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/cvs/deliantra/server/common/object.C
Revision: 1.119
Committed: Fri Jan 19 18:06:51 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.118: +3 -0 lines
Log Message:
base classes can be so tedious

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 if (index)
676 unlink ();
677
678 free_key_values (this);
679 }
680
681 static int object_count;
682
683 void object::link ()
684 {
685 assert (!index);//D
686 uuid = gen_uuid ();
687 count = ++object_count;
688
689 refcnt_inc ();
690 objects.insert (this);
691 }
692
693 void object::unlink ()
694 {
695 assert (index);//D
696 objects.erase (this);
697 refcnt_dec ();
698 }
699
700 void
701 object::activate ()
702 {
703 /* If already on active list, don't do anything */
704 if (active)
705 return;
706
707 if (has_active_speed ())
708 actives.insert (this);
709 }
710
711 void
712 object::activate_recursive ()
713 {
714 activate ();
715
716 for (object *op = inv; op; op = op->below)
717 op->activate_recursive ();
718 }
719
720 /* This function removes object 'op' from the list of active
721 * objects.
722 * This should only be used for style maps or other such
723 * reference maps where you don't want an object that isn't
724 * in play chewing up cpu time getting processed.
725 * The reverse of this is to call update_ob_speed, which
726 * will do the right thing based on the speed of the object.
727 */
728 void
729 object::deactivate ()
730 {
731 /* If not on the active list, nothing needs to be done */
732 if (!active)
733 return;
734
735 actives.erase (this);
736 }
737
738 void
739 object::deactivate_recursive ()
740 {
741 for (object *op = inv; op; op = op->below)
742 op->deactivate_recursive ();
743
744 deactivate ();
745 }
746
747 void
748 object::set_flag_inv (int flag, int value)
749 {
750 for (object *op = inv; op; op = op->below)
751 {
752 op->flag [flag] = value;
753 op->set_flag_inv (flag, value);
754 }
755 }
756
757 /*
758 * Remove and free all objects in the inventory of the given object.
759 * object.c ?
760 */
761 void
762 object::destroy_inv (bool drop_to_ground)
763 {
764 // need to check first, because the checks below might segfault
765 // as we might be on an invalid mapspace and crossfire code
766 // is too buggy to ensure that the inventory is empty.
767 // corollary: if you create arrows etc. with stuff in tis inventory,
768 // cf will crash below with off-map x and y
769 if (!inv)
770 return;
771
772 /* Only if the space blocks everything do we not process -
773 * if some form of movement is allowed, let objects
774 * drop on that space.
775 */
776 if (!drop_to_ground
777 || !map
778 || map->in_memory != MAP_IN_MEMORY
779 || ms ().move_block == MOVE_ALL)
780 {
781 while (inv)
782 {
783 inv->destroy_inv (drop_to_ground);
784 inv->destroy ();
785 }
786 }
787 else
788 { /* Put objects in inventory onto this space */
789 while (inv)
790 {
791 object *op = inv;
792
793 if (op->flag [FLAG_STARTEQUIP]
794 || op->flag [FLAG_NO_DROP]
795 || op->type == RUNE
796 || op->type == TRAP
797 || op->flag [FLAG_IS_A_TEMPLATE]
798 || op->flag [FLAG_DESTROY_ON_DEATH])
799 op->destroy ();
800 else
801 map->insert (op, x, y);
802 }
803 }
804 }
805
806 object *object::create ()
807 {
808 object *op = new object;
809 op->link ();
810 return op;
811 }
812
813 void
814 object::do_destroy ()
815 {
816 attachable::do_destroy ();
817
818 if (flag [FLAG_IS_LINKED])
819 remove_button_link (this);
820
821 if (flag [FLAG_FRIENDLY])
822 remove_friendly_object (this);
823
824 if (!flag [FLAG_REMOVED])
825 remove ();
826
827 destroy_inv (true);
828
829 deactivate ();
830 unlink ();
831
832 flag [FLAG_FREED] = 1;
833
834 // hack to ensure that freed objects still have a valid map
835 {
836 static maptile *freed_map; // freed objects are moved here to avoid crashes
837
838 if (!freed_map)
839 {
840 freed_map = new maptile;
841
842 freed_map->name = "/internal/freed_objects_map";
843 freed_map->width = 3;
844 freed_map->height = 3;
845
846 freed_map->alloc ();
847 freed_map->in_memory = MAP_IN_MEMORY;
848 }
849
850 map = freed_map;
851 x = 1;
852 y = 1;
853 }
854
855 head = 0;
856
857 if (more)
858 {
859 more->destroy ();
860 more = 0;
861 }
862
863 // clear those pointers that likely might have circular references to us
864 owner = 0;
865 enemy = 0;
866 attacked_by = 0;
867 }
868
869 void
870 object::destroy (bool destroy_inventory)
871 {
872 if (destroyed ())
873 return;
874
875 if (destroy_inventory)
876 destroy_inv (false);
877
878 attachable::destroy ();
879 }
880
881 /*
882 * sub_weight() recursively (outwards) subtracts a number from the
883 * weight of an object (and what is carried by it's environment(s)).
884 */
885 void
886 sub_weight (object *op, signed long weight)
887 {
888 while (op != NULL)
889 {
890 if (op->type == CONTAINER)
891 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
892
893 op->carrying -= weight;
894 op = op->env;
895 }
896 }
897
898 /* op->remove ():
899 * This function removes the object op from the linked list of objects
900 * which it is currently tied to. When this function is done, the
901 * object will have no environment. If the object previously had an
902 * environment, the x and y coordinates will be updated to
903 * the previous environment.
904 * Beware: This function is called from the editor as well!
905 */
906 void
907 object::remove_slow ()
908 {
909 object *tmp, *last = 0;
910 object *otmp;
911
912 if (QUERY_FLAG (this, FLAG_REMOVED))
913 return;
914
915 SET_FLAG (this, FLAG_REMOVED);
916 INVOKE_OBJECT (REMOVE, this);
917
918 if (more)
919 more->remove ();
920
921 /*
922 * In this case, the object to be removed is in someones
923 * inventory.
924 */
925 if (env)
926 {
927 if (nrof)
928 sub_weight (env, weight * nrof);
929 else
930 sub_weight (env, weight + carrying);
931
932 /* NO_FIX_PLAYER is set when a great many changes are being
933 * made to players inventory. If set, avoiding the call
934 * to save cpu time.
935 */
936 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
937 otmp->update_stats ();
938
939 if (above)
940 above->below = below;
941 else
942 env->inv = below;
943
944 if (below)
945 below->above = above;
946
947 /* we set up values so that it could be inserted into
948 * the map, but we don't actually do that - it is up
949 * to the caller to decide what we want to do.
