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Revision: 1.118
Committed: Thu Jan 18 19:42:09 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.117: +1 -1 lines
Log Message:
just experimenting

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28 #include <global.h>
29 #include <stdio.h>
30 #include <sys/types.h>
31 #include <sys/uio.h>
32 #include <object.h>
33 #include <funcpoint.h>
34 #include <loader.h>
35
36 #include <bitset>
37
38 int nrofallocobjects = 0;
39 static UUID uuid;
40 const uint64 UUID_SKIP = 1<<19;
41
42 objectvec objects;
43 activevec actives;
44
45 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47 };
48 short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50 };
51 int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 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
53 };
54 int freedir[SIZEOFFREE] = {
55 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,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57 };
58
59 static void
60 write_uuid (void)
61 {
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78 }
79
80 static void
81 read_uuid (void)
82 {
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115 }
116
117 UUID
118 gen_uuid ()
119 {
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128 }
129
130 void
131 init_uuid ()
132 {
133 read_uuid ();
134 }
135
136 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137 static int
138 compare_ob_value_lists_one (const object *wants, const object *has)
139 {
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted...
145 */
146
147 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
150 key_value *has_field;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170
171 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE;
173 }
174
175 /* Returns TRUE if ob1 has the same key_values as ob2. */
176 static int
177 compare_ob_value_lists (const object *ob1, const object *ob2)
178 {
179 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :(
181 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
183 }
184
185 /* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together.
187 *
188 * Note that this function appears a lot longer than the macro it
189 * replaces - this is mostly for clarity - a decent compiler should hopefully
190 * reduce this to the same efficiency.
191 *
192 * Check nrof variable *before* calling can_merge()
193 *
194 * Improvements made with merge: Better checking on potion, and also
195 * check weight
196 */
197 bool object::can_merge_slow (object *ob1, object *ob2)
198 {
199 /* A couple quicksanity checks */
200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
205 return 0;
206
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
209 * value could not be stored in a sint32 (which unfortunately sometimes is
210 * used to store nrof).
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0;
214
215 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning.
220 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name
230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id
241 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 return 0;
253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 return 0;
262
263 /* Now check to see if the two inventory objects could merge */
264 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0;
266
267 /* inventory ok - still need to check rest of this object to see
268 * if it is valid.
269 */
270 }
271
272 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge.
275 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277 return 0;
278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
286 switch (ob1->type)
287 {
288 case SCROLL:
289 if (ob1->level != ob2->level)
290 return 0;
291 break;
292 }
293
294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
296 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 /* One has fields, but the other one doesn't. */
299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
306 {
307 ob1->optimise ();
308 ob2->optimise ();
309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
314 /* Everything passes, must be OK. */
315 return 1;
316 }
317
318 /*
319 * sum_weight() is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much
321 * containers are carrying, and sums it up.
322 */
323 long
324 sum_weight (object *op)
325 {
326 long sum;
327 object *inv;
328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
331 if (inv->inv)
332 sum_weight (inv);
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 }
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum;
341
342 return sum;
343 }
344
345 /**
346 * Return the outermost environment object for a given object.
347 */
348
349 object *
350 object_get_env_recursive (object *op)
351 {
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355 }
356
357 /*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363 char *
364 dump_object (object *op)
365 {
366 if (!op)
367 return strdup ("[NULLOBJ]");
368
369 object_freezer freezer;
370 save_object (freezer, op, 1);
371 return freezer.as_string ();
372 }
373
374 /*
375 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380 object *
381 get_nearest_part (object *op, const object *pl)
382 {
383 object *tmp, *closest;
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392 }
393
394 /*
395 * Returns the object which has the count-variable equal to the argument.
396 */
397 object *
398 find_object (tag_t i)
399 {
400 for_all_objects (op)
401 if (op->count == i)
402 return op;
403
404 return 0;
405 }
406
407 /*
408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999"
411 */
412 object *
413 find_object_name (const char *str)
414 {
415 shstr_cmp str_ (str);
416 object *op;
417
418 for_all_objects (op)
419 if (op->name == str_)
420 break;
421
422 return op;
423 }
424
425 void
426 free_all_object_data ()
427 {
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429 }
430
431 /*
432 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects.
434 */
435 void
436 object::set_owner (object *owner)
437 {
438 if (!owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner)
449 owner = owner->owner;
450
451 this->owner = owner;
452 }
453
454 /* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links.
456 */
457 static void
458 free_key_values (object *op)
459 {
460 for (key_value *i = op->key_values; i != 0;)
461 {
462 key_value *next = i->next;
463 delete i;
464
465 i = next;
466 }
467
468 op->key_values = 0;
469 }
470
471 /*
472 * copy_to first frees everything allocated by the dst object,
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479 void
480 object::copy_to (object *dst)
481 {
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this;
486
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - rndm ();
495
496 /* Copy over key_values, if any. */
497 if (key_values)
498 {
499 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0;
503
504 for (i = key_values; i; i = i->next)
505 {
506 key_value *new_link = new key_value;
507
508 new_link->next = 0;
509 new_link->key = i->key;
510 new_link->value = i->value;
511
512 /* Try and be clever here, too. */
513 if (!dst->key_values)
514 {
515 dst->key_values = new_link;
516 tail = new_link;
517 }
518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
524 }
525
526 dst->set_speed (dst->speed);
527 }
528
529 object *
530 object::clone ()
531 {
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
535 }
536
537 /*
538 * If an object with the IS_TURNABLE() flag needs to be turned due
539 * to the closest player being on the other side, this function can
540 * be called to update the face variable, _and_ how it looks on the map.
541 */
542 void
543 update_turn_face (object *op)
544 {
545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
546 return;
547
548 SET_ANIMATION (op, op->direction);
549 update_object (op, UP_OBJ_FACE);
550 }
551
552 /*
553 * Updates the speed of an object. If the speed changes from 0 to another
554 * value, or vice versa, then add/remove the object from the active list.
555 * This function needs to be called whenever the speed of an object changes.
556 */
557 void
558 object::set_speed (float speed)
559 {
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed;
567
568 if (has_active_speed ())
569 activate ();
570 else
571 deactivate ();
572 }
573
574 /*
575 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered
577 * by invisible objects by whatever is below them (unless it's another
578 * invisible object, etc...)
579 * If the object being updated is beneath a player, the look-window
580 * of that player is updated (this might be a suboptimal way of
581 * updating that window, though, since update_object() is called _often_)
582 *
583 * action is a hint of what the caller believes need to be done.
584 * current action are:
585 * UP_OBJ_INSERT: op was inserted
586 * UP_OBJ_REMOVE: op was removed
587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
588 * as that is easier than trying to look at what may have changed.
589 * UP_OBJ_FACE: only the objects face has changed.
590 */
591 void
592 update_object (object *op, int action)
593 {
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL)
597 {
598 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return;
601 }
602
603 if (op->env)
604 {
605 /* Animation is currently handled by client, so nothing
606 * to do in this case.
607 */
608 return;
609 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616
617 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 {
620 LOG (llevError, "update_object() called for object out of map!\n");
621 #ifdef MANY_CORES
622 abort ();
623 #endif
624 return;
625 }
626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now.
645 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = 0;
649 }
650 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object
652 * that is being removed.
