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/cvs/deliantra/server/common/object.C
Revision: 1.10
Committed: Thu Aug 31 17:54:14 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +6 -41 lines
Log Message:
rewrote object serialiser, parser is next

File Contents

# Content
1 /*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.9 2006-08-30 06:06:26 root Exp $";
4 */
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 return 0;
138
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 return 0;
145
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 /* 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
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
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 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
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 (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
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 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
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 sum_weight(inv);
247 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 op->env = NULL;
276 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 errmsg[0] = 0;
287 return;
288 //TODO//D#d#
289 #if 0
290 char *cp;
291 /* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299 #if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309 #endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316 #if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321 #endif
322 strcat(errmsg,"end\n");
323 }
324 #endif
325 }
326
327 /*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331 void dump_object(object *op) {
332 if(op==NULL) {
333 strcpy(errmsg,"[NULL pointer]");
334 return;
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338 }
339
340 void dump_all_objects(void) {
341 object *op;
342 for(op=objects;op!=NULL;op=op->next) {
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346 }
347
348 /*
349 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned.
352 */
353
354 object *get_nearest_part(object *op, const object *pl) {
355 object *tmp,*closest;
356 int last_dist,i;
357 if(op->more==NULL)
358 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
360 if((i=distance(tmp,pl))<last_dist)
361 closest=tmp,last_dist=i;
362 return closest;
363 }
364
365 /*
366 * Returns the object which has the count-variable equal to the argument.
367 */
368
369 object *find_object(tag_t i) {
370 object *op;
371 for(op=objects;op!=NULL;op=op->next)
372 if(op->count==i)
373 break;
374 return op;
375 }
376
377 /*
378 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999"
381 */
382
383 object *find_object_name(const char *str) {
384 const char *name=add_string(str);
385 object *op;
386 for(op=objects;op!=NULL;op=op->next)
387 if(op->name==name)
388 break;
389 free_string(name);
390 return op;
391 }
392
393 void free_all_object_data(void) {
394 #ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404 #endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407 }
408
409 /*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420 object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431 }
432
433 void clear_owner(object *op)
434 {
435 if (!op) return;
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442 }
443
444
445
446 /*
447 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects.
449 */
450 void set_owner (object *op, object *owner)
451 {
452 if(owner==NULL||op==NULL)
453 return;
454
455 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid.
461 */
462 while (owner->owner && owner!=owner->owner &&
463 owner->ownercount==owner->owner->count) owner=owner->owner;
464
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475 }
476
477 /* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487 void copy_owner (object *op, object *clone)
488 {
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499 }
500
501 /*
502 * Resets vital variables in an object
503 */
504
505 void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517 }
518
519 /* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links.
521 */
522 static void free_key_values(object * op) {
523 key_value * i;
524 key_value * next = NULL;
525
526 if (op->key_values == NULL) return;
527
528 for (i = op->key_values; i != NULL; i = next) {
529 /* Store next *first*. */
530 next = i->next;
531
532 if (i->key) FREE_AND_CLEAR_STR(i->key);
533 if (i->value) FREE_AND_CLEAR_STR(i->value);
534 i->next = NULL;
535 free(i);
536 }
537
538 op->key_values = NULL;
539 }
540
541
542 /*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547 void clear_object(object *op) {
548 op->clear ();
549
550 event *evt;
551 event *evt2;
552
553 /* redo this to be simpler/more efficient. Was also seeing
554 * crashes in the old code. Move this to the top - am
555 * seeing periodic crashes in this code, and would like to have
556 * as much info available as possible (eg, object name).
557 */
558 for (evt = op->events; evt; evt=evt2) {
559 evt2 = evt->next;
560
561 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
562 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
563 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
564
565 free(evt);
566 }
567 op->events = NULL;
568
569 free_key_values(op);
570
571 /* the memset will clear all these values for us, but we need
572 * to reduce the refcount on them.
573 */
574 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
575 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
576 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
577 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
578 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
579 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
580 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
581 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
582 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
583
584
585 memset((void*)op, 0, sizeof (object_special));
586 /* Below here, we clear things that are not done by the memset,
587 * or set default values that are not zero.
588 */
589 /* This is more or less true */
590 SET_FLAG(op, FLAG_REMOVED);
591
592
593 op->contr = NULL;
594 op->below=NULL;
595 op->above=NULL;
596 op->inv=NULL;
597 op->events=NULL;
598 op->container=NULL;
599 op->env=NULL;
600 op->more=NULL;
601 op->head=NULL;
602 op->map=NULL;
603 op->refcount=0;
604 op->active_next = NULL;
605 op->active_prev = NULL;
606 /* What is not cleared is next, prev, and count */
607
608 op->expmul=1.0;
609 op->face = blank_face;
610 op->attacked_by_count = (tag_t) -1;
611 if (settings.casting_time)
612 op->casting_time = -1;
613
614 }
615
616 /*
617 * copy object first frees everything allocated by the second object,
618 * and then copies the contends of the first object into the second
619 * object, allocating what needs to be allocated. Basically, any
620 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
621 * if the first object is freed, the pointers in the new object
622 * will point at garbage.
623 */
624
625 void copy_object(object *op2, object *op) {
626 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
627 event *evt, *evt2, *evt_new;
628
629 op->clear ();
630
631 /* Decrement the refcounts, but don't bother zeroing the fields;
632 they'll be overwritten by memcpy. */
633 if(op->name!=NULL) free_string(op->name);
634 if(op->name_pl!=NULL) free_string(op->name_pl);
635 if(op->title!=NULL) free_string(op->title);
636 if(op->race!=NULL) free_string(op->race);
637 if(op->slaying!=NULL) free_string(op->slaying);
638 if(op->skill!=NULL) free_string(op->skill);
639 if(op->msg!=NULL) free_string(op->msg);
640 if(op->lore!=NULL) free_string(op->lore);
641 if(op->materialname != NULL) free_string(op->materialname);
642 if(op->custom_name != NULL) free_string(op->custom_name);
643
644 /* Basically, same code as from clear_object() */
645 for (evt = op->events; evt; evt=evt2) {
646 evt2 = evt->next;
647
648 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
649 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
650 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
651
652 free(evt);
653 }
654 op->events = NULL;
655
656 free_key_values(op);
657
658 *(object_special *)op = *(object_special *)op2;
659 op2->clone (op);
660
661 if(is_freed) SET_FLAG(op,FLAG_FREED);
662 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
663 if(op->name!=NULL) add_refcount(op->name);
664 if(op->name_pl!=NULL) add_refcount(op->name_pl);
665 if(op->title!=NULL) add_refcount(op->title);
666 if(op->race!=NULL) add_refcount(op->race);
667 if(op->slaying!=NULL) add_refcount(op->slaying);
668 if(op->skill!=NULL) add_refcount(op->skill);
669 if(op->lore!=NULL) add_refcount(op->lore);
670 if(op->msg!=NULL) add_refcount(op->msg);
671 if(op->custom_name!=NULL) add_refcount(op->custom_name);
672 if (op->materialname != NULL) add_refcount(op->materialname);
673
674 if((op2->speed<0) && !editor)
675 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
676
677 /* Copy over event information */
678 evt2 = NULL;
679 for (evt = op2->events; evt; evt=evt->next) {
680 evt_new = (event *) malloc(sizeof(event));
681 memcpy(evt_new, evt, sizeof(event));
682 if (evt_new->hook) add_refcount(evt_new->hook);
683 if (evt_new->plugin) add_refcount(evt_new->plugin);
684 if (evt_new->options) add_refcount(evt_new->options);
685 evt_new->next = NULL;
686
687 /* Try to be a little clever here, and store away the
688 * last event we copied, so that its simpler to update the
689 * pointer.