950 */
951 x = env->x, y = env->y;
952 map = env->map;
953 above = 0, below = 0;
954 env = 0;
955 }
956 else if (map)
957 {
958 if (type == PLAYER)
959 {
960 --map->players;
961 map->touch ();
962 }
963
964 map->dirty = true;
965 mapspace &ms = this->ms ();
966
967 /* link the object above us */
968 if (above)
969 above->below = below;
970 else
971 ms.top = below; /* we were top, set new top */
972
973 /* Relink the object below us, if there is one */
974 if (below)
975 below->above = above;
976 else
977 {
978 /* Nothing below, which means we need to relink map object for this space
979 * use translated coordinates in case some oddness with map tiling is
980 * evident
981 */
982 if (GET_MAP_OB (map, x, y) != this)
983 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 ());
984
985 ms.bot = above; /* goes on above it. */
986 }
987
988 above = 0;
989 below = 0;
990
991 if (map->in_memory == MAP_SAVING)
992 return;
993
994 int check_walk_off = !flag [FLAG_NO_APPLY];
995
996 for (tmp = ms.bot; tmp; tmp = tmp->above)
997 {
998 /* No point updating the players look faces if he is the object
999 * being removed.
1000 */
1001
1002 if (tmp->type == PLAYER && tmp != this)
1003 {
1004 /* If a container that the player is currently using somehow gets
1005 * removed (most likely destroyed), update the player view
1006 * appropriately.
1007 */
1008 if (tmp->container == this)
1009 {
1010 flag [FLAG_APPLIED] = 0;
1011 tmp->container = 0;
1012 }
1013
1014 if (tmp->contr->ns)
1015 tmp->contr->ns->floorbox_update ();
1016 }
1017
1018 /* See if object moving off should effect something */
1019 if (check_walk_off
1020 && ((move_type & tmp->move_off)
1021 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1022 {
1023 move_apply (tmp, this, 0);
1024
1025 if (destroyed ())
1026 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1027 }
1028
1029 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1030 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1031 if (tmp->above == tmp)
1032 tmp->above = 0;
1033
1034 last = tmp;
1035 }
1036
1037 /* last == NULL if there are no objects on this space */
1038 //TODO: this makes little sense, why only update the topmost object?
1039 if (!last)
1040 map->at (x, y).flags_ = 0;
1041 else
1042 update_object (last, UP_OBJ_REMOVE);
1043
1044 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1045 update_all_los (map, x, y);
1046 }
1047 }
1048
1049 /*
1050 * merge_ob(op,top):
1051 *
1052 * This function goes through all objects below and including top, and
1053 * merges op to the first matching object.
1054 * If top is NULL, it is calculated.
1055 * Returns pointer to object if it succeded in the merge, otherwise NULL
1056 */
1057 object *
1058 merge_ob (object *op, object *top)
1059 {
1060 if (!op->nrof)
1061 return 0;
1062
1063 if (top)
1064 for (top = op; top && top->above; top = top->above)
1065 ;
1066
1067 for (; top; top = top->below)
1068 {
1069 if (top == op)
1070 continue;
1071
1072 if (object::can_merge (op, top))
1073 {
1074 top->nrof += op->nrof;
1075
1076 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1077 op->weight = 0; /* Don't want any adjustements now */
1078 op->destroy ();
1079 return top;
1080 }
1081 }
1082
1083 return 0;
1084 }
1085
1086 /*
1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1088 * job preparing multi-part monsters.
1089 */
1090 object *
1091 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1092 {
1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1094 {
1095 tmp->x = x + tmp->arch->clone.x;
1096 tmp->y = y + tmp->arch->clone.y;
1097 }
1098
1099 return insert_ob_in_map (op, m, originator, flag);
1100 }
1101
1102 /*
1103 * insert_ob_in_map (op, map, originator, flag):
1104 * This function inserts the object in the two-way linked list
1105 * which represents what is on a map.
1106 * The second argument specifies the map, and the x and y variables
1107 * in the object about to be inserted specifies the position.
1108 *
1109 * originator: Player, monster or other object that caused 'op' to be inserted
1110 * into 'map'. May be NULL.
1111 *
1112 * flag is a bitmask about special things to do (or not do) when this
1113 * function is called. see the object.h file for the INS_ values.
1114 * Passing 0 for flag gives proper default values, so flag really only needs
1115 * to be set if special handling is needed.
1116 *
1117 * Return value:
1118 * new object if 'op' was merged with other object
1119 * NULL if 'op' was destroyed
1120 * just 'op' otherwise
1121 */
1122 object *
1123 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1124 {
1125 object *tmp, *top, *floor = NULL;
1126
1127 if (QUERY_FLAG (op, FLAG_FREED))
1128 {
1129 LOG (llevError, "Trying to insert freed object!\n");
1130 return NULL;
1131 }
1132
1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135
1136 op->remove ();
1137
1138 if (!m)
1139 {
1140 char *dump = dump_object (op);
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1143 return op;
1144 }
1145
1146 if (out_of_map (m, op->x, op->y))
1147 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1150 #ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted.
1154 */
1155 abort ();
1156 #endif
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (object *more = op->more)
1162 {
1163 if (!insert_ob_in_map (more, m, originator, flag))
1164 {
1165 if (!op->head)
1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1167
1168 return 0;
1169 }
1170 }
1171
1172 CLEAR_FLAG (op, FLAG_REMOVED);
1173
1174 /* Ideally, the caller figures this out. However, it complicates a lot
1175 * of areas of callers (eg, anything that uses find_free_spot would now
1176 * need extra work
1177 */
1178 if (!xy_normalise (m, op->x, op->y))
1179 return 0;
1180
1181 op->map = m;
1182 mapspace &ms = op->ms ();
1183
1184 /* this has to be done after we translate the coordinates.
1185 */
1186 if (op->nrof && !(flag & INS_NO_MERGE))
1187 for (tmp = ms.bot; tmp; tmp = tmp->above)
1188 if (object::can_merge (op, tmp))
1189 {
1190 op->nrof += tmp->nrof;
1191 tmp->destroy ();
1192 }
1193
1194 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1195 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1196
1197 if (!QUERY_FLAG (op, FLAG_ALIVE))
1198 CLEAR_FLAG (op, FLAG_NO_STEAL);
1199
1200 if (flag & INS_BELOW_ORIGINATOR)
1201 {
1202 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1203 {
1204 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1205 abort ();
1206 }
1207
1208 op->above = originator;
1209 op->below = originator->below;
1210
1211 if (op->below)
1212 op->below->above = op;
1213 else
1214 ms.bot = op;
1215
1216 /* since *below* originator, no need to update top */
1217 originator->below = op;
1218 }
1219 else
1220 {
1221 top = ms.bot;
1222
1223 /* If there are other objects, then */
1224 if ((!(flag & INS_MAP_LOAD)) && top)
1225 {
1226 object *last = 0;
1227
1228 /*
1229 * If there are multiple objects on this space, we do some trickier handling.
