this will reduce the search space
2252     * to only the spaces immediately surrounding the target area, and
2253     * won't look 2 spaces south of the target space.
2254     */
2255     else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2256     stop=maxfree[i];
2257 elmex 1.1 }
2258     if(!index) return -1;
2259     return altern[RANDOM()%index];
2260     }
2261    
2262     /*
2263     * find_first_free_spot(archetype, mapstruct, x, y) works like
2264     * find_free_spot(), but it will search max number of squares.
2265     * But it will return the first available spot, not a random choice.
2266     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267     */
2268    
2269     int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2270     int i;
2271     for(i=0;i<SIZEOFFREE;i++) {
2272 root 1.8 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2273     return i;
2274 elmex 1.1 }
2275     return -1;
2276     }
2277    
2278     /*
2279     * The function permute(arr, begin, end) randomly reorders the array
2280     * arr[begin..end-1].
2281     */
2282     static void permute(int *arr, int begin, int end)
2283     {
2284     int i, j, tmp, len;
2285    
2286     len = end-begin;
2287     for(i = begin; i < end; i++)
2288     {
2289 root 1.8 j = begin+RANDOM()%len;
2290 elmex 1.1
2291 root 1.8 tmp = arr[i];
2292     arr[i] = arr[j];
2293     arr[j] = tmp;
2294 elmex 1.1 }
2295     }
2296    
2297     /* new function to make monster searching more efficient, and effective!
2298     * This basically returns a randomized array (in the passed pointer) of
2299     * the spaces to find monsters. In this way, it won't always look for
2300     * monsters to the north first. However, the size of the array passed
2301     * covers all the spaces, so within that size, all the spaces within
2302     * the 3x3 area will be searched, just not in a predictable order.
2303     */
2304     void get_search_arr(int *search_arr)
2305     {
2306     int i;
2307    
2308     for(i = 0; i < SIZEOFFREE; i++)
2309     {
2310 root 1.8 search_arr[i] = i;
2311 elmex 1.1 }
2312    
2313     permute(search_arr, 1, SIZEOFFREE1+1);
2314     permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2315     permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2316     }
2317    
2318     /*
2319     * find_dir(map, x, y, exclude) will search some close squares in the
2320     * given map at the given coordinates for live objects.
2321     * It will not considered the object given as exclude among possible
2322     * live objects.
2323     * It returns the direction toward the first/closest live object if finds
2324     * any, otherwise 0.
2325     * Perhaps incorrectly, but I'm making the assumption that exclude
2326     * is actually want is going to try and move there. We need this info
2327     * because we have to know what movement the thing looking to move
2328     * there is capable of.
2329     */
2330    
2331     int find_dir(mapstruct *m, int x, int y, object *exclude) {
2332     int i,max=SIZEOFFREE, mflags;
2333     sint16 nx, ny;
2334     object *tmp;
2335     mapstruct *mp;
2336     MoveType blocked, move_type;
2337    
2338     if (exclude && exclude->head) {
2339 root 1.8 exclude = exclude->head;
2340     move_type = exclude->move_type;
2341 elmex 1.1 } else {
2342 root 1.8 /* If we don't have anything, presume it can use all movement types. */
2343     move_type=MOVE_ALL;
2344 elmex 1.1 }
2345    
2346     for(i=1;i<max;i++) {
2347 root 1.8 mp = m;
2348     nx = x + freearr_x[i];
2349     ny = y + freearr_y[i];
2350    
2351     mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2352     if (mflags & P_OUT_OF_MAP) {
2353     max = maxfree[i];
2354     } else {
2355     blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2356    
2357     if ((move_type & blocked) == move_type) {
2358     max=maxfree[i];
2359     } else if (mflags & P_IS_ALIVE) {
2360     for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2361     if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2362     (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2363     break;
2364     }
2365     }
2366     if(tmp) {
2367     return freedir[i];
2368     }
2369     }
2370     }
2371 elmex 1.1 }
2372     return 0;
2373     }
2374    
2375     /*
2376     * distance(object 1, object 2) will return the square of the
2377     * distance between the two given objects.
2378     */
2379    
2380     int distance(const object *ob1, const object *ob2) {
2381     int i;
2382     i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2383     (ob1->y - ob2->y)*(ob1->y - ob2->y);
2384     return i;
2385     }
2386    
2387     /*
2388     * find_dir_2(delta-x,delta-y) will return a direction in which
2389     * an object which has subtracted the x and y coordinates of another
2390     * object, needs to travel toward it.