653 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ;
658 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action);
660
661 if (op->more)
662 update_object (op->more, action);
663 }
664
665 object::object ()
666 {
667 SET_FLAG (this, FLAG_REMOVED);
668
669 expmul = 1.0;
670 face = blank_face;
671 }
672
673 object::~object ()
674 {
675 free_key_values (this);
676 }
677
678 static int object_count;
679
680 void object::link ()
681 {
682 assert (!index);//D
683 uuid = gen_uuid ();
684 count = ++object_count;
685
686 refcnt_inc ();
687 objects.insert (this);
688 }
689
690 void object::unlink ()
691 {
692 assert (index);//D
693 objects.erase (this);
694 refcnt_dec ();
695 }
696
697 void
698 object::activate ()
699 {
700 /* If already on active list, don't do anything */
701 if (active)
702 return;
703
704 if (has_active_speed ())
705 actives.insert (this);
706 }
707
708 void
709 object::activate_recursive ()
710 {
711 activate ();
712
713 for (object *op = inv; op; op = op->below)
714 op->activate_recursive ();
715 }
716
717 /* This function removes object 'op' from the list of active
718 * objects.
719 * This should only be used for style maps or other such
720 * reference maps where you don't want an object that isn't
721 * in play chewing up cpu time getting processed.
722 * The reverse of this is to call update_ob_speed, which
723 * will do the right thing based on the speed of the object.
724 */
725 void
726 object::deactivate ()
727 {
728 /* If not on the active list, nothing needs to be done */
729 if (!active)
730 return;
731
732 actives.erase (this);
733 }
734
735 void
736 object::deactivate_recursive ()
737 {
738 for (object *op = inv; op; op = op->below)
739 op->deactivate_recursive ();
740
741 deactivate ();
742 }
743
744 void
745 object::set_flag_inv (int flag, int value)
746 {
747 for (object *op = inv; op; op = op->below)
748 {
749 op->flag [flag] = value;
750 op->set_flag_inv (flag, value);
751 }
752 }
753
754 /*
755 * Remove and free all objects in the inventory of the given object.
756 * object.c ?
757 */
758 void
759 object::destroy_inv (bool drop_to_ground)
760 {
761 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory,
765 // cf will crash below with off-map x and y
766 if (!inv)
767 return;
768
769 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects
771 * drop on that space.
772 */
773 if (!drop_to_ground
774 || !map
775 || map->in_memory != MAP_IN_MEMORY
776 || ms ().move_block == MOVE_ALL)
777 {
778 while (inv)
779 {
780 inv->destroy_inv (drop_to_ground);
781 inv->destroy ();
782 }
783 }
784 else
785 { /* Put objects in inventory onto this space */
786 while (inv)
787 {
788 object *op = inv;
789
790 if (op->flag [FLAG_STARTEQUIP]
791 || op->flag [FLAG_NO_DROP]
792 || op->type == RUNE
793 || op->type == TRAP
794 || op->flag [FLAG_IS_A_TEMPLATE]
795 || op->flag [FLAG_DESTROY_ON_DEATH])
796 op->destroy ();
797 else
798 map->insert (op, x, y);
799 }
800 }
801 }
802
803 object *object::create ()
804 {
805 object *op = new object;
806 op->link ();
807 return op;
808 }
809
810 void
811 object::do_destroy ()
812 {
813 attachable::do_destroy ();
814
815 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this);
817
818 if (flag [FLAG_FRIENDLY])
819 remove_friendly_object (this);
820
821 if (!flag [FLAG_REMOVED])
822 remove ();
823
824 destroy_inv (true);
825
826 deactivate ();
827 unlink ();
828
829 flag [FLAG_FREED] = 1;
830
831 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
845 }
846
847 map = freed_map;
848 x = 1;
849 y = 1;
850 }
851
852 head = 0;
853
854 if (more)
855 {
856 more->destroy ();
857 more = 0;
858 }
859
860 // clear those pointers that likely might have circular references to us
861 owner = 0;
862 enemy = 0;
863 attacked_by = 0;
864 }
865
866 void
867 object::destroy (bool destroy_inventory)
868 {
869 if (destroyed ())
870 return;
871
872 if (destroy_inventory)
873 destroy_inv (false);
874
875 attachable::destroy ();
876 }
877
878 /*
879 * sub_weight() recursively (outwards) subtracts a number from the
880 * weight of an object (and what is carried by it's environment(s)).
881 */
882 void
883 sub_weight (object *op, signed long weight)
884 {
885 while (op != NULL)
886 {
887 if (op->type == CONTAINER)
888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
889
890 op->carrying -= weight;
891 op = op->env;
892 }
893 }
894
895 /* op->remove ():
896 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to
900 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */
903 void
904 object::remove_slow ()
905 {
906 object *tmp, *last = 0;
907 object *otmp;
908
909 if (QUERY_FLAG (this, FLAG_REMOVED))
910 return;
911
912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
914
915 if (more)
916 more->remove ();
917
918 /*
919 * In this case, the object to be removed is in someones
920 * inventory.
921 */
922 if (env)
923 {
924 if (nrof)
925 sub_weight (env, weight * nrof);
926 else
927 sub_weight (env, weight + carrying);
928
929 /* NO_FIX_PLAYER is set when a great many changes are being
930 * made to players inventory. If set, avoiding the call
931 * to save cpu time.
932 */
933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
934 otmp->update_stats ();
935
936 if (above)
937 above->below = below;
938 else
939 env->inv = below;
940
941 if (below)
942 below->above = above;
943
944 /* we set up values so that it could be inserted into
945 * the map, but we don't actually do that - it is up
946 * to the caller to decide what we want to do.
947 */
948 x = env->x, y = env->y;
949 map = env->map;
950 above = 0, below = 0;
951 env = 0;
952 }
953 else if (map)
954 {
955 if (type == PLAYER)
956 {
957 --map->players;
958 map->touch ();
959 }
960
961 map->dirty = true;
962 mapspace &ms = this->ms ();
963
964 /* link the object above us */
965 if (above)
966 above->below = below;
967 else
968 ms.top = below; /* we were top, set new top */
969
970 /* Relink the object below us, if there is one */
971 if (below)
972 below->above = above;
973 else
974 {
975 /* Nothing below, which means we need to relink map object for this space
976 * use translated coordinates in case some oddness with map tiling is
977 * evident
978 */
979 if (GET_MAP_OB (map, x, y) != this)
980 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
981
982 ms.bot = above; /* goes on above it. */
983 }
984
985 above = 0;
986 below = 0;
987
988 if (map->in_memory == MAP_SAVING)
989 return;
990
991 int check_walk_off = !flag [FLAG_NO_APPLY];
992
993 for (tmp = ms.bot; tmp; tmp = tmp->above)
994 {
995 /* No point updating the players look faces if he is the object
996 * being removed.
997 */
998
999 if (tmp->type == PLAYER && tmp != this)
1000 {
1001 /* If a container that the player is currently using somehow gets
1002 * removed (most likely destroyed), update the player view
1003 * appropriately.
1004 */
1005 if (tmp->container == this)
1006 {
1007 flag [FLAG_APPLIED] = 0;
1008 tmp->container = 0;
1009 }
1010
1011 if (tmp->contr->ns)
1012 tmp->contr->ns->floorbox_update ();
1013 }
1014
1015 /* See if object moving off should effect something */
1016 if (check_walk_off
1017 && ((move_type & tmp->move_off)
1018 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1019 {
1020 move_apply (tmp, this, 0);
1021
1022 if (destroyed ())
1023 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1024 }
1025
1026 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1027 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1028 if (tmp->above == tmp)
1029 tmp->above = 0;
1030
1031 last = tmp;
1032 }
1033
1034 /* last == NULL if there are no objects on this space */
1035 //TODO: this makes little sense, why only update the topmost object?