1230 * We've already dealt with merging if appropriate.
1231 * Generally, we want to put the new object on top. But if
1232 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1233 * floor, we want to insert above that and no further.
1234 * Also, if there are spell objects on this space, we stop processing
1235 * once we get to them. This reduces the need to traverse over all of
1236 * them when adding another one - this saves quite a bit of cpu time
1237 * when lots of spells are cast in one area. Currently, it is presumed
1238 * that flying non pickable objects are spell objects.
1239 */
1240 for (top = ms.bot; top; top = top->above)
1241 {
1242 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1243 floor = top;
1244
1245 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1246 {
1247 /* We insert above top, so we want this object below this */
1248 top = top->below;
1249 break;
1250 }
1251
1252 last = top;
1253 }
1254
1255 /* Don't want top to be NULL, so set it to the last valid object */
1256 top = last;
1257
1258 /* We let update_position deal with figuring out what the space
1259 * looks like instead of lots of conditions here.
1260 * makes things faster, and effectively the same result.
1261 */
1262
1263 /* Have object 'fall below' other objects that block view.
1264 * Unless those objects are exits, type 66
1265 * If INS_ON_TOP is used, don't do this processing
1266 * Need to find the object that in fact blocks view, otherwise
1267 * stacking is a bit odd.
1268 */
1269 if (!(flag & INS_ON_TOP)
1270 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility))
1272 {
1273 for (last = top; last != floor; last = last->below)
1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1275 break;
1276
1277 /* Check to see if we found the object that blocks view,
1278 * and make sure we have a below pointer for it so that
1279 * we can get inserted below this one, which requires we
1280 * set top to the object below us.
1281 */
1282 if (last && last->below && last != floor)
1283 top = last->below;
1284 }
1285 } /* If objects on this space */
1286
1287 if (flag & INS_MAP_LOAD)
1288 top = ms.top;
1289
1290 if (flag & INS_ABOVE_FLOOR_ONLY)
1291 top = floor;
1292
1293 /* Top is the object that our object (op) is going to get inserted above.
1294 */
1295
1296 /* First object on this space */
1297 if (!top)
1298 {
1299 op->above = ms.bot;
1300
1301 if (op->above)
1302 op->above->below = op;
1303
1304 op->below = 0;
1305 ms.bot = op;
1306 }
1307 else
1308 { /* get inserted into the stack above top */
1309 op->above = top->above;
1310
1311 if (op->above)
1312 op->above->below = op;
1313
1314 op->below = top;
1315 top->above = op;
1316 }
1317
1318 if (!op->above)
1319 ms.top = op;
1320 } /* else not INS_BELOW_ORIGINATOR */
1321
1322 if (op->type == PLAYER)
1323 {
1324 op->contr->do_los = 1;
1325 ++op->map->players;
1326 op->map->touch ();
1327 }
1328
1329 op->map->dirty = true;
1330
1331 /* If we have a floor, we know the player, if any, will be above
1332 * it, so save a few ticks and start from there.
1333 */
1334 if (!(flag & INS_MAP_LOAD))
1335 if (object *pl = ms.player ())
1336 if (pl->contr->ns)
1337 pl->contr->ns->floorbox_update ();
1338
1339 /* If this object glows, it may affect lighting conditions that are
1340 * visible to others on this map. But update_all_los is really
1341 * an inefficient way to do this, as it means los for all players
1342 * on the map will get recalculated. The players could very well
1343 * be far away from this change and not affected in any way -
1344 * this should get redone to only look for players within range,
1345 * or just updating the P_UPTODATE for spaces within this area
1346 * of effect may be sufficient.
1347 */
1348 if (op->map->darkness && (op->glow_radius != 0))
1349 update_all_los (op->map, op->x, op->y);
1350
1351 /* updates flags (blocked, alive, no magic, etc) for this map space */
1352 update_object (op, UP_OBJ_INSERT);
1353
1354 INVOKE_OBJECT (INSERT, op);
1355
1356 /* Don't know if moving this to the end will break anything. However,
1357 * we want to have floorbox_update called before calling this.
1358 *
1359 * check_move_on() must be after this because code called from
1360 * check_move_on() depends on correct map flags (so functions like
1361 * blocked() and wall() work properly), and these flags are updated by
1362 * update_object().
1363 */
1364
1365 /* if this is not the head or flag has been passed, don't check walk on status */
1366 if (!(flag & INS_NO_WALK_ON) && !op->head)
1367 {
1368 if (check_move_on (op, originator))
1369 return 0;
1370
1371 /* If we are a multi part object, lets work our way through the check
1372 * walk on's.
1373 */
1374 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1375 if (check_move_on (tmp, originator))
1376 return 0;
1377 }
1378
1379 return op;
1380 }
1381
1382 /* this function inserts an object in the map, but if it
1383 * finds an object of its own type, it'll remove that one first.
1384 * op is the object to insert it under: supplies x and the map.
1385 */
1386 void
1387 replace_insert_ob_in_map (const char *arch_string, object *op)
1388 {
1389 object *tmp, *tmp1;
1390
1391 /* first search for itself and remove any old instances */
1392
1393 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1395 tmp->destroy ();
1396
1397 tmp1 = arch_to_object (archetype::find (arch_string));
1398
1399 tmp1->x = op->x;
1400 tmp1->y = op->y;
1401 insert_ob_in_map (tmp1, op->map, op, 0);
1402 }
1403
1404 object *
1405 object::insert_at (object *where, object *originator, int flags)
1406 {
1407 where->map->insert (this, where->x, where->y, originator, flags);
1408 }
1409
1410 /*
1411 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1412 * is returned contains nr objects, and the remaining parts contains
1413 * the rest (or is removed and freed if that number is 0).
1414 * On failure, NULL is returned, and the reason put into the
1415 * global static errmsg array.