2391     */
2392    
2393     int find_dir_2(int x, int y) {
2394     int q;
2395    
2396     if(y)
2397     q=x*100/y;
2398     else if (x)
2399     q= -300*x;
2400     else
2401     return 0;
2402    
2403     if(y>0) {
2404     if(q < -242)
2405     return 3 ;
2406     if (q < -41)
2407     return 2 ;
2408     if (q < 41)
2409     return 1 ;
2410     if (q < 242)
2411     return 8 ;
2412     return 7 ;
2413     }
2414    
2415     if (q < -242)
2416     return 7 ;
2417     if (q < -41)
2418     return 6 ;
2419     if (q < 41)
2420     return 5 ;
2421     if (q < 242)
2422     return 4 ;
2423    
2424     return 3 ;
2425     }
2426    
2427     /*
2428     * absdir(int): Returns a number between 1 and 8, which represent
2429     * the "absolute" direction of a number (it actually takes care of
2430     * "overflow" in previous calculations of a direction).
2431     */
2432    
2433     int absdir(int d) {
2434     while(d<1) d+=8;
2435     while(d>8) d-=8;
2436     return d;
2437     }
2438    
2439     /*
2440     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441     * between two directions (which are expected to be absolute (see absdir())
2442     */
2443    
2444     int dirdiff(int dir1, int dir2) {
2445     int d;
2446     d = abs(dir1 - dir2);
2447     if(d>4)
2448     d = 8 - d;
2449     return d;
2450     }
2451    
2452     /* peterm:
2453     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2454     * Basically, this is a table of directions, and what directions
2455     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2456     * This basically means that if direction is 15, then it could either go
2457     * direction 4, 14, or 16 to get back to where we are.
2458     * Moved from spell_util.c to object.c with the other related direction
2459     * functions.
2460     */
2461    
2462     int reduction_dir[SIZEOFFREE][3] = {
2463     {0,0,0}, /* 0 */
2464     {0,0,0}, /* 1 */
2465     {0,0,0}, /* 2 */
2466     {0,0,0}, /* 3 */
2467     {0,0,0}, /* 4 */
2468     {0,0,0}, /* 5 */
2469     {0,0,0}, /* 6 */
2470     {0,0,0}, /* 7 */
2471     {0,0,0}, /* 8 */
2472     {8,1,2}, /* 9 */
2473     {1,2,-1}, /* 10 */
2474     {2,10,12}, /* 11 */
2475     {2,3,-1}, /* 12 */
2476     {2,3,4}, /* 13 */
2477     {3,4,-1}, /* 14 */
2478     {4,14,16}, /* 15 */
2479     {5,4,-1}, /* 16 */
2480     {4,5,6}, /* 17 */
2481     {6,5,-1}, /* 18 */
2482     {6,20,18}, /* 19 */
2483     {7,6,-1}, /* 20 */
2484     {6,7,8}, /* 21 */
2485     {7,8,-1}, /* 22 */
2486     {8,22,24}, /* 23 */
2487     {8,1,-1}, /* 24 */
2488     {24,9,10}, /* 25 */
2489     {9,10,-1}, /* 26 */
2490     {10,11,-1}, /* 27 */
2491     {27,11,29}, /* 28 */
2492     {11,12,-1}, /* 29 */
2493     {12,13,-1}, /* 30 */
2494     {12,13,14}, /* 31 */
2495     {13,14,-1}, /* 32 */
2496     {14,15,-1}, /* 33 */
2497     {33,15,35}, /* 34 */
2498     {16,15,-1}, /* 35 */
2499     {17,16,-1}, /* 36 */
2500     {18,17,16}, /* 37 */
2501     {18,17,-1}, /* 38 */
2502     {18,19,-1}, /* 39 */
2503     {41,19,39}, /* 40 */
2504     {19,20,-1}, /* 41 */
2505     {20,21,-1}, /* 42 */
2506     {20,21,22}, /* 43 */
2507     {21,22,-1}, /* 44 */
2508     {23,22,-1}, /* 45 */
2509     {45,47,23}, /* 46 */
2510     {23,24,-1}, /* 47 */
2511     {24,9,-1}}; /* 48 */
2512    
2513     /* Recursive routine to step back and see if we can
2514     * find a path to that monster that we found. If not,
2515     * we don't bother going toward it. Returns 1 if we
2516     * can see a direct way to get it
2517     * Modified to be map tile aware -.MSW
2518     */
2519    
2520    
2521     int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2522     sint16 dx, dy;
2523     int mflags;
2524    
2525     if(dir<0) return 0; /* exit condition: invalid direction */
2526    
2527     dx = x + freearr_x[dir];
2528     dy = y + freearr_y[dir];
2529    
2530     mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2531    
2532     /* This functional arguably was incorrect before - it was
2533     * checking for P_WALL - that was basically seeing if
2534     * we could move to the monster - this is being more
2535     * literal on if we can see it. To know if we can actually
2536     * move to the monster, we'd need the monster passed in or
2537     * at least its move type.