1036 if (!last)
1037 map->at (x, y).flags_ = 0;
1038 else
1039 update_object (last, UP_OBJ_REMOVE);
1040
1041 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1042 update_all_los (map, x, y);
1043 }
1044 }
1045
1046 /*
1047 * merge_ob(op,top):
1048 *
1049 * This function goes through all objects below and including top, and
1050 * merges op to the first matching object.
1051 * If top is NULL, it is calculated.
1052 * Returns pointer to object if it succeded in the merge, otherwise NULL
1053 */
1054 object *
1055 merge_ob (object *op, object *top)
1056 {
1057 if (!op->nrof)
1058 return 0;
1059
1060 if (top)
1061 for (top = op; top && top->above; top = top->above)
1062 ;
1063
1064 for (; top; top = top->below)
1065 {
1066 if (top == op)
1067 continue;
1068
1069 if (object::can_merge (op, top))
1070 {
1071 top->nrof += op->nrof;
1072
1073 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1074 op->weight = 0; /* Don't want any adjustements now */
1075 op->destroy ();
1076 return top;
1077 }
1078 }
1079
1080 return 0;
1081 }
1082
1083 /*
1084 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1085 * job preparing multi-part monsters.
1086 */
1087 object *
1088 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1089 {
1090 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1091 {
1092 tmp->x = x + tmp->arch->clone.x;
1093 tmp->y = y + tmp->arch->clone.y;
1094 }
1095
1096 return insert_ob_in_map (op, m, originator, flag);
1097 }
1098
1099 /*
1100 * insert_ob_in_map (op, map, originator, flag):
1101 * This function inserts the object in the two-way linked list
1102 * which represents what is on a map.
1103 * The second argument specifies the map, and the x and y variables
1104 * in the object about to be inserted specifies the position.
1105 *
1106 * originator: Player, monster or other object that caused 'op' to be inserted
1107 * into 'map'. May be NULL.
1108 *
1109 * flag is a bitmask about special things to do (or not do) when this
1110 * function is called. see the object.h file for the INS_ values.
1111 * Passing 0 for flag gives proper default values, so flag really only needs
1112 * to be set if special handling is needed.
1113 *
1114 * Return value:
1115 * new object if 'op' was merged with other object
1116 * NULL if 'op' was destroyed
1117 * just 'op' otherwise
1118 */
1119 object *
1120 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1121 {
1122 object *tmp, *top, *floor = NULL;
1123
1124 if (QUERY_FLAG (op, FLAG_FREED))
1125 {
1126 LOG (llevError, "Trying to insert freed object!\n");
1127 return NULL;
1128 }
1129
1130 if (!QUERY_FLAG (op, FLAG_REMOVED))
1131 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1132
1133 op->remove ();
1134
1135 if (!m)
1136 {
1137 char *dump = dump_object (op);
1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1140 return op;
1141 }
1142
1143 if (out_of_map (m, op->x, op->y))
1144 {
1145 char *dump = dump_object (op);
1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1147 #ifdef MANY_CORES
1148 /* Better to catch this here, as otherwise the next use of this object
1149 * is likely to cause a crash. Better to find out where it is getting
1150 * improperly inserted.
1151 */
1152 abort ();
1153 #endif
1154 free (dump);
1155 return op;
1156 }
1157
1158 if (object *more = op->more)
1159 {
1160 if (!insert_ob_in_map (more, m, originator, flag))
1161 {
1162 if (!op->head)
1163 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1164
1165 return 0;
1166 }
1167 }
1168
1169 CLEAR_FLAG (op, FLAG_REMOVED);
1170
1171 /* Ideally, the caller figures this out. However, it complicates a lot
1172 * of areas of callers (eg, anything that uses find_free_spot would now
1173 * need extra work
1174 */
1175 if (!xy_normalise (m, op->x, op->y))
1176 return 0;
1177
1178 op->map = m;
1179 mapspace &ms = op->ms ();
1180
1181 /* this has to be done after we translate the coordinates.
1182 */
1183 if (op->nrof && !(flag & INS_NO_MERGE))
1184 for (tmp = ms.bot; tmp; tmp = tmp->above)
1185 if (object::can_merge (op, tmp))
1186 {
1187 op->nrof += tmp->nrof;
1188 tmp->destroy ();
1189 }
1190
1191 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1192 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1193
1194 if (!QUERY_FLAG (op, FLAG_ALIVE))
1195 CLEAR_FLAG (op, FLAG_NO_STEAL);
1196
1197 if (flag & INS_BELOW_ORIGINATOR)
1198 {
1199 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1200 {
1201 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1202 abort ();
1203 }
1204
1205 op->above = originator;
1206 op->below = originator->below;
1207
1208 if (op->below)
1209 op->below->above = op;
1210 else
1211 ms.bot = op;
1212
1213 /* since *below* originator, no need to update top */
1214 originator->below = op;
1215 }
1216 else
1217 {
1218 top = ms.bot;
1219
1220 /* If there are other objects, then */
1221 if ((!(flag & INS_MAP_LOAD)) && top)
1222 {
1223 object *last = 0;
1224
1225 /*
1226 * If there are multiple objects on this space, we do some trickier handling.
1227 * We've already dealt with merging if appropriate.
1228 * Generally, we want to put the new object on top. But if
1229 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1230 * floor, we want to insert above that and no further.
1231 * Also, if there are spell objects on this space, we stop processing
1232 * once we get to them. This reduces the need to traverse over all of
1233 * them when adding another one - this saves quite a bit of cpu time
1234 * when lots of spells are cast in one area. Currently, it is presumed
1235 * that flying non pickable objects are spell objects.
1236 */
1237 for (top = ms.bot; top; top = top->above)
1238 {
1239 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1240 floor = top;
1241
1242 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1243 {
1244 /* We insert above top, so we want this object below this */
1245 top = top->below;
1246 break;
1247 }
1248
1249 last = top;
1250 }
1251
1252 /* Don't want top to be NULL, so set it to the last valid object */
1253 top = last;
1254
1255 /* We let update_position deal with figuring out what the space
1256 * looks like instead of lots of conditions here.
1257 * makes things faster, and effectively the same result.
1258 */
1259
1260 /* Have object 'fall below' other objects that block view.
1261 * Unless those objects are exits, type 66
1262 * If INS_ON_TOP is used, don't do this processing
1263 * Need to find the object that in fact blocks view, otherwise
1264 * stacking is a bit odd.
1265 */
1266 if (!(flag & INS_ON_TOP)
1267 && ms.flags () & P_BLOCKSVIEW
1268 && (op->face && !op->face->visibility))
1269 {
1270 for (last = top; last != floor; last = last->below)
1271 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1272 break;
1273
1274 /* Check to see if we found the object that blocks view,
1275 * and make sure we have a below pointer for it so that
1276 * we can get inserted below this one, which requires we
1277 * set top to the object below us.
1278 */
1279 if (last && last->below && last != floor)
1280 top = last->below;
1281 }
1282 } /* If objects on this space */
1283
1284 if (flag & INS_MAP_LOAD)
1285 top = ms.top;
1286
1287 if (flag & INS_ABOVE_FLOOR_ONLY)
1288 top = floor;
1289
1290 /* Top is the object that our object (op) is going to get inserted above.