1416 */
1417 object *
1418 get_split_ob (object *orig_ob, uint32 nr)
1419 {
1420 object *newob;
1421 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1422
1423 if (orig_ob->nrof < nr)
1424 {
1425 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1426 return NULL;
1427 }
1428
1429 newob = object_create_clone (orig_ob);
1430
1431 if ((orig_ob->nrof -= nr) < 1)
1432 orig_ob->destroy (1);
1433 else if (!is_removed)
1434 {
1435 if (orig_ob->env != NULL)
1436 sub_weight (orig_ob->env, orig_ob->weight * nr);
1437 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1438 {
1439 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1440 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1441 return NULL;
1442 }
1443 }
1444
1445 newob->nrof = nr;
1446
1447 return newob;
1448 }
1449
1450 /*
1451 * decrease_ob_nr(object, number) decreases a specified number from
1452 * the amount of an object. If the amount reaches 0, the object
1453 * is subsequently removed and freed.
1454 *
1455 * Return value: 'op' if something is left, NULL if the amount reached 0
1456 */
1457
1458 object *
1459 decrease_ob_nr (object *op, uint32 i)
1460 {
1461 object *tmp;
1462
1463 if (i == 0) /* objects with op->nrof require this check */
1464 return op;
1465
1466 if (i > op->nrof)
1467 i = op->nrof;
1468
1469 if (QUERY_FLAG (op, FLAG_REMOVED))
1470 op->nrof -= i;
1471 else if (op->env)
1472 {
1473 /* is this object in the players inventory, or sub container
1474 * therein?
1475 */
1476 tmp = op->in_player ();
1477 /* nope. Is this a container the player has opened?
1478 * If so, set tmp to that player.
1479 * IMO, searching through all the players will mostly
1480 * likely be quicker than following op->env to the map,
1481 * and then searching the map for a player.
1482 */
1483 if (!tmp)
1484 for_all_players (pl)
1485 if (pl->ob->container == op->env)
1486 {
1487 tmp = pl->ob;
1488 break;
1489 }
1490
1491 if (i < op->nrof)
1492 {
1493 sub_weight (op->env, op->weight * i);
1494 op->nrof -= i;
1495 if (tmp)
1496 esrv_send_item (tmp, op);
1497 }
1498 else
1499 {
1500 op->remove ();
1501 op->nrof = 0;
1502 if (tmp)
1503 esrv_del_item (tmp->contr, op->count);
1504 }
1505 }
1506 else
1507 {
1508 object *above = op->above;
1509
1510 if (i < op->nrof)
1511 op->nrof -= i;
1512 else
1513 {
1514 op->remove ();
1515 op->nrof = 0;
1516 }
1517
1518 /* Since we just removed op, op->above is null */
1519 for (tmp = above; tmp; tmp = tmp->above)
1520 if (tmp->type == PLAYER)
1521 {
1522 if (op->nrof)
1523 esrv_send_item (tmp, op);
1524 else
1525 esrv_del_item (tmp->contr, op->count);
1526 }
1527 }
1528
1529 if (op->nrof)
1530 return op;
1531 else
1532 {
1533 op->destroy ();
1534 return 0;
1535 }
1536 }
1537
1538 /*
1539 * add_weight(object, weight) adds the specified weight to an object,
1540 * and also updates how much the environment(s) is/are carrying.
1541 */
1542
1543 void
1544 add_weight (object *op, signed long weight)
1545 {
1546 while (op != NULL)
1547 {
1548 if (op->type == CONTAINER)
1549 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1550
1551 op->carrying += weight;
1552 op = op->env;
1553 }
1554 }
1555
1556 object *
1557 insert_ob_in_ob (object *op, object *where)
1558 {
1559 if (!where)
1560 {
1561 char *dump = dump_object (op);
1562 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1563 free (dump);
1564 return op;
1565 }
1566
1567 if (where->head)
1568 {
1569 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1570 where = where->head;
1571 }
1572
1573 return where->insert (op);
1574 }
1575
1576 /*
1577 * env->insert (op)
1578 * This function inserts the object op in the linked list
1579 * inside the object environment.
1580 *
1581 * The function returns now pointer to inserted item, and return value can
1582 * be != op, if items are merged. -Tero
1583 */
1584
1585 object *
1586 object::insert (object *op)
1587 {
1588 object *tmp, *otmp;
1589
1590 if (!QUERY_FLAG (op, FLAG_REMOVED))
1591 op->remove ();
1592
1593 if (op->more)
1594 {
1595 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1596 return op;
1597 }
1598
1599 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1600 CLEAR_FLAG (op, FLAG_REMOVED);
1601 if (op->nrof)
1602 {
1603 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1604 if (object::can_merge (tmp, op))
1605 {
1606 /* return the original object and remove inserted object
1607 (client needs the original object) */
1608 tmp->nrof += op->nrof;
1609 /* Weight handling gets pretty funky. Since we are adding to
1610 * tmp->nrof, we need to increase the weight.
1611 */
1612 add_weight (this, op->weight * op->nrof);
1613 SET_FLAG (op, FLAG_REMOVED);
1614 op->destroy (); /* free the inserted object */
1615 op = tmp;
1616 op->remove (); /* and fix old object's links */
1617 CLEAR_FLAG (op, FLAG_REMOVED);
1618 break;
1619 }
1620
1621 /* I assume combined objects have no inventory
1622 * We add the weight - this object could have just been removed
1623 * (if it was possible to merge). calling remove_ob will subtract
1624 * the weight, so we need to add it in again, since we actually do
1625 * the linking below
1626 */
1627 add_weight (this, op->weight * op->nrof);
1628 }
1629 else
1630 add_weight (this, (op->weight + op->carrying));
1631
1632 otmp = this->in_player ();
1633 if (otmp && otmp->contr)
1634 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1635 otmp->update_stats ();
1636
1637 op->map = 0;
1638 op->env = this;
1639 op->above = 0;
1640 op->below = 0;
1641 op->x = 0, op->y = 0;
1642
1643 /* reset the light list and los of the players on the map */
1644 if ((op->glow_radius != 0) && map)
1645 {
1646 #ifdef DEBUG_LIGHTS
1647 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1648 #endif /* DEBUG_LIGHTS */
1649 if (map->darkness)
1650 update_all_los (map, x, y);
1651 }
1652
1653 /* Client has no idea of ordering so lets not bother ordering it here.
1654 * It sure simplifies this function...
1655 */
1656 if (!inv)
1657 inv = op;
1658 else
1659 {
1660 op->below = inv;
1661 op->below->above = op;
1662 inv = op;
1663 }
1664
1665 INVOKE_OBJECT (INSERT, this);
1666
1667 return op;
1668 }
1669
1670 /*
1671 * Checks if any objects has a move_type that matches objects
1672 * that effect this object on this space. Call apply() to process
1673 * these events.