690 */
691 if (evt2)
692 evt2->next = evt_new;
693 else
694 op->events = evt_new;
695
696 evt2 = evt_new;
697 }
698 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) {
700 key_value * tail = NULL;
701 key_value * i;
702
703 op->key_values = NULL;
704
705 for (i = op2->key_values; i != NULL; i = i->next) {
706 key_value * new_link = (key_value *) malloc(sizeof(key_value));
707
708 new_link->next = NULL;
709 new_link->key = add_refcount(i->key);
710 if (i->value)
711 new_link->value = add_refcount(i->value);
712 else
713 new_link->value = NULL;
714
715 /* Try and be clever here, too. */
716 if (op->key_values == NULL) {
717 op->key_values = new_link;
718 tail = new_link;
719 } else {
720 tail->next = new_link;
721 tail = new_link;
722 }
723 }
724 }
725
726 update_ob_speed(op);
727 }
728
729 /*
730 * expand_objects() allocates more objects for the list of unused objects.
731 * It is called from get_object() if the unused list is empty.
732 */
733
734 void expand_objects(void) {
735 int i;
736 object *obj;
737 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
738
739 if(obj==NULL)
740 fatal(OUT_OF_MEMORY);
741 free_objects=obj;
742 obj[0].prev=NULL;
743 obj[0].next= &obj[1],
744 SET_FLAG(&(obj[0]), FLAG_REMOVED);
745 SET_FLAG(&(obj[0]), FLAG_FREED);
746
747 for(i=1;i<OBJ_EXPAND-1;i++) {
748 obj[i].next= &obj[i+1],
749 obj[i].prev= &obj[i-1],
750 SET_FLAG(&(obj[i]), FLAG_REMOVED);
751 SET_FLAG(&(obj[i]), FLAG_FREED);
752 }
753 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
754 obj[OBJ_EXPAND-1].next=NULL,
755 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
756 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
757
758 nrofallocobjects += OBJ_EXPAND;
759 nroffreeobjects += OBJ_EXPAND;
760 }
761
762 /*
763 * get_object() grabs an object from the list of unused objects, makes
764 * sure it is initialised, and returns it.
765 * If there are no free objects, expand_objects() is called to get more.
766 */
767
768 object *get_object(void) {
769 object *op;
770
771 if(free_objects==NULL) {
772 expand_objects();
773 }
774 op=free_objects;
775 #ifdef MEMORY_DEBUG
776 /* The idea is hopefully by doing a realloc, the memory
777 * debugging program will now use the current stack trace to
778 * report leaks.
779 */
780 op = realloc(op, sizeof(object));
781 SET_FLAG(op, FLAG_REMOVED);
782 SET_FLAG(op, FLAG_FREED);
783 #endif
784
785 if(!QUERY_FLAG(op,FLAG_FREED)) {
786 LOG(llevError,"Fatal: Getting busy object.\n");
787 }
788 free_objects=op->next;
789 if(free_objects!=NULL)
790 free_objects->prev=NULL;
791 op->count= ++ob_count;
792 op->name=NULL;
793 op->name_pl=NULL;
794 op->title=NULL;
795 op->race=NULL;
796 op->slaying=NULL;
797 op->skill = NULL;
798 op->lore=NULL;
799 op->msg=NULL;
800 op->materialname=NULL;
801 op->next=objects;
802 op->prev=NULL;
803 op->active_next = NULL;
804 op->active_prev = NULL;
805 if(objects!=NULL)
806 objects->prev=op;
807 objects=op;
808 clear_object(op);
809 SET_FLAG(op,FLAG_REMOVED);
810 nroffreeobjects--;
811 return op;
812 }
813
814 /*
815 * If an object with the IS_TURNABLE() flag needs to be turned due
816 * to the closest player being on the other side, this function can
817 * be called to update the face variable, _and_ how it looks on the map.
818 */
819
820 void update_turn_face(object *op) {
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
822 return;
823 SET_ANIMATION(op, op->direction);
824 update_object(op,UP_OBJ_FACE);
825 }
826
827 /*
828 * Updates the speed of an object. If the speed changes from 0 to another
829 * value, or vice versa, then add/remove the object from the active list.
830 * This function needs to be called whenever the speed of an object changes.
831 */
832
833 void update_ob_speed(object *op) {
834 extern int arch_init;
835
836 /* No reason putting the archetypes objects on the speed list,
837 * since they never really need to be updated.
838 */
839
840 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
841 LOG(llevError,"Object %s is freed but has speed.\n", op->name);
842 #ifdef MANY_CORES
843 abort();
844 #else
845 op->speed = 0;
846 #endif
847 }
848 if (arch_init) {
849 return;
850 }
851 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
852 /* If already on active list, don't do anything */
853 if (op->active_next || op->active_prev || op==active_objects)
854 return;
855
856 /* process_events() expects us to insert the object at the beginning
857 * of the list. */
858 op->active_next = active_objects;
859 if (op->active_next!=NULL)
860 op->active_next->active_prev = op;
861 active_objects = op;
862 }
863 else {
864 /* If not on the active list, nothing needs to be done */
865 if (!op->active_next && !op->active_prev && op!=active_objects)
866 return;
867
868 if (op->active_prev==NULL) {
869 active_objects = op->active_next;
870 if (op->active_next!=NULL)
871 op->active_next->active_prev = NULL;
872 }
873 else {
874 op->active_prev->active_next = op->active_next;
875 if (op->active_next)
876 op->active_next->active_prev = op->active_prev;
877 }
878 op->active_next = NULL;
879 op->active_prev = NULL;
880 }
881 }
882
883 /* This function removes object 'op' from the list of active
884 * objects.
885 * This should only be used for style maps or other such
886 * reference maps where you don't want an object that isn't
887 * in play chewing up cpu time getting processed.
888 * The reverse of this is to call update_ob_speed, which
889 * will do the right thing based on the speed of the object.
890 */
891 void remove_from_active_list(object *op)
892 {
893 /* If not on the active list, nothing needs to be done */
894 if (!op->active_next && !op->active_prev && op!=active_objects)
895 return;
896
897 if (op->active_prev==NULL) {
898 active_objects = op->active_next;
899 if (op->active_next!=NULL)
900 op->active_next->active_prev = NULL;
901 }
902 else {
903 op->active_prev->active_next = op->active_next;
904 if (op->active_next)
905 op->active_next->active_prev = op->active_prev;
906 }
907 op->active_next = NULL;
908 op->active_prev = NULL;
909 }
910
911 /*
912 * update_object() updates the array which represents the map.
913 * It takes into account invisible objects (and represent squares covered
914 * by invisible objects by whatever is below them (unless it's another
915 * invisible object, etc...)
916 * If the object being updated is beneath a player, the look-window
917 * of that player is updated (this might be a suboptimal way of
918 * updating that window, though, since update_object() is called _often_)
919 *
920 * action is a hint of what the caller believes need to be done.
921 * For example, if the only thing that has changed is the face (due to
922 * an animation), we don't need to call update_position until that actually
923 * comes into view of a player. OTOH, many other things, like addition/removal
924 * of walls or living creatures may need us to update the flags now.
925 * current action are:
926 * UP_OBJ_INSERT: op was inserted
927 * UP_OBJ_REMOVE: op was removed
928 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
929 * as that is easier than trying to look at what may have changed.
930 * UP_OBJ_FACE: only the objects face has changed.
931 */
932
933 void update_object(object *op, int action) {
934 int update_now=0, flags;
935 MoveType move_on, move_off, move_block, move_slow;
936
937 if (op == NULL) {
938 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n");
940 return;
941 }
942
943 if(op->env!=NULL) {
944 /* Animation is currently handled by client, so nothing
945 * to do in this case.
946 */
947 return;
948 }
949
950 /* If the map is saving, don't do anything as everything is
951 * going to get freed anyways.
952 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return;
954
955 /* make sure the object is within map boundaries */
956 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
957 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
958 LOG(llevError,"update_object() called for object out of map!\n");
959 #ifdef MANY_CORES
960 abort();
961 #endif
962 return;
963 }
964
965 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
966 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
967 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
968 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
969 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
970 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
971
972 if (action == UP_OBJ_INSERT) {
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
974 update_now=1;
975
976 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
977 update_now=1;
978
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
980 update_now=1;
981
982 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983 update_now=1;
984
985 if ((move_on | op->move_on) != move_on) update_now=1;
986 if ((move_off | op->move_off) != move_off) update_now=1;
987 /* This isn't perfect, but I don't expect a lot of objects to
988 * to have move_allow right now.