1291 */
1292
1293 /* First object on this space */
1294 if (!top)
1295 {
1296 op->above = ms.bot;
1297
1298 if (op->above)
1299 op->above->below = op;
1300
1301 op->below = 0;
1302 ms.bot = op;
1303 }
1304 else
1305 { /* get inserted into the stack above top */
1306 op->above = top->above;
1307
1308 if (op->above)
1309 op->above->below = op;
1310
1311 op->below = top;
1312 top->above = op;
1313 }
1314
1315 if (!op->above)
1316 ms.top = op;
1317 } /* else not INS_BELOW_ORIGINATOR */
1318
1319 if (op->type == PLAYER)
1320 {
1321 op->contr->do_los = 1;
1322 ++op->map->players;
1323 op->map->touch ();
1324 }
1325
1326 op->map->dirty = true;
1327
1328 /* If we have a floor, we know the player, if any, will be above
1329 * it, so save a few ticks and start from there.
1330 */
1331 if (!(flag & INS_MAP_LOAD))
1332 if (object *pl = ms.player ())
1333 if (pl->contr->ns)
1334 pl->contr->ns->floorbox_update ();
1335
1336 /* If this object glows, it may affect lighting conditions that are
1337 * visible to others on this map. But update_all_los is really
1338 * an inefficient way to do this, as it means los for all players
1339 * on the map will get recalculated. The players could very well
1340 * be far away from this change and not affected in any way -
1341 * this should get redone to only look for players within range,
1342 * or just updating the P_UPTODATE for spaces within this area
1343 * of effect may be sufficient.
1344 */
1345 if (op->map->darkness && (op->glow_radius != 0))
1346 update_all_los (op->map, op->x, op->y);
1347
1348 /* updates flags (blocked, alive, no magic, etc) for this map space */
1349 update_object (op, UP_OBJ_INSERT);
1350
1351 INVOKE_OBJECT (INSERT, op);
1352
1353 /* Don't know if moving this to the end will break anything. However,
1354 * we want to have floorbox_update called before calling this.
1355 *
1356 * check_move_on() must be after this because code called from
1357 * check_move_on() depends on correct map flags (so functions like
1358 * blocked() and wall() work properly), and these flags are updated by
1359 * update_object().
1360 */
1361
1362 /* if this is not the head or flag has been passed, don't check walk on status */
1363 if (!(flag & INS_NO_WALK_ON) && !op->head)
1364 {
1365 if (check_move_on (op, originator))
1366 return 0;
1367
1368 /* If we are a multi part object, lets work our way through the check
1369 * walk on's.
1370 */
1371 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1372 if (check_move_on (tmp, originator))
1373 return 0;
1374 }
1375
1376 return op;
1377 }
1378
1379 /* this function inserts an object in the map, but if it
1380 * finds an object of its own type, it'll remove that one first.
1381 * op is the object to insert it under: supplies x and the map.
1382 */
1383 void
1384 replace_insert_ob_in_map (const char *arch_string, object *op)
1385 {
1386 object *tmp, *tmp1;
1387
1388 /* first search for itself and remove any old instances */
1389
1390 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1391 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1392 tmp->destroy ();
1393
1394 tmp1 = arch_to_object (archetype::find (arch_string));
1395
1396 tmp1->x = op->x;
1397 tmp1->y = op->y;
1398 insert_ob_in_map (tmp1, op->map, op, 0);
1399 }
1400
1401 object *
1402 object::insert_at (object *where, object *originator, int flags)
1403 {
1404 where->map->insert (this, where->x, where->y, originator, flags);
1405 }
1406
1407 /*
1408 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1409 * is returned contains nr objects, and the remaining parts contains
1410 * the rest (or is removed and freed if that number is 0).
1411 * On failure, NULL is returned, and the reason put into the
1412 * global static errmsg array.
1413 */
1414 object *
1415 get_split_ob (object *orig_ob, uint32 nr)
1416 {
1417 object *newob;
1418 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1419
1420 if (orig_ob->nrof < nr)
1421 {
1422 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1423 return NULL;
1424 }
1425
1426 newob = object_create_clone (orig_ob);
1427
1428 if ((orig_ob->nrof -= nr) < 1)
1429 orig_ob->destroy (1);
1430 else if (!is_removed)
1431 {
1432 if (orig_ob->env != NULL)
1433 sub_weight (orig_ob->env, orig_ob->weight * nr);
1434 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1435 {
1436 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1437 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1438 return NULL;
1439 }
1440 }
1441
1442 newob->nrof = nr;
1443
1444 return newob;
1445 }
1446
1447 /*
1448 * decrease_ob_nr(object, number) decreases a specified number from
1449 * the amount of an object. If the amount reaches 0, the object
1450 * is subsequently removed and freed.
1451 *
1452 * Return value: 'op' if something is left, NULL if the amount reached 0
1453 */
1454
1455 object *
1456 decrease_ob_nr (object *op, uint32 i)
1457 {
1458 object *tmp;
1459
1460 if (i == 0) /* objects with op->nrof require this check */
1461 return op;
1462
1463 if (i > op->nrof)
1464 i = op->nrof;
1465
1466 if (QUERY_FLAG (op, FLAG_REMOVED))
1467 op->nrof -= i;
1468 else if (op->env)
1469 {
1470 /* is this object in the players inventory, or sub container
1471 * therein?
1472 */
1473 tmp = op->in_player ();
1474 /* nope. Is this a container the player has opened?
1475 * If so, set tmp to that player.
1476 * IMO, searching through all the players will mostly
1477 * likely be quicker than following op->env to the map,
1478 * and then searching the map for a player.
1479 */
1480 if (!tmp)
1481 for_all_players (pl)
1482 if (pl->ob->container == op->env)
1483 {
1484 tmp = pl->ob;
1485 break;
1486 }
1487
1488 if (i < op->nrof)
1489 {
1490 sub_weight (op->env, op->weight * i);
1491 op->nrof -= i;
1492 if (tmp)
1493 esrv_send_item (tmp, op);
1494 }
1495 else
1496 {
1497 op->remove ();
1498 op->nrof = 0;
1499 if (tmp)
1500 esrv_del_item (tmp->contr, op->count);
1501 }
1502 }
1503 else
1504 {
1505 object *above = op->above;
1506
1507 if (i < op->nrof)
1508 op->nrof -= i;
1509 else
1510 {
1511 op->remove ();
1512 op->nrof = 0;
1513 }
1514
1515 /* Since we just removed op, op->above is null */
1516 for (tmp = above; tmp; tmp = tmp->above)
1517 if (tmp->type == PLAYER)
1518 {
1519 if (op->nrof)
1520 esrv_send_item (tmp, op);
1521 else
1522 esrv_del_item (tmp->contr, op->count);
1523 }
1524 }
1525
1526 if (op->nrof)
1527 return op;
1528 else
1529 {
1530 op->destroy ();
1531 return 0;
1532 }
1533 }
1534
1535 /*
1536 * add_weight(object, weight) adds the specified weight to an object,
1537 * and also updates how much the environment(s) is/are carrying.