1674 *
1675 * Any speed-modification due to SLOW_MOVE() of other present objects
1676 * will affect the speed_left of the object.
1677 *
1678 * originator: Player, monster or other object that caused 'op' to be inserted
1679 * into 'map'. May be NULL.
1680 *
1681 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1682 *
1683 * 4-21-95 added code to check if appropriate skill was readied - this will
1684 * permit faster movement by the player through this terrain. -b.t.
1685 *
1686 * MSW 2001-07-08: Check all objects on space, not just those below
1687 * object being inserted. insert_ob_in_map may not put new objects
1688 * on top.
1689 */
1690 int
1691 check_move_on (object *op, object *originator)
1692 {
1693 object *tmp;
1694 maptile *m = op->map;
1695 int x = op->x, y = op->y;
1696
1697 MoveType move_on, move_slow, move_block;
1698
1699 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1700 return 0;
1701
1702 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1703 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1704 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1705
1706 /* if nothing on this space will slow op down or be applied,
1707 * no need to do checking below. have to make sure move_type
1708 * is set, as lots of objects don't have it set - we treat that
1709 * as walking.
1710 */
1711 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1712 return 0;
1713
1714 /* This is basically inverse logic of that below - basically,
1715 * if the object can avoid the move on or slow move, they do so,
1716 * but can't do it if the alternate movement they are using is
1717 * blocked. Logic on this seems confusing, but does seem correct.
1718 */
1719 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1720 return 0;
1721
1722 /* The objects have to be checked from top to bottom.
1723 * Hence, we first go to the top:
1724 */
1725
1726 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1727 {
1728 /* Trim the search when we find the first other spell effect
1729 * this helps performance so that if a space has 50 spell objects,
1730 * we don't need to check all of them.
1731 */
1732 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1733 break;
1734 }
1735
1736 for (; tmp; tmp = tmp->below)
1737 {
1738 if (tmp == op)
1739 continue; /* Can't apply yourself */
1740
1741 /* Check to see if one of the movement types should be slowed down.
1742 * Second check makes sure that the movement types not being slowed
1743 * (~slow_move) is not blocked on this space - just because the
1744 * space doesn't slow down swimming (for example), if you can't actually
1745 * swim on that space, can't use it to avoid the penalty.
1746 */
1747 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1748 {
1749 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1750 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1751 {
1752
1753 float
1754 diff = tmp->move_slow_penalty * FABS (op->speed);
1755
1756 if (op->type == PLAYER)
1757 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1758 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1759 diff /= 4.0;
1760
1761 op->speed_left -= diff;
1762 }
1763 }
1764
1765 /* Basically same logic as above, except now for actual apply. */
1766 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1768 {
1769 move_apply (tmp, op, originator);
1770
1771 if (op->destroyed ())
1772 return 1;
1773
1774 /* what the person/creature stepped onto has moved the object
1775 * someplace new. Don't process any further - if we did,
1776 * have a feeling strange problems would result.
1777 */
1778 if (op->map != m || op->x != x || op->y != y)
1779 return 0;
1780 }
1781 }
1782
1783 return 0;
1784 }
1785
1786 /*
1787 * present_arch(arch, map, x, y) searches for any objects with
1788 * a matching archetype at the given map and coordinates.
1789 * The first matching object is returned, or NULL if none.
1790 */
1791 object *
1792 present_arch (const archetype *at, maptile *m, int x, int y)
1793 {
1794 if (!m || out_of_map (m, x, y))
1795 {
1796 LOG (llevError, "Present_arch called outside map.\n");
1797 return NULL;
1798 }
1799
1800 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1801 if (tmp->arch == at)
1802 return tmp;
1803
1804 return NULL;
1805 }
1806
1807 /*
1808 * present(type, map, x, y) searches for any objects with
1809 * a matching type variable at the given map and coordinates.
1810 * The first matching object is returned, or NULL if none.
1811 */
1812 object *
1813 present (unsigned char type, maptile *m, int x, int y)
1814 {
1815 if (out_of_map (m, x, y))
1816 {
1817 LOG (llevError, "Present called outside map.\n");
1818 return NULL;
1819 }
1820
1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1822 if (tmp->type == type)
1823 return tmp;
1824
1825 return NULL;
1826 }
1827
1828 /*
1829 * present_in_ob(type, object) searches for any objects with
1830 * a matching type variable in the inventory of the given object.
1831 * The first matching object is returned, or NULL if none.
1832 */
1833 object *
1834 present_in_ob (unsigned char type, const object *op)
1835 {
1836 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1837 if (tmp->type == type)
1838 return tmp;
1839
1840 return NULL;
1841 }
1842
1843 /*
1844 * present_in_ob (type, str, object) searches for any objects with
1845 * a matching type & name variable in the inventory of the given object.
1846 * The first matching object is returned, or NULL if none.
1847 * This is mostly used by spell effect code, so that we only
1848 * have one spell effect at a time.
1849 * type can be used to narrow the search - if type is set,
1850 * the type must also match. -1 can be passed for the type,
1851 * in which case the type does not need to pass.
1852 * str is the string to match against. Note that we match against
1853 * the object name, not the archetype name. this is so that the
1854 * spell code can use one object type (force), but change it's name
1855 * to be unique.
1856 */
1857 object *
1858 present_in_ob_by_name (int type, const char *str, const object *op)
1859 {
1860 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1861 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1862 return tmp;
1863
1864 return 0;
1865 }
1866
1867 /*
1868 * present_arch_in_ob(archetype, object) searches for any objects with
1869 * a matching archetype in the inventory of the given object.
1870 * The first matching object is returned, or NULL if none.
1871 */
1872 object *
1873 present_arch_in_ob (const archetype *at, const object *op)
1874 {
1875 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1876 if (tmp->arch == at)
1877 return tmp;
1878
1879 return NULL;
1880 }
1881
1882 /*
1883 * activate recursively a flag on an object inventory
1884 */
1885 void
1886 flag_inv (object *op, int flag)
1887 {
1888 if (op->inv)
1889 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1890 {
1891 SET_FLAG (tmp, flag);
1892 flag_inv (tmp, flag);
1893 }
1894 }
1895
1896 /*
1897 * deactivate recursively a flag on an object inventory
1898 */
1899 void
1900 unflag_inv (object *op, int flag)
1901 {
1902 if (op->inv)
1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1904 {
1905 CLEAR_FLAG (tmp, flag);
1906 unflag_inv (tmp, flag);
1907 }
1908 }
1909
1910 /*
1911 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1912 * all it's inventory (recursively).