989 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
991 update_now=1;
992 if ((move_slow | op->move_slow) != move_slow) update_now=1;
993 }
994 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object
996 * that is being removed.
997 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
999 update_now=1;
1000 } else if (action == UP_OBJ_FACE) {
1001 /* Nothing to do for that case */
1002 }
1003 else {
1004 LOG(llevError,"update_object called with invalid action: %d\n", action);
1005 }
1006
1007 if (update_now) {
1008 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1009 update_position(op->map, op->x, op->y);
1010 }
1011
1012 if(op->more!=NULL)
1013 update_object(op->more, action);
1014 }
1015
1016
1017 /*
1018 * free_object() frees everything allocated by an object, removes
1019 * it from the list of used objects, and puts it on the list of
1020 * free objects. The IS_FREED() flag is set in the object.
1021 * The object must have been removed by remove_ob() first for
1022 * this function to succeed.
1023 *
1024 * If free_inventory is set, free inventory as well. Else drop items in
1025 * inventory to the ground.
1026 */
1027
1028 void free_object(object *ob) {
1029 free_object2(ob, 0);
1030 }
1031 void free_object2(object *ob, int free_inventory) {
1032 object *tmp,*op;
1033
1034 ob->clear ();
1035
1036 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1037 LOG(llevDebug,"Free object called with non removed object\n");
1038 dump_object(ob);
1039 #ifdef MANY_CORES
1040 abort();
1041 #endif
1042 }
1043 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1044 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1045 remove_friendly_object(ob);
1046 }
1047 if(QUERY_FLAG(ob,FLAG_FREED)) {
1048 dump_object(ob);
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1050 return;
1051 }
1052 if(ob->more!=NULL) {
1053 free_object2(ob->more, free_inventory);
1054 ob->more=NULL;
1055 }
1056 if (ob->inv) {
1057 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects
1059 * drop on that space.
1060 */
1061 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1062 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1063 {
1064 op=ob->inv;
1065 while(op!=NULL) {
1066 tmp=op->below;
1067 remove_ob(op);
1068 free_object2(op, free_inventory);
1069 op=tmp;
1070 }
1071 }
1072 else { /* Put objects in inventory onto this space */
1073 op=ob->inv;
1074 while(op!=NULL) {
1075 tmp=op->below;
1076 remove_ob(op);
1077 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1078 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1079 free_object(op);
1080 else {
1081 op->x=ob->x;
1082 op->y=ob->y;
1083 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1084 }
1085 op=tmp;
1086 }
1087 }
1088 }
1089 /* Remove object from the active list */
1090 ob->speed = 0;
1091 update_ob_speed(ob);
1092
1093 SET_FLAG(ob, FLAG_FREED);
1094 ob->count = 0;
1095
1096 /* Remove this object from the list of used objects */
1097 if(ob->prev==NULL) {
1098 objects=ob->next;
1099 if(objects!=NULL)
1100 objects->prev=NULL;
1101 }
1102 else {
1103 ob->prev->next=ob->next;
1104 if(ob->next!=NULL)
1105 ob->next->prev=ob->prev;
1106 }
1107
1108 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1109 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1110 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1111 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1112 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1113 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1114 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1115 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1116 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1117
1118
1119 /* Why aren't events freed? */
1120 free_key_values(ob);
1121
1122 #if 0 /* MEMORY_DEBUG*/
1123 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1124 * presumes the freed_object will stick around for at least a little
1125 * bit
1126 */
1127 /* this is necessary so that memory debugging programs will
1128 * be able to accurately report source of malloc. If we recycle
1129 * objects, then some other area may be doing the get_object
1130 * and not freeing it, but the original one that malloc'd the
1131 * object will get the blame.
1132 */
1133 free(ob);
1134 #else
1135
1136 /* Now link it with the free_objects list: */
1137 ob->prev=NULL;
1138 ob->next=free_objects;
1139 if(free_objects!=NULL)
1140 free_objects->prev=ob;
1141 free_objects=ob;
1142 nroffreeobjects++;
1143 #endif
1144 }
1145
1146 /*
1147 * count_free() returns the number of objects on the list of free objects.
1148 */
1149
1150 int count_free(void) {
1151 int i=0;
1152 object *tmp=free_objects;
1153 while(tmp!=NULL)
1154 tmp=tmp->next, i++;
1155 return i;
1156 }
1157
1158 /*
1159 * count_used() returns the number of objects on the list of used objects.
1160 */
1161
1162 int count_used(void) {
1163 int i=0;
1164 object *tmp=objects;
1165 while(tmp!=NULL)
1166 tmp=tmp->next, i++;
1167 return i;
1168 }
1169
1170 /*
1171 * count_active() returns the number of objects on the list of active objects.
1172 */
1173
1174 int count_active(void) {
1175 int i=0;
1176 object *tmp=active_objects;
1177 while(tmp!=NULL)
1178 tmp=tmp->active_next, i++;
1179 return i;
1180 }
1181
1182 /*
1183 * sub_weight() recursively (outwards) subtracts a number from the
1184 * weight of an object (and what is carried by it's environment(s)).
1185 */
1186
1187 void sub_weight (object *op, signed long weight) {
1188 while (op != NULL) {
1189 if (op->type == CONTAINER) {
1190 weight=(signed long)(weight*(100-op->stats.Str)/100);
1191 }
1192 op->carrying-=weight;
1193 op = op->env;
1194 }
1195 }
1196
1197 /* remove_ob(op):
1198 * This function removes the object op from the linked list of objects
1199 * which it is currently tied to. When this function is done, the
1200 * object will have no environment. If the object previously had an
1201 * environment, the x and y coordinates will be updated to
1202 * the previous environment.
1203 * Beware: This function is called from the editor as well!
1204 */
1205
1206 void remove_ob(object *op) {
1207 object *tmp,*last=NULL;
1208 object *otmp;
1209 tag_t tag;
1210 int check_walk_off;
1211 mapstruct *m;
1212 sint16 x,y;
1213
1214
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1216 dump_object(op);
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218
1219 /* Changed it to always dump core in this case. As has been learned
1220 * in the past, trying to recover from errors almost always
1221 * make things worse, and this is a real error here - something
1222 * that should not happen.
1223 * Yes, if this was a mission critical app, trying to do something
1224 * to recover may make sense, but that is because failure of the app
1225 * may have other disastrous problems. Cf runs out of a script
1226 * so is easily enough restarted without any real problems.
1227 * MSW 2001-07-01
1228 */
1229 abort();
1230 }
1231 if(op->more!=NULL)
1232 remove_ob(op->more);
1233
1234 SET_FLAG(op, FLAG_REMOVED);
1235
1236 /*
1237 * In this case, the object to be removed is in someones
1238 * inventory.
1239 */
1240 if(op->env!=NULL) {
1241 if(op->nrof)
1242 sub_weight(op->env, op->weight*op->nrof);
1243 else
1244 sub_weight(op->env, op->weight+op->carrying);
1245
1246 /* NO_FIX_PLAYER is set when a great many changes are being
1247 * made to players inventory. If set, avoiding the call
1248 * to save cpu time.
1249 */
1250 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1251 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1252 fix_player(otmp);
1253
1254 if(op->above!=NULL)
1255 op->above->below=op->below;
1256 else
1257 op->env->inv=op->below;
1258
1259 if(op->below!=NULL)
1260 op->below->above=op->above;
1261
1262 /* we set up values so that it could be inserted into
1263 * the map, but we don't actually do that - it is up
1264 * to the caller to decide what we want to do.
1265 */
1266 op->x=op->env->x,op->y=op->env->y;
1267 op->ox=op->x,op->oy=op->y;
1268 op->map=op->env->map;
1269 op->above=NULL,op->below=NULL;
1270 op->env=NULL;
1271 return;
1272 }
1273
1274 /* If we get here, we are removing it from a map */
1275 if (op->map == NULL) return;
1276
1277 x = op->x;
1278 y = op->y;
1279 m = get_map_from_coord(op->map, &x, &y);
1280
1281 if (!m) {
1282 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1283 op->map->path, op->x, op->y);
1284 /* in old days, we used to set x and y to 0 and continue.
