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/cvs/deliantra/server/common/object.C
Revision: 1.125
Committed: Sat Jan 27 23:59:29 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.124: +7 -0 lines
Log Message:
- implement per-space regions

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 unlink ();
676
677 free_key_values (this);
678 }
679
680 static int object_count;
681
682 void object::link ()
683 {
684 assert (!index);//D
685 uuid = gen_uuid ();
686 count = ++object_count;
687
688 refcnt_inc ();
689 objects.insert (this);
690 }
691
692 void object::unlink ()
693 {
694 if (!index)
695 return;
696
697 objects.erase (this);
698 refcnt_dec ();
699 }
700
701 void
702 object::activate ()
703 {
704 /* If already on active list, don't do anything */
705 if (active)
706 return;
707
708 if (has_active_speed ())
709 actives.insert (this);
710 }
711
712 void
713 object::activate_recursive ()
714 {
715 activate ();
716
717 for (object *op = inv; op; op = op->below)
718 op->activate_recursive ();
719 }
720
721 /* This function removes object 'op' from the list of active
722 * objects.
723 * This should only be used for style maps or other such
724 * reference maps where you don't want an object that isn't
725 * in play chewing up cpu time getting processed.
726 * The reverse of this is to call update_ob_speed, which
727 * will do the right thing based on the speed of the object.
728 */
729 void
730 object::deactivate ()
731 {
732 /* If not on the active list, nothing needs to be done */
733 if (!active)
734 return;
735
736 actives.erase (this);
737 }
738
739 void
740 object::deactivate_recursive ()
741 {
742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
745 deactivate ();
746 }
747
748 void
749 object::set_flag_inv (int flag, int value)
750 {
751 for (object *op = inv; op; op = op->below)
752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
756 }
757
758 /*
759 * Remove and free all objects in the inventory of the given object.
760 * object.c ?
761 */
762 void
763 object::destroy_inv (bool drop_to_ground)
764 {
765 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory,
769 // cf will crash below with off-map x and y
770 if (!inv)
771 return;
772
773 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects
775 * drop on that space.
776 */
777 if (!drop_to_ground
778 || !map
779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
781 || ms ().move_block == MOVE_ALL)
782 {
783 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
786 inv->destroy ();
787 }
788 }
789 else
790 { /* Put objects in inventory onto this space */
791 while (inv)
792 {
793 object *op = inv;
794
795 if (op->flag [FLAG_STARTEQUIP]
796 || op->flag [FLAG_NO_DROP]
797 || op->type == RUNE
798 || op->type == TRAP
799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
801 op->destroy ();
802 else
803 map->insert (op, x, y);
804 }
805 }
806 }
807
808 object *object::create ()
809 {
810 object *op = new object;
811 op->link ();
812 return op;
813 }
814
815 void
816 object::do_destroy ()
817 {
818 attachable::do_destroy ();
819
820 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this);
822
823 if (flag [FLAG_FRIENDLY])
824 remove_friendly_object (this);
825
826 if (!flag [FLAG_REMOVED])
827 remove ();
828
829 destroy_inv (true);
830
831 deactivate ();
832 unlink ();
833
834 flag [FLAG_FREED] = 1;
835
836 // hack to ensure that freed objects still have a valid map
837 {
838 static maptile *freed_map; // freed objects are moved here to avoid crashes
839
840 if (!freed_map)
841 {
842 freed_map = new maptile;
843
844 freed_map->name = "/internal/freed_objects_map";
845 freed_map->width = 3;
846 freed_map->height = 3;
847
848 freed_map->alloc ();
849 freed_map->in_memory = MAP_IN_MEMORY;
850 }
851
852 map = freed_map;
853 x = 1;
854 y = 1;
855 }
856
857 head = 0;
858
859 if (more)
860 {
861 more->destroy ();
862 more = 0;
863 }
864
865 // clear those pointers that likely might have circular references to us
866 owner = 0;
867 enemy = 0;
868 attacked_by = 0;
869 }
870
871 void
872 object::destroy (bool destroy_inventory)
873 {
874 if (destroyed ())
875 return;
876
877 if (destroy_inventory)
878 destroy_inv (false);
879
880 attachable::destroy ();
881 }
882
883 /*
884 * sub_weight() recursively (outwards) subtracts a number from the
885 * weight of an object (and what is carried by it's environment(s)).