1913 * If checksums are used, a player will get set_cheat called for
1914 * him/her-self and all object carried by a call to this function.
1915 */
1916 void
1917 set_cheat (object *op)
1918 {
1919 SET_FLAG (op, FLAG_WAS_WIZ);
1920 flag_inv (op, FLAG_WAS_WIZ);
1921 }
1922
1923 /*
1924 * find_free_spot(object, map, x, y, start, stop) will search for
1925 * a spot at the given map and coordinates which will be able to contain
1926 * the given object. start and stop specifies how many squares
1927 * to search (see the freearr_x/y[] definition).
1928 * It returns a random choice among the alternatives found.
1929 * start and stop are where to start relative to the free_arr array (1,9
1930 * does all 4 immediate directions). This returns the index into the
1931 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1932 * Note - this only checks to see if there is space for the head of the
1933 * object - if it is a multispace object, this should be called for all
1934 * pieces.
1935 * Note2: This function does correctly handle tiled maps, but does not
1936 * inform the caller. However, insert_ob_in_map will update as
1937 * necessary, so the caller shouldn't need to do any special work.
1938 * Note - updated to take an object instead of archetype - this is necessary
1939 * because arch_blocked (now ob_blocked) needs to know the movement type
1940 * to know if the space in question will block the object. We can't use
1941 * the archetype because that isn't correct if the monster has been
1942 * customized, changed states, etc.
1943 */
1944 int
1945 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1946 {
1947 int index = 0, flag;
1948 int altern[SIZEOFFREE];
1949
1950 for (int i = start; i < stop; i++)
1951 {
1952 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1953 if (!flag)
1954 altern [index++] = i;
1955
1956 /* Basically, if we find a wall on a space, we cut down the search size.
1957 * In this way, we won't return spaces that are on another side of a wall.
1958 * This mostly work, but it cuts down the search size in all directions -
1959 * if the space being examined only has a wall to the north and empty
1960 * spaces in all the other directions, this will reduce the search space
1961 * to only the spaces immediately surrounding the target area, and
1962 * won't look 2 spaces south of the target space.
1963 */
1964 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1965 stop = maxfree[i];
1966 }
1967
1968 if (!index)
1969 return -1;
1970
1971 return altern[RANDOM () % index];
1972 }
1973
1974 /*
1975 * find_first_free_spot(archetype, maptile, x, y) works like
1976 * find_free_spot(), but it will search max number of squares.
1977 * But it will return the first available spot, not a random choice.
1978 * Changed 0.93.2: Have it return -1 if there is no free spot available.
1979 */
1980 int
1981 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1982 {
1983 for (int i = 0; i < SIZEOFFREE; i++)
1984 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
1985 return i;
1986
1987 return -1;
1988 }
1989
1990 /*
1991 * The function permute(arr, begin, end) randomly reorders the array
1992 * arr[begin..end-1].
1993 * now uses a fisher-yates shuffle, old permute was broken
1994 */
1995 static void
1996 permute (int *arr, int begin, int end)
1997 {
1998 arr += begin;
1999 end -= begin;
2000
2001 while (--end)
2002 swap (arr [end], arr [RANDOM () % (end + 1)]);
2003 }
2004
2005 /* new function to make monster searching more efficient, and effective!
2006 * This basically returns a randomized array (in the passed pointer) of
2007 * the spaces to find monsters. In this way, it won't always look for
2008 * monsters to the north first. However, the size of the array passed
2009 * covers all the spaces, so within that size, all the spaces within
2010 * the 3x3 area will be searched, just not in a predictable order.
2011 */
2012 void
2013 get_search_arr (int *search_arr)
2014 {
2015 int i;
2016
2017 for (i = 0; i < SIZEOFFREE; i++)
2018 search_arr[i] = i;
2019
2020 permute (search_arr, 1, SIZEOFFREE1 + 1);
2021 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2022 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2023 }
2024
2025 /*
2026 * find_dir(map, x, y, exclude) will search some close squares in the
2027 * given map at the given coordinates for live objects.
2028 * It will not considered the object given as exclude among possible
2029 * live objects.
2030 * It returns the direction toward the first/closest live object if finds
2031 * any, otherwise 0.
2032 * Perhaps incorrectly, but I'm making the assumption that exclude
2033 * is actually want is going to try and move there. We need this info
2034 * because we have to know what movement the thing looking to move
2035 * there is capable of.
2036 */
2037 int
2038 find_dir (maptile *m, int x, int y, object *exclude)
2039 {
2040 int i, max = SIZEOFFREE, mflags;
2041
2042 sint16 nx, ny;
2043 object *tmp;
2044 maptile *mp;
2045
2046 MoveType blocked, move_type;
2047
2048 if (exclude && exclude->head)
2049 {
2050 exclude = exclude->head;
2051 move_type = exclude->move_type;
2052 }
2053 else
2054 {
2055 /* If we don't have anything, presume it can use all movement types. */
2056 move_type = MOVE_ALL;
2057 }
2058
2059 for (i = 1; i < max; i++)
2060 {
2061 mp = m;
2062 nx = x + freearr_x[i];
2063 ny = y + freearr_y[i];
2064
2065 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2066
2067 if (mflags & P_OUT_OF_MAP)
2068 max = maxfree[i];
2069 else
2070 {
2071 mapspace &ms = mp->at (nx, ny);
2072
2073 blocked = ms.move_block;
2074
2075 if ((move_type & blocked) == move_type)
2076 max = maxfree[i];
2077 else if (mflags & P_IS_ALIVE)
2078 {
2079 for (tmp = ms.bot; tmp; tmp = tmp->above)
2080 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2081 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2082 break;
2083
2084 if (tmp)
2085 return freedir[i];
2086 }
2087 }
2088 }
2089
2090 return 0;
2091 }
2092
2093 /*
2094 * distance(object 1, object 2) will return the square of the
2095 * distance between the two given objects.
2096 */
2097 int
2098 distance (const object *ob1, const object *ob2)
2099 {
2100 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2101 }
2102
2103 /*
2104 * find_dir_2(delta-x,delta-y) will return a direction in which
2105 * an object which has subtracted the x and y coordinates of another
2106 * object, needs to travel toward it.