1285 * it seems if we get into this case, something is probablye
1286 * screwed up and should be fixed.
1287 */
1288 abort();
1289 }
1290 if (op->map != m) {
1291 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1292 op->map->path, m->path, op->x, op->y, x, y);
1293 }
1294
1295 /* Re did the following section of code - it looks like it had
1296 * lots of logic for things we no longer care about
1297 */
1298
1299 /* link the object above us */
1300 if (op->above)
1301 op->above->below=op->below;
1302 else
1303 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1304
1305 /* Relink the object below us, if there is one */
1306 if(op->below) {
1307 op->below->above=op->above;
1308 } else {
1309 /* Nothing below, which means we need to relink map object for this space
1310 * use translated coordinates in case some oddness with map tiling is
1311 * evident
1312 */
1313 if(GET_MAP_OB(m,x,y)!=op) {
1314 dump_object(op);
1315 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);
1316 dump_object(GET_MAP_OB(m,x,y));
1317 LOG(llevError,"%s\n",errmsg);
1318 }
1319 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1320 }
1321 op->above=NULL;
1322 op->below=NULL;
1323
1324 if (op->map->in_memory == MAP_SAVING)
1325 return;
1326
1327 tag = op->count;
1328 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1329 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1330 /* No point updating the players look faces if he is the object
1331 * being removed.
1332 */
1333
1334 if(tmp->type==PLAYER && tmp!=op) {
1335 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view
1337 * appropriately.
1338 */
1339 if (tmp->container==op) {
1340 CLEAR_FLAG(op, FLAG_APPLIED);
1341 tmp->container=NULL;
1342 }
1343 tmp->contr->socket.update_look=1;
1344 }
1345 /* See if player moving off should effect something */
1346 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1347 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1348
1349 move_apply(tmp, op, NULL);
1350 if (was_destroyed (op, tag)) {
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1352 "leaving object\n", tmp->name, tmp->arch->name);
1353 }
1354 }
1355
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357
1358 if(tmp->above == tmp)
1359 tmp->above = NULL;
1360 last=tmp;
1361 }
1362 /* last == NULL of there are no objects on this space */
1363 if (last==NULL) {
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1365 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1366 * those out anyways, and if there are any flags set right now, they won't
1367 * be correct anyways.
1368 */
1369 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1370 update_position(op->map, op->x, op->y);
1371 }
1372 else
1373 update_object(last, UP_OBJ_REMOVE);
1374
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1376 update_all_los(op->map, op->x, op->y);
1377
1378 }
1379
1380 /*
1381 * merge_ob(op,top):
1382 *
1383 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object.
1385 * If top is NULL, it is calculated.
1386 * Returns pointer to object if it succeded in the merge, otherwise NULL
1387 */
1388
1389 object *merge_ob(object *op, object *top) {
1390 if(!op->nrof)
1391 return 0;
1392 if(top==NULL)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1394 for(;top!=NULL;top=top->below) {
1395 if(top==op)
1396 continue;
1397 if (CAN_MERGE(op,top))
1398 {
1399 top->nrof+=op->nrof;
1400 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1401 op->weight = 0; /* Don't want any adjustements now */
1402 remove_ob(op);
1403 free_object(op);
1404 return top;
1405 }
1406 }
1407 return NULL;
1408 }
1409
1410 /*
1411 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1412 * job preparing multi-part monsters
1413 */
1414 object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1415 object* tmp;
1416 if (op->head)
1417 op=op->head;
1418 for (tmp=op;tmp;tmp=tmp->more){
1419 tmp->x=x+tmp->arch->clone.x;
1420 tmp->y=y+tmp->arch->clone.y;
1421 }
1422 return insert_ob_in_map (op, m, originator, flag);
1423 }
1424
1425 /*
1426 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list
1428 * which represents what is on a map.
1429 * The second argument specifies the map, and the x and y variables
1430 * in the object about to be inserted specifies the position.
1431 *
1432 * originator: Player, monster or other object that caused 'op' to be inserted
1433 * into 'map'. May be NULL.
1434 *
1435 * flag is a bitmask about special things to do (or not do) when this
1436 * function is called. see the object.h file for the INS_ values.
1437 * Passing 0 for flag gives proper default values, so flag really only needs
1438 * to be set if special handling is needed.
1439 *
1440 * Return value:
1441 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed
1443 * just 'op' otherwise
1444 */
1445
1446 object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1447 {
1448 object *tmp, *top, *floor=NULL;
1449 sint16 x,y;
1450
1451 if (QUERY_FLAG (op, FLAG_FREED)) {
1452 LOG (llevError, "Trying to insert freed object!\n");
1453 return NULL;
1454 }
1455 if(m==NULL) {
1456 dump_object(op);
1457 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1458 return op;
1459 }
1460 if(out_of_map(m,op->x,op->y)) {
1461 dump_object(op);
1462 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1463 #ifdef MANY_CORES
1464 /* Better to catch this here, as otherwise the next use of this object
1465 * is likely to cause a crash. Better to find out where it is getting
1466 * improperly inserted.
1467 */
1468 abort();
1469 #endif
1470 return op;
1471 }
1472 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1473 dump_object(op);
1474 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1475 return op;
1476 }
1477 if(op->more!=NULL) {
1478 /* The part may be on a different map. */
1479
1480 object *more = op->more;
1481
1482 /* We really need the caller to normalize coordinates - if
1483 * we set the map, that doesn't work if the location is within
1484 * a map and this is straddling an edge. So only if coordinate
1485 * is clear wrong do we normalize it.
1486 */
1487 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1488 /* Debugging information so you can see the last coordinates this object had */
1489 more->ox = more->x;
1490 more->oy = more->y;
1491 more->map = get_map_from_coord(m, &more->x, &more->y);
1492 } else if (!more->map) {
1493 /* For backwards compatibility - when not dealing with tiled maps,
1494 * more->map should always point to the parent.
1495 */
1496 more->map = m;
1497 }
1498
1499 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1500 if ( ! op->head)
1501 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1502 return NULL;
1503 }
1504 }
1505 CLEAR_FLAG(op,FLAG_REMOVED);
1506
1507 /* Debugging information so you can see the last coordinates this object had */
1508 op->ox=op->x;
1509 op->oy=op->y;
1510
1511 /* Ideally, the caller figures this out. However, it complicates a lot
1512 * of areas of callers (eg, anything that uses find_free_spot would now
1513 * need extra work
1514 */
1515 op->map=get_map_from_coord(m, &op->x, &op->y);
1516 x = op->x;
1517 y = op->y;
1518
1519 /* this has to be done after we translate the coordinates.
1520 */
1521 if(op->nrof && !(flag & INS_NO_MERGE)) {
1522 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1523 if (CAN_MERGE(op,tmp)) {
1524 op->nrof+=tmp->nrof;
1525 remove_ob(tmp);
1526 free_object(tmp);
1527 }
1528 }
1529
1530 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1531 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1532 if (!QUERY_FLAG(op, FLAG_ALIVE))
1533 CLEAR_FLAG(op, FLAG_NO_STEAL);
1534
1535 if (flag & INS_BELOW_ORIGINATOR) {
1536 if (originator->map != op->map || originator->x != op->x ||
1537 originator->y != op->y) {
1538 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1539 abort();
1540 }
1541 op->above = originator;
1542 op->below = originator->below;
1543 if (op->below) op->below->above = op;
1544 else SET_MAP_OB(op->map, op->x, op->y, op);
1545 /* since *below* originator, no need to update top */
1546 originator->below = op;
1547 } else {
1548 /* If there are other objects, then */
1549 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1550 object *last=NULL;
1551 /*
1552 * If there are multiple objects on this space, we do some trickier handling.
1553 * We've already dealt with merging if appropriate.
1554 * Generally, we want to put the new object on top. But if
1555 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1556 * floor, we want to insert above that and no further.