1538 */
1539
1540 void
1541 add_weight (object *op, signed long weight)
1542 {
1543 while (op != NULL)
1544 {
1545 if (op->type == CONTAINER)
1546 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1547
1548 op->carrying += weight;
1549 op = op->env;
1550 }
1551 }
1552
1553 object *
1554 insert_ob_in_ob (object *op, object *where)
1555 {
1556 if (!where)
1557 {
1558 char *dump = dump_object (op);
1559 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1560 free (dump);
1561 return op;
1562 }
1563
1564 if (where->head)
1565 {
1566 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1567 where = where->head;
1568 }
1569
1570 return where->insert (op);
1571 }
1572
1573 /*
1574 * env->insert (op)
1575 * This function inserts the object op in the linked list
1576 * inside the object environment.
1577 *
1578 * The function returns now pointer to inserted item, and return value can
1579 * be != op, if items are merged. -Tero
1580 */
1581
1582 object *
1583 object::insert (object *op)
1584 {
1585 object *tmp, *otmp;
1586
1587 if (!QUERY_FLAG (op, FLAG_REMOVED))
1588 op->remove ();
1589
1590 if (op->more)
1591 {
1592 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1593 return op;
1594 }
1595
1596 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1597 CLEAR_FLAG (op, FLAG_REMOVED);
1598 if (op->nrof)
1599 {
1600 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1601 if (object::can_merge (tmp, op))
1602 {
1603 /* return the original object and remove inserted object
1604 (client needs the original object) */
1605 tmp->nrof += op->nrof;
1606 /* Weight handling gets pretty funky. Since we are adding to
1607 * tmp->nrof, we need to increase the weight.
1608 */
1609 add_weight (this, op->weight * op->nrof);
1610 SET_FLAG (op, FLAG_REMOVED);
1611 op->destroy (); /* free the inserted object */
1612 op = tmp;
1613 op->remove (); /* and fix old object's links */
1614 CLEAR_FLAG (op, FLAG_REMOVED);
1615 break;
1616 }
1617
1618 /* I assume combined objects have no inventory
1619 * We add the weight - this object could have just been removed
1620 * (if it was possible to merge). calling remove_ob will subtract
1621 * the weight, so we need to add it in again, since we actually do
1622 * the linking below
1623 */
1624 add_weight (this, op->weight * op->nrof);
1625 }
1626 else
1627 add_weight (this, (op->weight + op->carrying));
1628
1629 otmp = this->in_player ();
1630 if (otmp && otmp->contr)
1631 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1632 otmp->update_stats ();
1633
1634 op->map = 0;
1635 op->env = this;
1636 op->above = 0;
1637 op->below = 0;
1638 op->x = 0, op->y = 0;
1639
1640 /* reset the light list and los of the players on the map */
1641 if ((op->glow_radius != 0) && map)
1642 {
1643 #ifdef DEBUG_LIGHTS
1644 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1645 #endif /* DEBUG_LIGHTS */
1646 if (map->darkness)
1647 update_all_los (map, x, y);
1648 }
1649
1650 /* Client has no idea of ordering so lets not bother ordering it here.
1651 * It sure simplifies this function...
1652 */
1653 if (!inv)
1654 inv = op;
1655 else
1656 {
1657 op->below = inv;
1658 op->below->above = op;
1659 inv = op;
1660 }
1661
1662 INVOKE_OBJECT (INSERT, this);
1663
1664 return op;
1665 }
1666
1667 /*
1668 * Checks if any objects has a move_type that matches objects
1669 * that effect this object on this space. Call apply() to process
1670 * these events.
1671 *
1672 * Any speed-modification due to SLOW_MOVE() of other present objects
1673 * will affect the speed_left of the object.
1674 *
1675 * originator: Player, monster or other object that caused 'op' to be inserted
1676 * into 'map'. May be NULL.
1677 *
1678 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1679 *
1680 * 4-21-95 added code to check if appropriate skill was readied - this will
1681 * permit faster movement by the player through this terrain. -b.t.
1682 *
1683 * MSW 2001-07-08: Check all objects on space, not just those below
1684 * object being inserted. insert_ob_in_map may not put new objects
1685 * on top.
1686 */
1687 int
1688 check_move_on (object *op, object *originator)
1689 {
1690 object *tmp;
1691 maptile *m = op->map;
1692 int x = op->x, y = op->y;
1693
1694 MoveType move_on, move_slow, move_block;
1695
1696 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1697 return 0;
1698
1699 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1700 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1701 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1702
1703 /* if nothing on this space will slow op down or be applied,
1704 * no need to do checking below. have to make sure move_type
1705 * is set, as lots of objects don't have it set - we treat that
1706 * as walking.
1707 */
1708 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1709 return 0;
1710
1711 /* This is basically inverse logic of that below - basically,
1712 * if the object can avoid the move on or slow move, they do so,
1713 * but can't do it if the alternate movement they are using is
1714 * blocked. Logic on this seems confusing, but does seem correct.
1715 */
1716 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1717 return 0;
1718
1719 /* The objects have to be checked from top to bottom.
1720 * Hence, we first go to the top:
1721 */
1722
1723 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1724 {
1725 /* Trim the search when we find the first other spell effect
1726 * this helps performance so that if a space has 50 spell objects,
1727 * we don't need to check all of them.
1728 */
1729 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1730 break;
1731 }
1732
1733 for (; tmp; tmp = tmp->below)
1734 {
1735 if (tmp == op)
1736 continue; /* Can't apply yourself */
1737
1738 /* Check to see if one of the movement types should be slowed down.
1739 * Second check makes sure that the movement types not being slowed
1740 * (~slow_move) is not blocked on this space - just because the
1741 * space doesn't slow down swimming (for example), if you can't actually
1742 * swim on that space, can't use it to avoid the penalty.
1743 */
1744 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1745 {
1746 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1747 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1748 {
1749
1750 float
1751 diff = tmp->move_slow_penalty * FABS (op->speed);
1752
1753 if (op->type == PLAYER)
1754 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1755 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1756 diff /= 4.0;
1757
1758 op->speed_left -= diff;
1759 }
1760 }
1761
1762 /* Basically same logic as above, except now for actual apply. */
1763 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1764 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1765 {
1766 move_apply (tmp, op, originator);
1767
1768 if (op->destroyed ())
1769 return 1;
1770
1771 /* what the person/creature stepped onto has moved the object
1772 * someplace new. Don't process any further - if we did,
1773 * have a feeling strange problems would result.
1774 */
1775 if (op->map != m || op->x != x || op->y != y)
1776 return 0;
1777 }
1778 }
1779
1780 return 0;
1781 }
1782
1783 /*
1784 * present_arch(arch, map, x, y) searches for any objects with
1785 * a matching archetype at the given map and coordinates.
1786 * The first matching object is returned, or NULL if none.
1787 */
1788 object *
1789 present_arch (const archetype *at, maptile *m, int x, int y)
1790 {
1791 if (!m || out_of_map (m, x, y))
1792 {
1793 LOG (llevError, "Present_arch called outside map.\n");
1794 return NULL;
1795 }
1796
1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1798 if (tmp->arch == at)
1799 return tmp;
1800
1801 return NULL;
1802 }
1803
1804 /*
1805 * present(type, map, x, y) searches for any objects with
1806 * a matching type variable at the given map and coordinates.
1807 * The first matching object is returned, or NULL if none.