2107 */
2108 int
2109 find_dir_2 (int x, int y)
2110 {
2111 int q;
2112
2113 if (y)
2114 q = x * 100 / y;
2115 else if (x)
2116 q = -300 * x;
2117 else
2118 return 0;
2119
2120 if (y > 0)
2121 {
2122 if (q < -242)
2123 return 3;
2124 if (q < -41)
2125 return 2;
2126 if (q < 41)
2127 return 1;
2128 if (q < 242)
2129 return 8;
2130 return 7;
2131 }
2132
2133 if (q < -242)
2134 return 7;
2135 if (q < -41)
2136 return 6;
2137 if (q < 41)
2138 return 5;
2139 if (q < 242)
2140 return 4;
2141
2142 return 3;
2143 }
2144
2145 /*
2146 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2147 * between two directions (which are expected to be absolute (see absdir())
2148 */
2149 int
2150 dirdiff (int dir1, int dir2)
2151 {
2152 int d;
2153
2154 d = abs (dir1 - dir2);
2155 if (d > 4)
2156 d = 8 - d;
2157
2158 return d;
2159 }
2160
2161 /* peterm:
2162 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2163 * Basically, this is a table of directions, and what directions
2164 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2165 * This basically means that if direction is 15, then it could either go
2166 * direction 4, 14, or 16 to get back to where we are.
2167 * Moved from spell_util.c to object.c with the other related direction
2168 * functions.
2169 */
2170 int reduction_dir[SIZEOFFREE][3] = {
2171 {0, 0, 0}, /* 0 */
2172 {0, 0, 0}, /* 1 */
2173 {0, 0, 0}, /* 2 */
2174 {0, 0, 0}, /* 3 */
2175 {0, 0, 0}, /* 4 */
2176 {0, 0, 0}, /* 5 */
2177 {0, 0, 0}, /* 6 */
2178 {0, 0, 0}, /* 7 */
2179 {0, 0, 0}, /* 8 */
2180 {8, 1, 2}, /* 9 */
2181 {1, 2, -1}, /* 10 */
2182 {2, 10, 12}, /* 11 */
2183 {2, 3, -1}, /* 12 */
2184 {2, 3, 4}, /* 13 */
2185 {3, 4, -1}, /* 14 */
2186 {4, 14, 16}, /* 15 */
2187 {5, 4, -1}, /* 16 */
2188 {4, 5, 6}, /* 17 */
2189 {6, 5, -1}, /* 18 */
2190 {6, 20, 18}, /* 19 */
2191 {7, 6, -1}, /* 20 */
2192 {6, 7, 8}, /* 21 */
2193 {7, 8, -1}, /* 22 */
2194 {8, 22, 24}, /* 23 */
2195 {8, 1, -1}, /* 24 */
2196 {24, 9, 10}, /* 25 */
2197 {9, 10, -1}, /* 26 */
2198 {10, 11, -1}, /* 27 */
2199 {27, 11, 29}, /* 28 */
2200 {11, 12, -1}, /* 29 */
2201 {12, 13, -1}, /* 30 */
2202 {12, 13, 14}, /* 31 */
2203 {13, 14, -1}, /* 32 */
2204 {14, 15, -1}, /* 33 */
2205 {33, 15, 35}, /* 34 */
2206 {16, 15, -1}, /* 35 */
2207 {17, 16, -1}, /* 36 */
2208 {18, 17, 16}, /* 37 */
2209 {18, 17, -1}, /* 38 */
2210 {18, 19, -1}, /* 39 */
2211 {41, 19, 39}, /* 40 */
2212 {19, 20, -1}, /* 41 */
2213 {20, 21, -1}, /* 42 */
2214 {20, 21, 22}, /* 43 */
2215 {21, 22, -1}, /* 44 */
2216 {23, 22, -1}, /* 45 */
2217 {45, 47, 23}, /* 46 */
2218 {23, 24, -1}, /* 47 */
2219 {24, 9, -1}
2220 }; /* 48 */
2221
2222 /* Recursive routine to step back and see if we can
2223 * find a path to that monster that we found. If not,
2224 * we don't bother going toward it. Returns 1 if we
2225 * can see a direct way to get it
2226 * Modified to be map tile aware -.MSW
2227 */
2228 int
2229 can_see_monsterP (maptile *m, int x, int y, int dir)
2230 {
2231 sint16 dx, dy;
2232 int mflags;
2233
2234 if (dir < 0)
2235 return 0; /* exit condition: invalid direction */
2236
2237 dx = x + freearr_x[dir];
2238 dy = y + freearr_y[dir];
2239
2240 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2241
2242 /* This functional arguably was incorrect before - it was
2243 * checking for P_WALL - that was basically seeing if
2244 * we could move to the monster - this is being more
2245 * literal on if we can see it. To know if we can actually
2246 * move to the monster, we'd need the monster passed in or
2247 * at least its move type.
2248 */
2249 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2250 return 0;
2251
2252 /* yes, can see. */
2253 if (dir < 9)
2254 return 1;
2255
2256 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2257 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2258 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2259 }
2260
2261 /*
2262 * can_pick(picker, item): finds out if an object is possible to be
2263 * picked up by the picker. Returnes 1 if it can be
2264 * picked up, otherwise 0.
2265 *
2266 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2267 * core dumps if they do.
2268 *
2269 * Add a check so we can't pick up invisible objects (0.93.8)
2270 */
2271
2272 int
2273 can_pick (const object *who, const object *item)
2274 {
2275 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2276 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2277 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2278 }
2279
2280 /*
2281 * create clone from object to another
2282 */
2283 object *
2284 object_create_clone (object *asrc)
2285 {
2286 object *dst = 0, *tmp, *src, *part, *prev, *item;
2287
2288 if (!asrc)
2289 return 0;
2290
2291 src = asrc;
2292 if (src->head)
2293 src = src->head;
2294
2295 prev = 0;
2296 for (part = src; part; part = part->more)
2297 {
2298 tmp = part->clone ();
2299 tmp->x -= src->x;
2300 tmp->y -= src->y;
2301
2302 if (!part->head)
2303 {
2304 dst = tmp;
2305 tmp->head = 0;
2306 }
2307 else
2308 tmp->head = dst;
2309
2310 tmp->more = 0;
2311
2312 if (prev)
2313 prev->more = tmp;
2314
2315 prev = tmp;
2316 }
2317
2318 for (item = src->inv; item; item = item->below)
2319 insert_ob_in_ob (object_create_clone (item), dst);
2320
2321 return dst;
2322 }
2323
2324 /* GROS - Creates an object using a string representing its content. */
2325 /* Basically, we save the content of the string to a temp file, then call */
2326 /* load_object on it. I admit it is a highly inefficient way to make things, */
2327 /* but it was simple to make and allows reusing the load_object function. */
2328 /* Remember not to use load_object_str in a time-critical situation. */
2329 /* Also remember that multiparts objects are not supported for now. */
2330 object *
2331 load_object_str (const char *obstr)
2332 {
2333 object *op;
2334 char filename[MAX_BUF];
2335
2336 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2337
2338 FILE *tempfile = fopen (filename, "w");
2339
2340 if (tempfile == NULL)
2341 {
2342 LOG (llevError, "Error - Unable to access load object temp file\n");
2343 return NULL;
2344 }
2345
2346 fprintf (tempfile, obstr);
2347 fclose (tempfile);
2348
2349 op = object::create ();
2350
2351 object_thawer thawer (filename);
2352
2353 if (thawer)
2354 load_object (thawer, op, 0);
2355
2356 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2357 CLEAR_FLAG (op, FLAG_REMOVED);
2358
2359 return op;
2360 }
2361
2362 /* This returns the first object in who's inventory that
2363 * has the same type and subtype match.