1557 * Also, if there are spell objects on this space, we stop processing
1558 * once we get to them. This reduces the need to traverse over all of
1559 * them when adding another one - this saves quite a bit of cpu time
1560 * when lots of spells are cast in one area. Currently, it is presumed
1561 * that flying non pickable objects are spell objects.
1562 */
1563
1564 while (top != NULL) {
1565 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1566 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1567 if (QUERY_FLAG(top, FLAG_NO_PICK)
1568 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1569 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1570 {
1571 /* We insert above top, so we want this object below this */
1572 top=top->below;
1573 break;
1574 }
1575 last = top;
1576 top = top->above;
1577 }
1578 /* Don't want top to be NULL, so set it to the last valid object */
1579 top = last;
1580
1581 /* We let update_position deal with figuring out what the space
1582 * looks like instead of lots of conditions here.
1583 * makes things faster, and effectively the same result.
1584 */
1585
1586 /* Have object 'fall below' other objects that block view.
1587 * Unless those objects are exits, type 66
1588 * If INS_ON_TOP is used, don't do this processing
1589 * Need to find the object that in fact blocks view, otherwise
1590 * stacking is a bit odd.
1591 */
1592 if (!(flag & INS_ON_TOP) &&
1593 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1594 (op->face && !op->face->visibility)) {
1595 for (last=top; last != floor; last=last->below)
1596 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1597 /* Check to see if we found the object that blocks view,
1598 * and make sure we have a below pointer for it so that
1599 * we can get inserted below this one, which requires we
1600 * set top to the object below us.
1601 */
1602 if (last && last->below && last != floor) top=last->below;
1603 }
1604 } /* If objects on this space */
1605 if (flag & INS_MAP_LOAD)
1606 top = GET_MAP_TOP(op->map,op->x,op->y);
1607 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1608
1609 /* Top is the object that our object (op) is going to get inserted above.
1610 */
1611
1612 /* First object on this space */
1613 if (!top) {
1614 op->above = GET_MAP_OB(op->map, op->x, op->y);
1615 if (op->above) op->above->below = op;
1616 op->below = NULL;
1617 SET_MAP_OB(op->map, op->x, op->y, op);
1618 } else { /* get inserted into the stack above top */
1619 op->above = top->above;
1620 if (op->above) op->above->below = op;
1621 op->below = top;
1622 top->above = op;
1623 }
1624 if (op->above==NULL)
1625 SET_MAP_TOP(op->map,op->x, op->y, op);
1626 } /* else not INS_BELOW_ORIGINATOR */
1627
1628 if(op->type==PLAYER)
1629 op->contr->do_los=1;
1630
1631 /* If we have a floor, we know the player, if any, will be above
1632 * it, so save a few ticks and start from there.
1633 */
1634 if (!(flag & INS_MAP_LOAD))
1635 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1636 if (tmp->type == PLAYER)
1637 tmp->contr->socket.update_look=1;
1638 }
1639
1640 /* If this object glows, it may affect lighting conditions that are
1641 * visible to others on this map. But update_all_los is really
1642 * an inefficient way to do this, as it means los for all players
1643 * on the map will get recalculated. The players could very well
1644 * be far away from this change and not affected in any way -
1645 * this should get redone to only look for players within range,
1646 * or just updating the P_NEED_UPDATE for spaces within this area
1647 * of effect may be sufficient.
1648 */
1649 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1650 update_all_los(op->map, op->x, op->y);
1651
1652
1653 /* updates flags (blocked, alive, no magic, etc) for this map space */
1654 update_object(op,UP_OBJ_INSERT);
1655
1656
1657 /* Don't know if moving this to the end will break anything. However,
1658 * we want to have update_look set above before calling this.
1659 *
1660 * check_move_on() must be after this because code called from
1661 * check_move_on() depends on correct map flags (so functions like
1662 * blocked() and wall() work properly), and these flags are updated by
1663 * update_object().
1664 */
1665
1666 /* if this is not the head or flag has been passed, don't check walk on status */
1667
1668 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1669 if (check_move_on(op, originator))
1670 return NULL;
1671
1672 /* If we are a multi part object, lets work our way through the check
1673 * walk on's.
1674 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1676 if (check_move_on (tmp, originator))
1677 return NULL;
1678 }
1679 return op;
1680 }
1681
1682 /* this function inserts an object in the map, but if it
1683 * finds an object of its own type, it'll remove that one first.
1684 * op is the object to insert it under: supplies x and the map.
1685 */
1686 void replace_insert_ob_in_map(const char *arch_string, object *op) {
1687 object *tmp;
1688 object *tmp1;
1689
1690 /* first search for itself and remove any old instances */
1691
1692 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1693 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1694 remove_ob(tmp);
1695 free_object(tmp);
1696 }
1697 }
1698
1699 tmp1=arch_to_object(find_archetype(arch_string));
1700
1701
1702 tmp1->x = op->x; tmp1->y = op->y;
1703 insert_ob_in_map(tmp1,op->map,op,0);
1704 }
1705
1706 /*
1707 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1708 * is returned contains nr objects, and the remaining parts contains
1709 * the rest (or is removed and freed if that number is 0).
1710 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array.
1712 */
1713
1714 object *get_split_ob(object *orig_ob, uint32 nr) {
1715 object *newob;
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717
1718 if(orig_ob->nrof<nr) {
1719 sprintf(errmsg,"There are only %d %ss.",
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1721 return NULL;
1722 }
1723 newob = object_create_clone(orig_ob);
1724 if((orig_ob->nrof-=nr)<1) {
1725 if ( ! is_removed)
1726 remove_ob(orig_ob);
1727 free_object2(orig_ob, 1);
1728 }
1729 else if ( ! is_removed) {
1730 if(orig_ob->env!=NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr);
1732 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1733 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1734 LOG(llevDebug,
1735 "Error, Tried to split object whose map is not in memory.\n");
1736 return NULL;
1737 }
1738 }
1739 newob->nrof=nr;
1740
1741 return newob;
1742 }
1743
1744 /*
1745 * decrease_ob_nr(object, number) decreases a specified number from
1746 * the amount of an object. If the amount reaches 0, the object
1747 * is subsequently removed and freed.
1748 *
1749 * Return value: 'op' if something is left, NULL if the amount reached 0
1750 */
1751
1752 object *decrease_ob_nr (object *op, uint32 i)
1753 {
1754 object *tmp;
1755 player *pl;
1756
1757 if (i == 0) /* objects with op->nrof require this check */
1758 return op;
1759
1760 if (i > op->nrof)
1761 i = op->nrof;
1762
1763 if (QUERY_FLAG (op, FLAG_REMOVED))
1764 {
1765 op->nrof -= i;
1766 }
1767 else if (op->env != NULL)
1768 {
1769 /* is this object in the players inventory, or sub container
1770 * therein?
1771 */
1772 tmp = is_player_inv (op->env);
1773 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player.
1778 */
1779 if (!tmp) {
1780 for (pl=first_player; pl; pl=pl->next)
1781 if (pl->ob->container == op->env) break;
1782 if (pl) tmp=pl->ob;
1783 else tmp=NULL;
1784 }
1785
1786 if (i < op->nrof) {
1787 sub_weight (op->env, op->weight * i);
1788 op->nrof -= i;
1789 if (tmp) {
1790 esrv_send_item(tmp, op);
1791 }
1792 } else {
1793 remove_ob (op);
1794 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803
1804 if (i < op->nrof) {
1805 op->nrof -= i;
1806 } else {
1807 remove_ob (op);
1808 op->nrof = 0;
1809 }
1810 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above)
1812 if (tmp->type == PLAYER) {
1813 if (op->nrof)
1814 esrv_send_item(tmp, op);
1815 else
1816 esrv_del_item(tmp->contr, op->count);
1817 }
1818 }
1819
1820 if (op->nrof) {
1821 return op;
1822 } else {
1823 free_object (op);
1824 return NULL;
1825 }
1826 }
1827
1828 /*
1829 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying.