886 */
887 void
888 sub_weight (object *op, signed long weight)
889 {
890 while (op != NULL)
891 {
892 if (op->type == CONTAINER)
893 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
894
895 op->carrying -= weight;
896 op = op->env;
897 }
898 }
899
900 /* op->remove ():
901 * This function removes the object op from the linked list of objects
902 * which it is currently tied to. When this function is done, the
903 * object will have no environment. If the object previously had an
904 * environment, the x and y coordinates will be updated to
905 * the previous environment.
906 */
907 void
908 object::remove_slow ()
909 {
910 object *tmp, *last = 0;
911 object *otmp;
912
913 if (QUERY_FLAG (this, FLAG_REMOVED))
914 return;
915
916 SET_FLAG (this, FLAG_REMOVED);
917 INVOKE_OBJECT (REMOVE, this);
918
919 if (more)
920 more->remove ();
921
922 /*
923 * In this case, the object to be removed is in someones
924 * inventory.
925 */
926 if (env)
927 {
928 if (nrof)
929 sub_weight (env, weight * nrof);
930 else
931 sub_weight (env, weight + carrying);
932
933 /* NO_FIX_PLAYER is set when a great many changes are being
934 * made to players inventory. If set, avoiding the call
935 * to save cpu time.
936 */
937 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
938 otmp->update_stats ();
939
940 if (above)
941 above->below = below;
942 else
943 env->inv = below;
944
945 if (below)
946 below->above = above;
947
948 /* we set up values so that it could be inserted into
949 * the map, but we don't actually do that - it is up
950 * to the caller to decide what we want to do.
951 */
952 x = env->x, y = env->y;
953 map = env->map;
954 above = 0, below = 0;
955 env = 0;
956 }
957 else if (map)
958 {
959 if (type == PLAYER)
960 {
961 --map->players;
962 map->touch ();
963 }
964
965 map->dirty = true;
966 mapspace &ms = this->ms ();
967
968 /* link the object above us */
969 if (above)
970 above->below = below;
971 else
972 ms.top = below; /* we were top, set new top */
973
974 /* Relink the object below us, if there is one */
975 if (below)
976 below->above = above;
977 else
978 {
979 /* Nothing below, which means we need to relink map object for this space
980 * use translated coordinates in case some oddness with map tiling is
981 * evident
982 */
983 if (GET_MAP_OB (map, x, y) != this)
984 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 ());
985
986 ms.bot = above; /* goes on above it. */
987 }
988
989 above = 0;
990 below = 0;
991
992 if (map->in_memory == MAP_SAVING)
993 return;
994
995 int check_walk_off = !flag [FLAG_NO_APPLY];
996
997 for (tmp = ms.bot; tmp; tmp = tmp->above)
998 {
999 /* No point updating the players look faces if he is the object
1000 * being removed.
1001 */
1002
1003 if (tmp->type == PLAYER && tmp != this)
1004 {
1005 /* If a container that the player is currently using somehow gets
1006 * removed (most likely destroyed), update the player view
1007 * appropriately.
1008 */
1009 if (tmp->container == this)
1010 {
1011 flag [FLAG_APPLIED] = 0;
1012 tmp->container = 0;
1013 }
1014
1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1017 }
1018
1019 /* See if object moving off should effect something */
1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1023 {
1024 move_apply (tmp, this, 0);
1025
1026 if (destroyed ())
1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1028 }
1029
1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1032 if (tmp->above == tmp)
1033 tmp->above = 0;
1034
1035 last = tmp;
1036 }
1037
1038 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object?