2538     */
2539     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2540    
2541     /* yes, can see. */
2542     if(dir < 9) return 1;
2543     return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2544 root 1.8 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2545     can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2546 elmex 1.1 }
2547    
2548    
2549 root 1.8
2550 elmex 1.1 /*
2551     * can_pick(picker, item): finds out if an object is possible to be
2552     * picked up by the picker. Returnes 1 if it can be
2553     * picked up, otherwise 0.
2554     *
2555     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2556     * core dumps if they do.
2557     *
2558     * Add a check so we can't pick up invisible objects (0.93.8)
2559     */
2560    
2561     int can_pick(const object *who, const object *item) {
2562     return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2563     (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2564 root 1.8 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2565 elmex 1.1 (who->type==PLAYER||item->weight<who->weight/3));
2566     }
2567    
2568    
2569     /*
2570     * create clone from object to another
2571     */
2572     object *object_create_clone (object *asrc) {
2573     object *dst = NULL,*tmp,*src,*part,*prev, *item;
2574    
2575     if(!asrc) return NULL;
2576     src = asrc;
2577     if(src->head)
2578     src = src->head;
2579    
2580     prev = NULL;
2581     for(part = src; part; part = part->more) {
2582     tmp = get_object();
2583     copy_object(part,tmp);
2584     tmp->x -= src->x;
2585     tmp->y -= src->y;
2586     if(!part->head) {
2587     dst = tmp;
2588     tmp->head = NULL;
2589     } else {
2590     tmp->head = dst;
2591     }
2592     tmp->more = NULL;
2593     if(prev)
2594     prev->more = tmp;
2595     prev = tmp;
2596     }
2597     /*** copy inventory ***/
2598     for(item = src->inv; item; item = item->below) {
2599 root 1.8 (void) insert_ob_in_ob(object_create_clone(item),dst);
2600 elmex 1.1 }
2601    
2602     return dst;
2603     }
2604    
2605     /* return true if the object was destroyed, 0 otherwise */
2606     int was_destroyed (const object *op, tag_t old_tag)
2607     {
2608     /* checking for FLAG_FREED isn't necessary, but makes this function more
2609     * robust */
2610     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611     }
2612    
2613     /* GROS - Creates an object using a string representing its content. */
2614     /* Basically, we save the content of the string to a temp file, then call */
2615     /* load_object on it. I admit it is a highly inefficient way to make things, */
2616     /* but it was simple to make and allows reusing the load_object function. */
2617     /* Remember not to use load_object_str in a time-critical situation. */
2618     /* Also remember that multiparts objects are not supported for now. */
2619    
2620     object* load_object_str(const char *obstr)
2621     {
2622     object *op;
2623     char filename[MAX_BUF];
2624     sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2625 root 1.9
2626     FILE *tempfile=fopen(filename,"w");
2627 elmex 1.1 if (tempfile == NULL)
2628     {
2629     LOG(llevError,"Error - Unable to access load object temp file\n");
2630     return NULL;
2631     };
2632     fprintf(tempfile,obstr);
2633     fclose(tempfile);
2634    
2635     op=get_object();
2636    
2637 root 1.9 object_thawer thawer (filename);
2638     if (thawer)
2639     load_object(thawer,op,LO_NEWFILE,0);
2640 elmex 1.1 LOG(llevDebug," load str completed, object=%s\n",op->name);
2641     CLEAR_FLAG(op,FLAG_REMOVED);
2642 root 1.9
2643 elmex 1.1 return op;
2644     }
2645    
2646     /* This returns the first object in who's inventory that
2647     * has the same type and subtype match.
2648     * returns NULL if no match.
2649     */
2650     object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2651     {
2652     object *tmp;
2653    
2654     for (tmp=who->inv; tmp; tmp=tmp->below)
2655 root 1.8 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2656 elmex 1.1
2657     return NULL;
2658     }
2659    
2660     /* If ob has a field named key, return the link from the list,
2661     * otherwise return NULL.