1808 */
1809 object *
1810 present (unsigned char type, maptile *m, int x, int y)
1811 {
1812 if (out_of_map (m, x, y))
1813 {
1814 LOG (llevError, "Present called outside map.\n");
1815 return NULL;
1816 }
1817
1818 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1819 if (tmp->type == type)
1820 return tmp;
1821
1822 return NULL;
1823 }
1824
1825 /*
1826 * present_in_ob(type, object) searches for any objects with
1827 * a matching type variable in the inventory of the given object.
1828 * The first matching object is returned, or NULL if none.
1829 */
1830 object *
1831 present_in_ob (unsigned char type, const object *op)
1832 {
1833 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1834 if (tmp->type == type)
1835 return tmp;
1836
1837 return NULL;
1838 }
1839
1840 /*
1841 * present_in_ob (type, str, object) searches for any objects with
1842 * a matching type & name variable in the inventory of the given object.
1843 * The first matching object is returned, or NULL if none.
1844 * This is mostly used by spell effect code, so that we only
1845 * have one spell effect at a time.
1846 * type can be used to narrow the search - if type is set,
1847 * the type must also match. -1 can be passed for the type,
1848 * in which case the type does not need to pass.
1849 * str is the string to match against. Note that we match against
1850 * the object name, not the archetype name. this is so that the
1851 * spell code can use one object type (force), but change it's name
1852 * to be unique.
1853 */
1854 object *
1855 present_in_ob_by_name (int type, const char *str, const object *op)
1856 {
1857 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1858 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1859 return tmp;
1860
1861 return 0;
1862 }
1863
1864 /*
1865 * present_arch_in_ob(archetype, object) searches for any objects with
1866 * a matching archetype in the inventory of the given object.
1867 * The first matching object is returned, or NULL if none.
1868 */
1869 object *
1870 present_arch_in_ob (const archetype *at, const object *op)
1871 {
1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1873 if (tmp->arch == at)
1874 return tmp;
1875
1876 return NULL;
1877 }
1878
1879 /*
1880 * activate recursively a flag on an object inventory
1881 */
1882 void
1883 flag_inv (object *op, int flag)
1884 {
1885 if (op->inv)
1886 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1887 {
1888 SET_FLAG (tmp, flag);
1889 flag_inv (tmp, flag);
1890 }
1891 }
1892
1893 /*
1894 * deactivate recursively a flag on an object inventory
1895 */
1896 void
1897 unflag_inv (object *op, int flag)
1898 {
1899 if (op->inv)
1900 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 {
1902 CLEAR_FLAG (tmp, flag);
1903 unflag_inv (tmp, flag);
1904 }
1905 }
1906
1907 /*
1908 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1909 * all it's inventory (recursively).
1910 * If checksums are used, a player will get set_cheat called for
1911 * him/her-self and all object carried by a call to this function.
1912 */
1913 void
1914 set_cheat (object *op)
1915 {
1916 SET_FLAG (op, FLAG_WAS_WIZ);
1917 flag_inv (op, FLAG_WAS_WIZ);
1918 }
1919
1920 /*
1921 * find_free_spot(object, map, x, y, start, stop) will search for
1922 * a spot at the given map and coordinates which will be able to contain
1923 * the given object. start and stop specifies how many squares
1924 * to search (see the freearr_x/y[] definition).
1925 * It returns a random choice among the alternatives found.
1926 * start and stop are where to start relative to the free_arr array (1,9
1927 * does all 4 immediate directions). This returns the index into the
1928 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1929 * Note - this only checks to see if there is space for the head of the
1930 * object - if it is a multispace object, this should be called for all
1931 * pieces.
1932 * Note2: This function does correctly handle tiled maps, but does not
1933 * inform the caller. However, insert_ob_in_map will update as
1934 * necessary, so the caller shouldn't need to do any special work.
1935 * Note - updated to take an object instead of archetype - this is necessary
1936 * because arch_blocked (now ob_blocked) needs to know the movement type
1937 * to know if the space in question will block the object. We can't use
1938 * the archetype because that isn't correct if the monster has been
1939 * customized, changed states, etc.
1940 */
1941 int
1942 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1943 {
1944 int index = 0, flag;
1945 int altern[SIZEOFFREE];
1946
1947 for (int i = start; i < stop; i++)
1948 {
1949 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1950 if (!flag)
1951 altern [index++] = i;
1952
1953 /* Basically, if we find a wall on a space, we cut down the search size.
1954 * In this way, we won't return spaces that are on another side of a wall.
1955 * This mostly work, but it cuts down the search size in all directions -
1956 * if the space being examined only has a wall to the north and empty
1957 * spaces in all the other directions, this will reduce the search space
1958 * to only the spaces immediately surrounding the target area, and
1959 * won't look 2 spaces south of the target space.
1960 */
1961 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1962 stop = maxfree[i];
1963 }
1964
1965 if (!index)
1966 return -1;
1967
1968 return altern[RANDOM () % index];
1969 }
1970
1971 /*
1972 * find_first_free_spot(archetype, maptile, x, y) works like
1973 * find_free_spot(), but it will search max number of squares.
1974 * But it will return the first available spot, not a random choice.
1975 * Changed 0.93.2: Have it return -1 if there is no free spot available.
1976 */
1977 int
1978 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1979 {
1980 for (int i = 0; i < SIZEOFFREE; i++)
1981 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
1982 return i;
1983
1984 return -1;
1985 }
1986
1987 /*
1988 * The function permute(arr, begin, end) randomly reorders the array
1989 * arr[begin..end-1].
1990 * now uses a fisher-yates shuffle, old permute was broken
1991 */
1992 static void
1993 permute (int *arr, int begin, int end)
1994 {
1995 arr += begin;
1996 end -= begin;
1997
1998 while (--end)
1999 swap (arr [end], arr [RANDOM () % (end + 1)]);
2000 }
2001
2002 /* new function to make monster searching more efficient, and effective!
2003 * This basically returns a randomized array (in the passed pointer) of
2004 * the spaces to find monsters. In this way, it won't always look for
2005 * monsters to the north first. However, the size of the array passed
2006 * covers all the spaces, so within that size, all the spaces within
2007 * the 3x3 area will be searched, just not in a predictable order.
2008 */
2009 void
2010 get_search_arr (int *search_arr)
2011 {
2012 int i;
2013
2014 for (i = 0; i < SIZEOFFREE; i++)
2015 search_arr[i] = i;
2016
2017 permute (search_arr, 1, SIZEOFFREE1 + 1);
2018 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2019 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2020 }
2021
2022 /*
2023 * find_dir(map, x, y, exclude) will search some close squares in the
2024 * given map at the given coordinates for live objects.
2025 * It will not considered the object given as exclude among possible
2026 * live objects.
2027 * It returns the direction toward the first/closest live object if finds
2028 * any, otherwise 0.
2029 * Perhaps incorrectly, but I'm making the assumption that exclude
2030 * is actually want is going to try and move there. We need this info
2031 * because we have to know what movement the thing looking to move
2032 * there is capable of.