2364 * returns NULL if no match.
2365 */
2366 object *
2367 find_obj_by_type_subtype (const object *who, int type, int subtype)
2368 {
2369 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2370 if (tmp->type == type && tmp->subtype == subtype)
2371 return tmp;
2372
2373 return 0;
2374 }
2375
2376 /* If ob has a field named key, return the link from the list,
2377 * otherwise return NULL.
2378 *
2379 * key must be a passed in shared string - otherwise, this won't
2380 * do the desired thing.
2381 */
2382 key_value *
2383 get_ob_key_link (const object *ob, const char *key)
2384 {
2385 for (key_value *link = ob->key_values; link; link = link->next)
2386 if (link->key == key)
2387 return link;
2388
2389 return 0;
2390 }
2391
2392 /*
2393 * Returns the value of op has an extra_field for key, or NULL.
2394 *
2395 * The argument doesn't need to be a shared string.
2396 *
2397 * The returned string is shared.
2398 */
2399 const char *
2400 get_ob_key_value (const object *op, const char *const key)
2401 {
2402 key_value *link;
2403 shstr_cmp canonical_key (key);
2404
2405 if (!canonical_key)
2406 {
2407 /* 1. There being a field named key on any object
2408 * implies there'd be a shared string to find.
2409 * 2. Since there isn't, no object has this field.
2410 * 3. Therefore, *this* object doesn't have this field.
2411 */
2412 return 0;
2413 }
2414
2415 /* This is copied from get_ob_key_link() above -
2416 * only 4 lines, and saves the function call overhead.
2417 */
2418 for (link = op->key_values; link; link = link->next)
2419 if (link->key == canonical_key)
2420 return link->value;
2421
2422 return 0;
2423 }
2424
2425
2426 /*
2427 * Updates the canonical_key in op to value.
2428 *
2429 * canonical_key is a shared string (value doesn't have to be).
2430 *
2431 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2432 * keys.
2433 *
2434 * Returns TRUE on success.
2435 */
2436 int
2437 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2438 {
2439 key_value *field = NULL, *last = NULL;
2440
2441 for (field = op->key_values; field != NULL; field = field->next)
2442 {
2443 if (field->key != canonical_key)
2444 {
2445 last = field;
2446 continue;
2447 }
2448
2449 if (value)
2450 field->value = value;
2451 else
2452 {
2453 /* Basically, if the archetype has this key set,
2454 * we need to store the null value so when we save
2455 * it, we save the empty value so that when we load,
2456 * we get this value back again.
2457 */
2458 if (get_ob_key_link (&op->arch->clone, canonical_key))
2459 field->value = 0;
2460 else
2461 {
2462 if (last)
2463 last->next = field->next;
2464 else
2465 op->key_values = field->next;
2466
2467 delete field;
2468 }
2469 }
2470 return TRUE;
2471 }
2472 /* IF we get here, key doesn't exist */
2473
2474 /* No field, we'll have to add it. */
2475
2476 if (!add_key)
2477 return FALSE;
2478
2479 /* There isn't any good reason to store a null
2480 * value in the key/value list. If the archetype has
2481 * this key, then we should also have it, so shouldn't
2482 * be here. If user wants to store empty strings,
2483 * should pass in ""
2484 */
2485 if (value == NULL)
2486 return TRUE;
2487
2488 field = new key_value;
2489
2490 field->key = canonical_key;
2491 field->value = value;
2492 /* Usual prepend-addition. */
2493 field->next = op->key_values;
2494 op->key_values = field;
2495
2496 return TRUE;
2497 }
2498
2499 /*
2500 * Updates the key in op to value.
2501 *
2502 * If add_key is FALSE, this will only update existing keys,
2503 * and not add new ones.
2504 * In general, should be little reason FALSE is ever passed in for add_key
2505 *
2506 * Returns TRUE on success.
2507 */
2508 int
2509 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2510 {
2511 shstr key_ (key);
2512
2513 return set_ob_key_value_s (op, key_, value, add_key);
2514 }
2515
2516 object::depth_iterator::depth_iterator (object *container)
2517 : iterator_base (container)
2518 {
2519 while (item->inv)
2520 item = item->inv;
2521 }
2522
2523 void
2524 object::depth_iterator::next ()
2525 {
2526 if (item->below)
2527 {
2528 item = item->below;
2529
2530 while (item->inv)
2531 item = item->inv;
2532 }
2533 else
2534 item = item->env;
2535 }
2536
2537
2538 const char *
2539 object::flag_desc (char *desc, int len) const
2540 {
2541 char *p = desc;
2542 bool first = true;
2543
2544 *p = 0;
2545
2546 for (int i = 0; i < NUM_FLAGS; i++)
2547 {
2548 if (len <= 10) // magic constant!
2549 {
2550 snprintf (p, len, ",...");
2551 break;
2552 }
2553
2554 if (flag [i])
2555 {
2556 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2557 len -= cnt;
2558 p += cnt;
2559 first = false;
2560 }
2561 }
2562
2563 return desc;
2564 }
2565
2566 // return a suitable string describing an object in enough detail to find it
2567 const char *
2568 object::debug_desc (char *info) const
2569 {
2570 char flagdesc[512];
2571 char info2[256 * 4];
2572 char *p = info;
2573
2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2575 count, uuid.seq,
2576 &name,
2577 title ? "\",title:\"" : "",
2578 title ? (const char *)title : "",
2579 flag_desc (flagdesc, 512), type);
2580
2581 if (env)
2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2583
2584 if (map)
2585 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2586
2587 return info;
2588 }
2589
2590 const char *
2591 object::debug_desc () const
2592 {
2593 static char info[256 * 4];
2594 return debug_desc (info);
2595 }
2596
2597 const char *
2598 object::debug_desc2 () const
2599 {
2600 static char info[256 * 4];
2601 return debug_desc (info);
2602 }
2603