1831 */
1832
1833 void add_weight (object *op, signed long weight) {
1834 while (op!=NULL) {
1835 if (op->type == CONTAINER) {
1836 weight=(signed long)(weight*(100-op->stats.Str)/100);
1837 }
1838 op->carrying+=weight;
1839 op=op->env;
1840 }
1841 }
1842
1843 /*
1844 * insert_ob_in_ob(op,environment):
1845 * This function inserts the object op in the linked list
1846 * inside the object environment.
1847 *
1848 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1849 * the inventory at the last position or next to other objects of the same
1850 * type.
1851 * Frank: Now sorted by type, archetype and magic!
1852 *
1853 * The function returns now pointer to inserted item, and return value can
1854 * be != op, if items are merged. -Tero
1855 */
1856
1857 object *insert_ob_in_ob(object *op,object *where) {
1858 object *tmp, *otmp;
1859
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1861 dump_object(op);
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op;
1864 }
1865 if(where==NULL) {
1866 dump_object(op);
1867 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1868 return op;
1869 }
1870 if (where->head) {
1871 LOG(llevDebug,
1872 "Warning: Tried to insert object wrong part of multipart object.\n");
1873 where = where->head;
1874 }
1875 if (op->more) {
1876 LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1877 op->name, op->count);
1878 return op;
1879 }
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1881 CLEAR_FLAG(op, FLAG_REMOVED);
1882 if(op->nrof) {
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) {
1885 /* return the original object and remove inserted object
1886 (client needs the original object) */
1887 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to
1889 * tmp->nrof, we need to increase the weight.
1890 */
1891 add_weight (where, op->weight*op->nrof);
1892 SET_FLAG(op, FLAG_REMOVED);
1893 free_object(op); /* free the inserted object */
1894 op = tmp;
1895 remove_ob (op); /* and fix old object's links */
1896 CLEAR_FLAG(op, FLAG_REMOVED);
1897 break;
1898 }
1899
1900 /* I assume combined objects have no inventory
1901 * We add the weight - this object could have just been removed
1902 * (if it was possible to merge). calling remove_ob will subtract
1903 * the weight, so we need to add it in again, since we actually do
1904 * the linking below
1905 */
1906 add_weight (where, op->weight*op->nrof);
1907 } else
1908 add_weight (where, (op->weight+op->carrying));
1909
1910 otmp=is_player_inv(where);
1911 if (otmp&&otmp->contr!=NULL) {
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp);
1914 }
1915
1916 op->map=NULL;
1917 op->env=where;
1918 op->above=NULL;
1919 op->below=NULL;
1920 op->x=0,op->y=0;
1921 op->ox=0,op->oy=0;
1922
1923 /* reset the light list and los of the players on the map */
1924 if((op->glow_radius!=0)&&where->map)
1925 {
1926 #ifdef DEBUG_LIGHTS
1927 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1928 op->name);
1929 #endif /* DEBUG_LIGHTS */
1930 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1931 }
1932
1933 /* Client has no idea of ordering so lets not bother ordering it here.
1934 * It sure simplifies this function...
1935 */
1936 if (where->inv==NULL)
1937 where->inv=op;
1938 else {
1939 op->below = where->inv;
1940 op->below->above = op;
1941 where->inv = op;
1942 }
1943 return op;
1944 }
1945
1946 /*
1947 * Checks if any objects has a move_type that matches objects
1948 * that effect this object on this space. Call apply() to process
1949 * these events.
1950 *
1951 * Any speed-modification due to SLOW_MOVE() of other present objects
1952 * will affect the speed_left of the object.
1953 *
1954 * originator: Player, monster or other object that caused 'op' to be inserted
1955 * into 'map'. May be NULL.
1956 *
1957 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1958 *
1959 * 4-21-95 added code to check if appropriate skill was readied - this will
1960 * permit faster movement by the player through this terrain. -b.t.
1961 *
1962 * MSW 2001-07-08: Check all objects on space, not just those below
1963 * object being inserted. insert_ob_in_map may not put new objects
1964 * on top.
1965 */
1966
1967 int check_move_on (object *op, object *originator)
1968 {
1969 object *tmp;
1970 tag_t tag;
1971 mapstruct *m=op->map;
1972 int x=op->x, y=op->y;
1973 MoveType move_on, move_slow, move_block;
1974
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY))
1976 return 0;
1977
1978 tag = op->count;
1979
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1981 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1982 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1983
1984 /* if nothing on this space will slow op down or be applied,
1985 * no need to do checking below. have to make sure move_type
1986 * is set, as lots of objects don't have it set - we treat that
1987 * as walking.
1988 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0;
1991
1992 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so,
1994 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct.
1996 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 &&
1998 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
1999
2000 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top:
2002 */
2003
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2005 tmp->above!=NULL; tmp=tmp->above) {
2006 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them.
2009 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2011 }
2012 for(;tmp!=NULL; tmp=tmp->below) {
2013 if (tmp == op) continue; /* Can't apply yourself */
2014
2015 /* Check to see if one of the movement types should be slowed down.
2016 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the
2018 * space doesn't slow down swimming (for example), if you can't actually
2019 * swim on that space, can't use it to avoid the penalty.
2020 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_slow) &&
2024 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2025
2026 float diff;
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed);
2029 if (op->type == PLAYER) {
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2031 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2032 diff /= 4.0;
2033 }
2034 }
2035 op->speed_left -= diff;
2036 }
2037 }
2038
2039 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_on) &&
2042 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2043
2044 move_apply(tmp, op, originator);
2045 if (was_destroyed (op, tag))
2046 return 1;
2047
2048 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result.
2051 */
2052 if (op->map != m || op->x != x || op->y != y) return 0;
2053 }
2054 }
2055 return 0;
2056 }
2057
2058 /*
2059 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none.
2062 */
2063
2064 object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
2065 object *tmp;
2066 if(m==NULL || out_of_map(m,x,y)) {
2067 LOG(llevError,"Present_arch called outside map.\n");
2068 return NULL;
2069 }
2070 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
2071 if(tmp->arch == at)
2072 return tmp;
2073 return NULL;
2074 }
2075
2076 /*
2077 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none.
2080 */
2081
2082 object *present(unsigned char type,mapstruct *m, int x,int y) {
2083 object *tmp;
2084 if(out_of_map(m,x,y)) {
2085 LOG(llevError,"Present called outside map.\n");
2086 return NULL;
2087 }
2088 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
2089 if(tmp->type==type)
2090 return tmp;
2091 return NULL;
2092 }
2093
2094 /*
2095 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none.
2098 */
2099
2100 object *present_in_ob(unsigned char type, const object *op) {
2101 object *tmp;
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2103 if(tmp->type==type)
2104 return tmp;
2105 return NULL;
2106 }
2107
2108 /*
2109 * present_in_ob (type, str, object) searches for any objects with
2110 * a matching type & name variable in the inventory of the given object.
2111 * The first matching object is returned, or NULL if none.
2112 * This is mostly used by spell effect code, so that we only
2113 * have one spell effect at a time.
2114 * type can be used to narrow the search - if type is set,
2115 * the type must also match. -1 can be passed for the type,
2116 * in which case the type does not need to pass.
2117 * str is the string to match against. Note that we match against
2118 * the object name, not the archetype name. this is so that the
2119 * spell code can use one object type (force), but change it's name
2120 * to be unique.
2121 */
2122
2123 object *present_in_ob_by_name(int type, const char *str, const object *op) {
2124 object *tmp;
2125
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
2128 return tmp;
2129 }
2130 return NULL;
2131 }
2132
2133 /*
2134 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none.
2137 */
2138
2139 object *present_arch_in_ob(const archetype *at, const object *op) {
2140 object *tmp;
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2142 if( tmp->arch == at)
2143 return tmp;
2144 return NULL;
2145 }
2146
2147 /*
2148 * activate recursively a flag on an object inventory
2149 */
2150 void flag_inv(object*op, int flag){
2151 object *tmp;
2152 if(op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2154 SET_FLAG(tmp, flag);
2155 flag_inv(tmp,flag);
2156 }
2157 }/*
2158 * desactivate recursively a flag on an object inventory
2159 */
2160 void unflag_inv(object*op, int flag){
2161 object *tmp;
2162 if(op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2164 CLEAR_FLAG(tmp, flag);
2165 unflag_inv(tmp,flag);
2166 }
2167 }
2168
2169 /*
2170 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171 * all it's inventory (recursively).