2033 */
2034 int
2035 find_dir (maptile *m, int x, int y, object *exclude)
2036 {
2037 int i, max = SIZEOFFREE, mflags;
2038
2039 sint16 nx, ny;
2040 object *tmp;
2041 maptile *mp;
2042
2043 MoveType blocked, move_type;
2044
2045 if (exclude && exclude->head)
2046 {
2047 exclude = exclude->head;
2048 move_type = exclude->move_type;
2049 }
2050 else
2051 {
2052 /* If we don't have anything, presume it can use all movement types. */
2053 move_type = MOVE_ALL;
2054 }
2055
2056 for (i = 1; i < max; i++)
2057 {
2058 mp = m;
2059 nx = x + freearr_x[i];
2060 ny = y + freearr_y[i];
2061
2062 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2063
2064 if (mflags & P_OUT_OF_MAP)
2065 max = maxfree[i];
2066 else
2067 {
2068 mapspace &ms = mp->at (nx, ny);
2069
2070 blocked = ms.move_block;
2071
2072 if ((move_type & blocked) == move_type)
2073 max = maxfree[i];
2074 else if (mflags & P_IS_ALIVE)
2075 {
2076 for (tmp = ms.bot; tmp; tmp = tmp->above)
2077 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2078 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2079 break;
2080
2081 if (tmp)
2082 return freedir[i];
2083 }
2084 }
2085 }
2086
2087 return 0;
2088 }
2089
2090 /*
2091 * distance(object 1, object 2) will return the square of the
2092 * distance between the two given objects.
2093 */
2094 int
2095 distance (const object *ob1, const object *ob2)
2096 {
2097 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2098 }
2099
2100 /*
2101 * find_dir_2(delta-x,delta-y) will return a direction in which
2102 * an object which has subtracted the x and y coordinates of another
2103 * object, needs to travel toward it.
2104 */
2105 int
2106 find_dir_2 (int x, int y)
2107 {
2108 int q;
2109
2110 if (y)
2111 q = x * 100 / y;
2112 else if (x)
2113 q = -300 * x;
2114 else
2115 return 0;
2116
2117 if (y > 0)
2118 {
2119 if (q < -242)
2120 return 3;
2121 if (q < -41)
2122 return 2;
2123 if (q < 41)
2124 return 1;
2125 if (q < 242)
2126 return 8;
2127 return 7;
2128 }
2129
2130 if (q < -242)
2131 return 7;
2132 if (q < -41)
2133 return 6;
2134 if (q < 41)
2135 return 5;
2136 if (q < 242)
2137 return 4;
2138
2139 return 3;
2140 }
2141
2142 /*
2143 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2144 * between two directions (which are expected to be absolute (see absdir())
2145 */
2146 int
2147 dirdiff (int dir1, int dir2)
2148 {
2149 int d;
2150
2151 d = abs (dir1 - dir2);
2152 if (d > 4)
2153 d = 8 - d;
2154
2155 return d;
2156 }
2157
2158 /* peterm:
2159 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2160 * Basically, this is a table of directions, and what directions
2161 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2162 * This basically means that if direction is 15, then it could either go
2163 * direction 4, 14, or 16 to get back to where we are.
2164 * Moved from spell_util.c to object.c with the other related direction
2165 * functions.
2166 */
2167 int reduction_dir[SIZEOFFREE][3] = {
2168 {0, 0, 0}, /* 0 */
2169 {0, 0, 0}, /* 1 */
2170 {0, 0, 0}, /* 2 */
2171 {0, 0, 0}, /* 3 */
2172 {0, 0, 0}, /* 4 */
2173 {0, 0, 0}, /* 5 */
2174 {0, 0, 0}, /* 6 */
2175 {0, 0, 0}, /* 7 */
2176 {0, 0, 0}, /* 8 */
2177 {8, 1, 2}, /* 9 */
2178 {1, 2, -1}, /* 10 */
2179 {2, 10, 12}, /* 11 */
2180 {2, 3, -1}, /* 12 */
2181 {2, 3, 4}, /* 13 */
2182 {3, 4, -1}, /* 14 */
2183 {4, 14, 16}, /* 15 */
2184 {5, 4, -1}, /* 16 */
2185 {4, 5, 6}, /* 17 */
2186 {6, 5, -1}, /* 18 */
2187 {6, 20, 18}, /* 19 */
2188 {7, 6, -1}, /* 20 */
2189 {6, 7, 8}, /* 21 */
2190 {7, 8, -1}, /* 22 */
2191 {8, 22, 24}, /* 23 */
2192 {8, 1, -1}, /* 24 */
2193 {24, 9, 10}, /* 25 */
2194 {9, 10, -1}, /* 26 */
2195 {10, 11, -1}, /* 27 */
2196 {27, 11, 29}, /* 28 */
2197 {11, 12, -1}, /* 29 */
2198 {12, 13, -1}, /* 30 */
2199 {12, 13, 14}, /* 31 */
2200 {13, 14, -1}, /* 32 */
2201 {14, 15, -1}, /* 33 */
2202 {33, 15, 35}, /* 34 */
2203 {16, 15, -1}, /* 35 */
2204 {17, 16, -1}, /* 36 */
2205 {18, 17, 16}, /* 37 */
2206 {18, 17, -1}, /* 38 */
2207 {18, 19, -1}, /* 39 */
2208 {41, 19, 39}, /* 40 */
2209 {19, 20, -1}, /* 41 */
2210 {20, 21, -1}, /* 42 */
2211 {20, 21, 22}, /* 43 */
2212 {21, 22, -1}, /* 44 */
2213 {23, 22, -1}, /* 45 */
2214 {45, 47, 23}, /* 46 */
2215 {23, 24, -1}, /* 47 */
2216 {24, 9, -1}
2217 }; /* 48 */
2218
2219 /* Recursive routine to step back and see if we can
2220 * find a path to that monster that we found. If not,
2221 * we don't bother going toward it. Returns 1 if we
2222 * can see a direct way to get it
2223 * Modified to be map tile aware -.MSW
2224 */
2225 int
2226 can_see_monsterP (maptile *m, int x, int y, int dir)
2227 {
2228 sint16 dx, dy;
2229 int mflags;
2230
2231 if (dir < 0)
2232 return 0; /* exit condition: invalid direction */
2233
2234 dx = x + freearr_x[dir];
2235 dy = y + freearr_y[dir];
2236
2237 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2238
2239 /* This functional arguably was incorrect before - it was
2240 * checking for P_WALL - that was basically seeing if
2241 * we could move to the monster - this is being more
2242 * literal on if we can see it. To know if we can actually
2243 * move to the monster, we'd need the monster passed in or
2244 * at least its move type.
2245 */
2246 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2247 return 0;
2248
2249 /* yes, can see. */
2250 if (dir < 9)
2251 return 1;
2252
2253 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2254 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2255 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2256 }
2257
2258 /*
2259 * can_pick(picker, item): finds out if an object is possible to be
2260 * picked up by the picker. Returnes 1 if it can be
2261 * picked up, otherwise 0.
2262 *
2263 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2264 * core dumps if they do.