2662     *
2663     * key must be a passed in shared string - otherwise, this won't
2664     * do the desired thing.
2665     */
2666     key_value * get_ob_key_link(const object * ob, const char * key) {
2667     key_value * link;
2668    
2669     for (link = ob->key_values; link != NULL; link = link->next) {
2670     if (link->key == key) {
2671     return link;
2672     }
2673     }
2674    
2675     return NULL;
2676     }
2677    
2678     /*
2679     * Returns the value of op has an extra_field for key, or NULL.
2680     *
2681     * The argument doesn't need to be a shared string.
2682     *
2683     * The returned string is shared.
2684     */
2685     const char * get_ob_key_value(const object * op, const char * const key) {
2686     key_value * link;
2687     const char * canonical_key;
2688    
2689     canonical_key = find_string(key);
2690    
2691     if (canonical_key == NULL) {
2692     /* 1. There being a field named key on any object
2693     * implies there'd be a shared string to find.
2694     * 2. Since there isn't, no object has this field.
2695     * 3. Therefore, *this* object doesn't have this field.
2696     */
2697     return NULL;
2698     }
2699    
2700     /* This is copied from get_ob_key_link() above -
2701     * only 4 lines, and saves the function call overhead.
2702     */
2703     for (link = op->key_values; link != NULL; link = link->next) {
2704     if (link->key == canonical_key) {
2705     return link->value;
2706     }
2707     }
2708     return NULL;
2709     }
2710    
2711    
2712     /*
2713     * Updates the canonical_key in op to value.
2714     *
2715     * canonical_key is a shared string (value doesn't have to be).
2716     *
2717     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2718     * keys.
2719     *
2720     * Returns TRUE on success.
2721     */
2722     int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2723     key_value * field = NULL, *last=NULL;
2724    
2725     for (field=op->key_values; field != NULL; field=field->next) {
2726 root 1.8 if (field->key != canonical_key) {
2727     last = field;
2728     continue;
2729     }
2730    
2731     if (field->value) FREE_AND_CLEAR_STR(field->value);
2732     if (value)
2733     field->value = add_string(value);
2734     else {
2735     /* Basically, if the archetype has this key set,
2736     * we need to store the null value so when we save
2737     * it, we save the empty value so that when we load,
2738     * we get this value back again.
2739     */
2740     if (get_ob_key_link(&op->arch->clone, canonical_key))
2741     field->value = NULL;
2742     else {
2743     /* Delete this link */
2744     if (field->key) FREE_AND_CLEAR_STR(field->key);
2745     if (field->value) FREE_AND_CLEAR_STR(field->value);
2746     if (last) last->next = field->next;
2747     else op->key_values = field->next;
2748     free(field);
2749     }
2750     }
2751 elmex 1.1 return TRUE;
2752     }
2753     /* IF we get here, key doesn't exist */
2754    
2755     /* No field, we'll have to add it. */
2756    
2757     if (!add_key) {
2758     return FALSE;
2759     }
2760     /* There isn't any good reason to store a null
2761     * value in the key/value list. If the archetype has
2762     * this key, then we should also have it, so shouldn't
2763     * be here. If user wants to store empty strings,
2764     * should pass in ""
2765     */
2766     if (value == NULL) return TRUE;
2767    
2768     field = (key_value *) malloc(sizeof(key_value));
2769    
2770     field->key = add_refcount(canonical_key);
2771     field->value = add_string(value);
2772     /* Usual prepend-addition. */
2773     field->next = op->key_values;
2774     op->key_values = field;
2775    
2776     return TRUE;
2777     }
2778    
2779     /*
2780     * Updates the key in op to value.
2781     *
2782     * If add_key is FALSE, this will only update existing keys,
2783     * and not add new ones.
2784     * In general, should be little reason FALSE is ever passed in for add_key
2785     *
2786     * Returns TRUE on success.
2787     */
2788     int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2789     const char * canonical_key = NULL;
2790     int floating_ref = FALSE;
2791     int ret;
2792    
2793     /* HACK This mess is to make sure set_ob_value() passes a shared string
2794     * to get_ob_key_link(), without leaving a leaked refcount.
2795     */
2796    
2797     canonical_key = find_string(key);
2798     if (canonical_key == NULL) {
2799     canonical_key = add_string(key);
2800     floating_ref = TRUE;
2801     }
2802    
2803     ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2804    
2805     if (floating_ref) {
2806     free_string(canonical_key);
2807     }
2808    
2809     return ret;
2810     }