2172 * If checksums are used, a player will get set_cheat called for
2173 * him/her-self and all object carried by a call to this function.
2174 */
2175
2176 void set_cheat(object *op) {
2177 SET_FLAG(op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ);
2179 }
2180
2181 /*
2182 * find_free_spot(object, map, x, y, start, stop) will search for
2183 * a spot at the given map and coordinates which will be able to contain
2184 * the given object. start and stop specifies how many squares
2185 * to search (see the freearr_x/y[] definition).
2186 * It returns a random choice among the alternatives found.
2187 * start and stop are where to start relative to the free_arr array (1,9
2188 * does all 4 immediate directions). This returns the index into the
2189 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2190 * Note - this only checks to see if there is space for the head of the
2191 * object - if it is a multispace object, this should be called for all
2192 * pieces.
2193 * Note2: This function does correctly handle tiled maps, but does not
2194 * inform the caller. However, insert_ob_in_map will update as
2195 * necessary, so the caller shouldn't need to do any special work.
2196 * Note - updated to take an object instead of archetype - this is necessary
2197 * because arch_blocked (now ob_blocked) needs to know the movement type
2198 * to know if the space in question will block the object. We can't use
2199 * the archetype because that isn't correct if the monster has been
2200 * customized, changed states, etc.
2201 */
2202
2203 int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2204 int i,index=0, flag;
2205 static int altern[SIZEOFFREE];
2206
2207 for(i=start;i<stop;i++) {
2208 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2209 if(!flag)
2210 altern[index++]=i;
2211
2212 /* Basically, if we find a wall on a space, we cut down the search size.
2213 * In this way, we won't return spaces that are on another side of a wall.
2214 * This mostly work, but it cuts down the search size in all directions -
2215 * if the space being examined only has a wall to the north and empty
2216 * spaces in all the other directions, this will reduce the search space
2217 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space.
2219 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2221 stop=maxfree[i];
2222 }
2223 if(!index) return -1;
2224 return altern[RANDOM()%index];
2225 }
2226
2227 /*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like
2229 * find_free_spot(), but it will search max number of squares.
2230 * But it will return the first available spot, not a random choice.
2231 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232 */
2233
2234 int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2235 int i;
2236 for(i=0;i<SIZEOFFREE;i++) {
2237 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2238 return i;
2239 }
2240 return -1;
2241 }
2242
2243 /*
2244 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1].
2246 */
2247 static void permute(int *arr, int begin, int end)
2248 {
2249 int i, j, tmp, len;
2250
2251 len = end-begin;
2252 for(i = begin; i < end; i++)
2253 {
2254 j = begin+RANDOM()%len;
2255
2256 tmp = arr[i];
2257 arr[i] = arr[j];
2258 arr[j] = tmp;
2259 }
2260 }
2261
2262 /* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of
2264 * the spaces to find monsters. In this way, it won't always look for
2265 * monsters to the north first. However, the size of the array passed
2266 * covers all the spaces, so within that size, all the spaces within
2267 * the 3x3 area will be searched, just not in a predictable order.
2268 */
2269 void get_search_arr(int *search_arr)
2270 {
2271 int i;
2272
2273 for(i = 0; i < SIZEOFFREE; i++)
2274 {
2275 search_arr[i] = i;
2276 }
2277
2278 permute(search_arr, 1, SIZEOFFREE1+1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2281 }
2282
2283 /*
2284 * find_dir(map, x, y, exclude) will search some close squares in the
2285 * given map at the given coordinates for live objects.
2286 * It will not considered the object given as exclude among possible
2287 * live objects.
2288 * It returns the direction toward the first/closest live object if finds
2289 * any, otherwise 0.
2290 * Perhaps incorrectly, but I'm making the assumption that exclude
2291 * is actually want is going to try and move there. We need this info
2292 * because we have to know what movement the thing looking to move
2293 * there is capable of.
2294 */
2295
2296 int find_dir(mapstruct *m, int x, int y, object *exclude) {
2297 int i,max=SIZEOFFREE, mflags;
2298 sint16 nx, ny;
2299 object *tmp;
2300 mapstruct *mp;
2301 MoveType blocked, move_type;
2302
2303 if (exclude && exclude->head) {
2304 exclude = exclude->head;
2305 move_type = exclude->move_type;
2306 } else {
2307 /* If we don't have anything, presume it can use all movement types. */
2308 move_type=MOVE_ALL;
2309 }
2310
2311 for(i=1;i<max;i++) {
2312 mp = m;
2313 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i];
2315
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2317 if (mflags & P_OUT_OF_MAP) {
2318 max = maxfree[i];
2319 } else {
2320 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2321
2322 if ((move_type & blocked) == move_type) {
2323 max=maxfree[i];
2324 } else if (mflags & P_IS_ALIVE) {
2325 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2328 break;
2329 }
2330 }
2331 if(tmp) {
2332 return freedir[i];
2333 }
2334 }
2335 }
2336 }
2337 return 0;
2338 }
2339
2340 /*
2341 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects.
2343 */
2344
2345 int distance(const object *ob1, const object *ob2) {
2346 int i;
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2348 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2349 return i;
2350 }
2351
2352 /*
2353 * find_dir_2(delta-x,delta-y) will return a direction in which
2354 * an object which has subtracted the x and y coordinates of another
2355 * object, needs to travel toward it.
2356 */
2357
2358 int find_dir_2(int x, int y) {
2359 int q;
2360
2361 if(y)
2362 q=x*100/y;
2363 else if (x)
2364 q= -300*x;
2365 else
2366 return 0;
2367
2368 if(y>0) {
2369 if(q < -242)
2370 return 3 ;
2371 if (q < -41)
2372 return 2 ;
2373 if (q < 41)
2374 return 1 ;
2375 if (q < 242)
2376 return 8 ;
2377 return 7 ;
2378 }
2379
2380 if (q < -242)
2381 return 7 ;
2382 if (q < -41)
2383 return 6 ;
2384 if (q < 41)
2385 return 5 ;
2386 if (q < 242)
2387 return 4 ;
2388
2389 return 3 ;
2390 }
2391
2392 /*
2393 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction).
2396 */
2397
2398 int absdir(int d) {
2399 while(d<1) d+=8;
2400 while(d>8) d-=8;
2401 return d;
2402 }
2403
2404 /*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir())
2407 */
2408
2409 int dirdiff(int dir1, int dir2) {
2410 int d;
2411 d = abs(dir1 - dir2);
2412 if(d>4)
2413 d = 8 - d;
2414 return d;
2415 }
2416
2417 /* peterm:
2418 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2419 * Basically, this is a table of directions, and what directions
2420 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2421 * This basically means that if direction is 15, then it could either go
2422 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction
2424 * functions.