2265 *
2266 * Add a check so we can't pick up invisible objects (0.93.8)
2267 */
2268
2269 int
2270 can_pick (const object *who, const object *item)
2271 {
2272 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2273 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2274 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2275 }
2276
2277 /*
2278 * create clone from object to another
2279 */
2280 object *
2281 object_create_clone (object *asrc)
2282 {
2283 object *dst = 0, *tmp, *src, *part, *prev, *item;
2284
2285 if (!asrc)
2286 return 0;
2287
2288 src = asrc;
2289 if (src->head)
2290 src = src->head;
2291
2292 prev = 0;
2293 for (part = src; part; part = part->more)
2294 {
2295 tmp = part->clone ();
2296 tmp->x -= src->x;
2297 tmp->y -= src->y;
2298
2299 if (!part->head)
2300 {
2301 dst = tmp;
2302 tmp->head = 0;
2303 }
2304 else
2305 tmp->head = dst;
2306
2307 tmp->more = 0;
2308
2309 if (prev)
2310 prev->more = tmp;
2311
2312 prev = tmp;
2313 }
2314
2315 for (item = src->inv; item; item = item->below)
2316 insert_ob_in_ob (object_create_clone (item), dst);
2317
2318 return dst;
2319 }
2320
2321 /* GROS - Creates an object using a string representing its content. */
2322 /* Basically, we save the content of the string to a temp file, then call */
2323 /* load_object on it. I admit it is a highly inefficient way to make things, */
2324 /* but it was simple to make and allows reusing the load_object function. */
2325 /* Remember not to use load_object_str in a time-critical situation. */
2326 /* Also remember that multiparts objects are not supported for now. */
2327 object *
2328 load_object_str (const char *obstr)
2329 {
2330 object *op;
2331 char filename[MAX_BUF];
2332
2333 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2334
2335 FILE *tempfile = fopen (filename, "w");
2336
2337 if (tempfile == NULL)
2338 {
2339 LOG (llevError, "Error - Unable to access load object temp file\n");
2340 return NULL;
2341 }
2342
2343 fprintf (tempfile, obstr);
2344 fclose (tempfile);
2345
2346 op = object::create ();
2347
2348 object_thawer thawer (filename);
2349
2350 if (thawer)
2351 load_object (thawer, op, 0);
2352
2353 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2354 CLEAR_FLAG (op, FLAG_REMOVED);
2355
2356 return op;
2357 }
2358
2359 /* This returns the first object in who's inventory that
2360 * has the same type and subtype match.
2361 * returns NULL if no match.
2362 */
2363 object *
2364 find_obj_by_type_subtype (const object *who, int type, int subtype)
2365 {
2366 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2367 if (tmp->type == type && tmp->subtype == subtype)
2368 return tmp;
2369
2370 return 0;
2371 }
2372
2373 /* If ob has a field named key, return the link from the list,
2374 * otherwise return NULL.
2375 *
2376 * key must be a passed in shared string - otherwise, this won't
2377 * do the desired thing.
2378 */
2379 key_value *
2380 get_ob_key_link (const object *ob, const char *key)
2381 {
2382 for (key_value *link = ob->key_values; link; link = link->next)
2383 if (link->key == key)
2384 return link;
2385
2386 return 0;
2387 }
2388
2389 /*
2390 * Returns the value of op has an extra_field for key, or NULL.
2391 *
2392 * The argument doesn't need to be a shared string.
2393 *
2394 * The returned string is shared.
2395 */
2396 const char *
2397 get_ob_key_value (const object *op, const char *const key)
2398 {
2399 key_value *link;
2400 shstr_cmp canonical_key (key);
2401
2402 if (!canonical_key)
2403 {
2404 /* 1. There being a field named key on any object
2405 * implies there'd be a shared string to find.
2406 * 2. Since there isn't, no object has this field.
2407 * 3. Therefore, *this* object doesn't have this field.
2408 */
2409 return 0;
2410 }
2411
2412 /* This is copied from get_ob_key_link() above -
2413 * only 4 lines, and saves the function call overhead.
2414 */
2415 for (link = op->key_values; link; link = link->next)
2416 if (link->key == canonical_key)
2417 return link->value;
2418
2419 return 0;
2420 }
2421
2422
2423 /*
2424 * Updates the canonical_key in op to value.
2425 *
2426 * canonical_key is a shared string (value doesn't have to be).
2427 *
2428 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2429 * keys.
2430 *
2431 * Returns TRUE on success.
2432 */
2433 int
2434 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2435 {
2436 key_value *field = NULL, *last = NULL;
2437
2438 for (field = op->key_values; field != NULL; field = field->next)
2439 {
2440 if (field->key != canonical_key)
2441 {
2442 last = field;
2443 continue;
2444 }
2445
2446 if (value)
2447 field->value = value;
2448 else
2449 {
2450 /* Basically, if the archetype has this key set,
2451 * we need to store the null value so when we save
2452 * it, we save the empty value so that when we load,
2453 * we get this value back again.
2454 */
2455 if (get_ob_key_link (&op->arch->clone, canonical_key))
2456 field->value = 0;
2457 else
2458 {
2459 if (last)
2460 last->next = field->next;
2461 else
2462 op->key_values = field->next;
2463
2464 delete field;
2465 }
2466 }
2467 return TRUE;
2468 }
2469 /* IF we get here, key doesn't exist */
2470
2471 /* No field, we'll have to add it. */
2472
2473 if (!add_key)
2474 return FALSE;
2475
2476 /* There isn't any good reason to store a null
2477 * value in the key/value list. If the archetype has
2478 * this key, then we should also have it, so shouldn't
2479 * be here. If user wants to store empty strings,
2480 * should pass in ""
2481 */
2482 if (value == NULL)
2483 return TRUE;
2484
2485 field = new key_value;
2486
2487 field->key = canonical_key;
2488 field->value = value;
2489 /* Usual prepend-addition. */
2490 field->next = op->key_values;
2491 op->key_values = field;
2492
2493 return TRUE;
2494 }
2495
2496 /*
2497 * Updates the key in op to value.
2498 *
2499 * If add_key is FALSE, this will only update existing keys,
2500 * and not add new ones.
2501 * In general, should be little reason FALSE is ever passed in for add_key
2502 *
2503 * Returns TRUE on success.
2504 */
2505 int
2506 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2507 {
2508 shstr key_ (key);
2509
2510 return set_ob_key_value_s (op, key_, value, add_key);
2511 }
2512
2513 object::depth_iterator::depth_iterator (object *container)
2514 : iterator_base (container)
2515 {
2516 while (item->inv)
2517 item = item->inv;
2518 }
2519
2520 void
2521 object::depth_iterator::next ()
2522 {
2523 if (item->below)
2524 {
2525 item = item->below;
2526
2527 while (item->inv)
2528 item = item->inv;
2529 }
2530 else
2531 item = item->env;
2532 }
2533
2534
2535 const char *
2536 object::flag_desc (char *desc, int len) const
2537 {
2538 char *p = desc;
2539 bool first = true;
2540
2541 *p = 0;
2542
2543 for (int i = 0; i < NUM_FLAGS; i++)
2544 {
2545 if (len <= 10) // magic constant!
2546 {
2547 snprintf (p, len, ",...");
2548 break;
2549 }
2550
2551 if (flag [i])
2552 {
2553 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2554 len -= cnt;
2555 p += cnt;
2556 first = false;
2557 }
2558 }
2559
2560 return desc;
2561 }
2562
2563 // return a suitable string describing an object in enough detail to find it
2564 const char *
2565 object::debug_desc (char *info) const
2566 {
2567 char flagdesc[512];
2568 char info2[256 * 4];
2569 char *p = info;
2570
2571 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2572 count, uuid.seq,
2573 &name,
2574 title ? "\",title:\"" : "",
2575 title ? (const char *)title : "",
2576 flag_desc (flagdesc, 512), type);
2577
2578 if (env)
2579 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2580
2581 if (map)
2582 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2583
2584 return info;
2585 }
2586
2587 const char *
2588 object::debug_desc () const
2589 {
2590 static char info[256 * 4];
2591 return debug_desc (info);
2592 }
2593
2594 const char *
2595 object::debug_desc2 () const
2596 {
2597 static char info[256 * 4];
2598 return debug_desc (info);
2599 }
2600