1040 if (!last)
1041 map->at (x, y).flags_ = 0;
1042 else
1043 update_object (last, UP_OBJ_REMOVE);
1044
1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1046 update_all_los (map, x, y);
1047 }
1048 }
1049
1050 /*
1051 * merge_ob(op,top):
1052 *
1053 * This function goes through all objects below and including top, and
1054 * merges op to the first matching object.
1055 * If top is NULL, it is calculated.
1056 * Returns pointer to object if it succeded in the merge, otherwise NULL
1057 */
1058 object *
1059 merge_ob (object *op, object *top)
1060 {
1061 if (!op->nrof)
1062 return 0;
1063
1064 if (top)
1065 for (top = op; top && top->above; top = top->above)
1066 ;
1067
1068 for (; top; top = top->below)
1069 {
1070 if (top == op)
1071 continue;
1072
1073 if (object::can_merge (op, top))
1074 {
1075 top->nrof += op->nrof;
1076
1077 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1078 op->weight = 0; /* Don't want any adjustements now */
1079 op->destroy ();
1080 return top;
1081 }
1082 }
1083
1084 return 0;
1085 }
1086
1087 /*
1088 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1089 * job preparing multi-part monsters.
1090 */
1091 object *
1092 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1093 {
1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1095 {
1096 tmp->x = x + tmp->arch->clone.x;
1097 tmp->y = y + tmp->arch->clone.y;
1098 }
1099
1100 return insert_ob_in_map (op, m, originator, flag);
1101 }
1102
1103 /*
1104 * insert_ob_in_map (op, map, originator, flag):
1105 * This function inserts the object in the two-way linked list
1106 * which represents what is on a map.
1107 * The second argument specifies the map, and the x and y variables
1108 * in the object about to be inserted specifies the position.
1109 *
1110 * originator: Player, monster or other object that caused 'op' to be inserted
1111 * into 'map'. May be NULL.
1112 *
1113 * flag is a bitmask about special things to do (or not do) when this
1114 * function is called. see the object.h file for the INS_ values.
1115 * Passing 0 for flag gives proper default values, so flag really only needs
1116 * to be set if special handling is needed.
1117 *
1118 * Return value:
1119 * new object if 'op' was merged with other object
1120 * NULL if 'op' was destroyed
1121 * just 'op' otherwise
1122 */
1123 object *
1124 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1125 {
1126 object *tmp, *top, *floor = NULL;
1127
1128 if (QUERY_FLAG (op, FLAG_FREED))
1129 {
1130 LOG (llevError, "Trying to insert freed object!\n");
1131 return NULL;
1132 }
1133
1134 if (!QUERY_FLAG (op, FLAG_REMOVED))
1135 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1136
1137 op->remove ();
1138
1139 if (!m)
1140 {
1141 char *dump = dump_object (op);
1142 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1143 free (dump);
1144 return op;
1145 }
1146
1147 if (out_of_map (m, op->x, op->y))
1148 {
1149 char *dump = dump_object (op);
1150 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1151 #ifdef MANY_CORES
1152 /* Better to catch this here, as otherwise the next use of this object
1153 * is likely to cause a crash. Better to find out where it is getting
1154 * improperly inserted.
1155 */
1156 abort ();
1157 #endif
1158 free (dump);
1159 return op;
1160 }
1161
1162 if (object *more = op->more)
1163 {
1164 if (!insert_ob_in_map (more, m, originator, flag))
1165 {
1166 if (!op->head)
1167 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1168
1169 return 0;
1170 }
1171 }
1172
1173 CLEAR_FLAG (op, FLAG_REMOVED);
1174
1175 /* Ideally, the caller figures this out. However, it complicates a lot
1176 * of areas of callers (eg, anything that uses find_free_spot would now
1177 * need extra work
1178 */
1179 if (!xy_normalise (m, op->x, op->y))
1180 return 0;
1181
1182 op->map = m;
1183 mapspace &ms = op->ms ();
1184
1185 /* this has to be done after we translate the coordinates.