2425 */
2426
2427 int reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */
2429 {0,0,0}, /* 1 */
2430 {0,0,0}, /* 2 */
2431 {0,0,0}, /* 3 */
2432 {0,0,0}, /* 4 */
2433 {0,0,0}, /* 5 */
2434 {0,0,0}, /* 6 */
2435 {0,0,0}, /* 7 */
2436 {0,0,0}, /* 8 */
2437 {8,1,2}, /* 9 */
2438 {1,2,-1}, /* 10 */
2439 {2,10,12}, /* 11 */
2440 {2,3,-1}, /* 12 */
2441 {2,3,4}, /* 13 */
2442 {3,4,-1}, /* 14 */
2443 {4,14,16}, /* 15 */
2444 {5,4,-1}, /* 16 */
2445 {4,5,6}, /* 17 */
2446 {6,5,-1}, /* 18 */
2447 {6,20,18}, /* 19 */
2448 {7,6,-1}, /* 20 */
2449 {6,7,8}, /* 21 */
2450 {7,8,-1}, /* 22 */
2451 {8,22,24}, /* 23 */
2452 {8,1,-1}, /* 24 */
2453 {24,9,10}, /* 25 */
2454 {9,10,-1}, /* 26 */
2455 {10,11,-1}, /* 27 */
2456 {27,11,29}, /* 28 */
2457 {11,12,-1}, /* 29 */
2458 {12,13,-1}, /* 30 */
2459 {12,13,14}, /* 31 */
2460 {13,14,-1}, /* 32 */
2461 {14,15,-1}, /* 33 */
2462 {33,15,35}, /* 34 */
2463 {16,15,-1}, /* 35 */
2464 {17,16,-1}, /* 36 */
2465 {18,17,16}, /* 37 */
2466 {18,17,-1}, /* 38 */
2467 {18,19,-1}, /* 39 */
2468 {41,19,39}, /* 40 */
2469 {19,20,-1}, /* 41 */
2470 {20,21,-1}, /* 42 */
2471 {20,21,22}, /* 43 */
2472 {21,22,-1}, /* 44 */
2473 {23,22,-1}, /* 45 */
2474 {45,47,23}, /* 46 */
2475 {23,24,-1}, /* 47 */
2476 {24,9,-1}}; /* 48 */
2477
2478 /* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW
2483 */
2484
2485
2486 int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2487 sint16 dx, dy;
2488 int mflags;
2489
2490 if(dir<0) return 0; /* exit condition: invalid direction */
2491
2492 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir];
2494
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2496
2497 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more
2500 * literal on if we can see it. To know if we can actually
2501 * move to the monster, we'd need the monster passed in or
2502 * at least its move type.
2503 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2505
2506 /* yes, can see. */
2507 if(dir < 9) return 1;
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2509 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2510 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2511 }
2512
2513
2514
2515 /*
2516 * can_pick(picker, item): finds out if an object is possible to be
2517 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0.
2519 *
2520 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2521 * core dumps if they do.
2522 *
2523 * Add a check so we can't pick up invisible objects (0.93.8)
2524 */
2525
2526 int can_pick(const object *who, const object *item) {
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2530 (who->type==PLAYER||item->weight<who->weight/3));
2531 }
2532
2533
2534 /*
2535 * create clone from object to another
2536 */
2537 object *object_create_clone (object *asrc) {
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item;
2539
2540 if(!asrc) return NULL;
2541 src = asrc;
2542 if(src->head)
2543 src = src->head;
2544
2545 prev = NULL;
2546 for(part = src; part; part = part->more) {
2547 tmp = get_object();
2548 copy_object(part,tmp);
2549 tmp->x -= src->x;
2550 tmp->y -= src->y;
2551 if(!part->head) {
2552 dst = tmp;
2553 tmp->head = NULL;
2554 } else {
2555 tmp->head = dst;
2556 }
2557 tmp->more = NULL;
2558 if(prev)
2559 prev->more = tmp;
2560 prev = tmp;
2561 }
2562 /*** copy inventory ***/
2563 for(item = src->inv; item; item = item->below) {
2564 (void) insert_ob_in_ob(object_create_clone(item),dst);
2565 }
2566
2567 return dst;
2568 }
2569
2570 /* return true if the object was destroyed, 0 otherwise */
2571 int was_destroyed (const object *op, tag_t old_tag)
2572 {
2573 /* checking for FLAG_FREED isn't necessary, but makes this function more
2574 * robust */
2575 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2576 }
2577
2578 /* GROS - Creates an object using a string representing its content. */
2579 /* Basically, we save the content of the string to a temp file, then call */
2580 /* load_object on it. I admit it is a highly inefficient way to make things, */
2581 /* but it was simple to make and allows reusing the load_object function. */
2582 /* Remember not to use load_object_str in a time-critical situation. */
2583 /* Also remember that multiparts objects are not supported for now. */
2584
2585 object* load_object_str(const char *obstr)
2586 {
2587 object *op;
2588 char filename[MAX_BUF];
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2590
2591 FILE *tempfile=fopen(filename,"w");
2592 if (tempfile == NULL)
2593 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n");
2595 return NULL;
2596 };
2597 fprintf(tempfile,obstr);
2598 fclose(tempfile);
2599
2600 op=get_object();
2601
2602 object_thawer thawer (filename);
2603 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0);
2605 LOG(llevDebug," load str completed, object=%s\n",op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED);
2607
2608 return op;
2609 }
2610
2611 /* This returns the first object in who's inventory that
2612 * has the same type and subtype match.
2613 * returns NULL if no match.
2614 */
2615 object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2616 {
2617 object *tmp;
2618
2619 for (tmp=who->inv; tmp; tmp=tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2621
2622 return NULL;
2623 }
2624
2625 /* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL.
2627 *
2628 * key must be a passed in shared string - otherwise, this won't
2629 * do the desired thing.
2630 */
2631 key_value * get_ob_key_link(const object * ob, const char * key) {
2632 key_value * link;
2633
2634 for (link = ob->key_values; link != NULL; link = link->next) {
2635 if (link->key == key) {
2636 return link;
2637 }
2638 }
2639
2640 return NULL;
2641 }
2642
2643 /*
2644 * Returns the value of op has an extra_field for key, or NULL.
2645 *
2646 * The argument doesn't need to be a shared string.
2647 *
2648 * The returned string is shared.
2649 */
2650 const char * get_ob_key_value(const object * op, const char * const key) {
2651 key_value * link;
2652 const char * canonical_key;
2653
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field.
2661 */
2662 return NULL;
2663 }
2664
2665 /* This is copied from get_ob_key_link() above -
2666 * only 4 lines, and saves the function call overhead.
2667 */
2668 for (link = op->key_values; link != NULL; link = link->next) {
2669 if (link->key == canonical_key) {
2670 return link->value;
2671 }
2672 }
2673 return NULL;
2674 }
2675
2676
2677 /*
2678 * Updates the canonical_key in op to value.
2679 *
2680 * canonical_key is a shared string (value doesn't have to be).
2681 *
2682 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys.
2684 *
2685 * Returns TRUE on success.
2686 */
2687 int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2688 key_value * field = NULL, *last=NULL;
2689
2690 for (field=op->key_values; field != NULL; field=field->next) {
2691 if (field->key != canonical_key) {
2692 last = field;
2693 continue;
2694 }
2695
2696 if (field->value) FREE_AND_CLEAR_STR(field->value);
2697 if (value)
2698 field->value = add_string(value);
2699 else {
2700 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load,
2703 * we get this value back again.
2704 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key))
2706 field->value = NULL;
2707 else {
2708 /* Delete this link */
2709 if (field->key) FREE_AND_CLEAR_STR(field->key);
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next;
2712 else op->key_values = field->next;
2713 free(field);
2714 }
2715 }
2716 return TRUE;
2717 }
2718 /* IF we get here, key doesn't exist */
2719
2720 /* No field, we'll have to add it. */
2721
2722 if (!add_key) {
2723 return FALSE;
2724 }
2725 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings,
2729 * should pass in ""
2730 */
2731 if (value == NULL) return TRUE;
2732
2733 field = (key_value *) malloc(sizeof(key_value));
2734
2735 field->key = add_refcount(canonical_key);
2736 field->value = add_string(value);
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE;
2742 }
2743
2744 /*
2745 * Updates the key in op to value.
2746 *
2747 * If add_key is FALSE, this will only update existing keys,
2748 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key
2750 *
2751 * Returns TRUE on success.
2752 */
2753 int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2754 const char * canonical_key = NULL;
2755 int floating_ref = FALSE;
2756 int ret;
2757
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string
2759 * to get_ob_key_link(), without leaving a leaked refcount.
2760 */
2761
2762 canonical_key = find_string(key);
2763 if (canonical_key == NULL) {
2764 canonical_key = add_string(key);
2765 floating_ref = TRUE;
2766 }
2767
2768 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2769
2770 if (floating_ref) {
2771 free_string(canonical_key);
2772 }
2773
2774 return ret;
2775 }