1186 */
1187 if (op->nrof && !(flag & INS_NO_MERGE))
1188 for (tmp = ms.bot; tmp; tmp = tmp->above)
1189 if (object::can_merge (op, tmp))
1190 {
1191 op->nrof += tmp->nrof;
1192 tmp->destroy ();
1193 }
1194
1195 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1196 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1197
1198 if (!QUERY_FLAG (op, FLAG_ALIVE))
1199 CLEAR_FLAG (op, FLAG_NO_STEAL);
1200
1201 if (flag & INS_BELOW_ORIGINATOR)
1202 {
1203 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1204 {
1205 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1206 abort ();
1207 }
1208
1209 op->above = originator;
1210 op->below = originator->below;
1211
1212 if (op->below)
1213 op->below->above = op;
1214 else
1215 ms.bot = op;
1216
1217 /* since *below* originator, no need to update top */
1218 originator->below = op;
1219 }
1220 else
1221 {
1222 top = ms.bot;
1223
1224 /* If there are other objects, then */
1225 if ((!(flag & INS_MAP_LOAD)) && top)
1226 {
1227 object *last = 0;
1228
1229 /*
1230 * If there are multiple objects on this space, we do some trickier handling.
1231 * We've already dealt with merging if appropriate.
1232 * Generally, we want to put the new object on top. But if
1233 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1234 * floor, we want to insert above that and no further.
1235 * Also, if there are spell objects on this space, we stop processing
1236 * once we get to them. This reduces the need to traverse over all of
1237 * them when adding another one - this saves quite a bit of cpu time
1238 * when lots of spells are cast in one area. Currently, it is presumed
1239 * that flying non pickable objects are spell objects.
1240 */
1241 for (top = ms.bot; top; top = top->above)
1242 {
1243 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1244 floor = top;
1245
1246 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1247 {
1248 /* We insert above top, so we want this object below this */
1249 top = top->below;
1250 break;
1251 }
1252
1253 last = top;
1254 }
1255
1256 /* Don't want top to be NULL, so set it to the last valid object */
1257 top = last;
1258
1259 /* We let update_position deal with figuring out what the space
1260 * looks like instead of lots of conditions here.
1261 * makes things faster, and effectively the same result.
1262 */
1263
1264 /* Have object 'fall below' other objects that block view.
1265 * Unless those objects are exits, type 66
1266 * If INS_ON_TOP is used, don't do this processing
1267 * Need to find the object that in fact blocks view, otherwise
1268 * stacking is a bit odd.
1269 */
1270 if (!(flag & INS_ON_TOP)
1271 && ms.flags () & P_BLOCKSVIEW
1272 && (op->face && !op->face->visibility))
1273 {
1274 for (last = top; last != floor; last = last->below)
1275 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1276 break;
1277
1278 /* Check to see if we found the object that blocks view,
1279 * and make sure we have a below pointer for it so that
1280 * we can get inserted below this one, which requires we
1281 * set top to the object below us.
1282 */
1283 if (last && last->below && last != floor)
1284 top = last->below;
1285 }
1286 } /* If objects on this space */
1287
1288 if (flag & INS_MAP_LOAD)
1289 top = ms.top;
1290
1291 if (flag & INS_ABOVE_FLOOR_ONLY)
1292 top = floor;
1293
1294 /* Top is the object that our object (op) is going to get inserted above.
1295 */
1296
1297 /* First object on this space */
1298 if (!top)
1299 {
1300 op->above = ms.bot;
1301
1302 if (op->above)
1303 op->above->below = op;
1304
1305 op->below = 0;
1306 ms.bot = op;
1307 }
1308 else
1309 { /* get inserted into the stack above top */
1310 op->above = top->above;
1311
1312 if (op->above)
1313 op->above->below = op;
1314
1315 op->below = top;
1316 top->above = op;
1317 }
1318
1319 if (!op->above)
1320 ms.top = op;
1321 } /* else not INS_BELOW_ORIGINATOR */
1322
1323 if (op->type == PLAYER)
1324 {
1325 op->contr->do_los = 1;
1326 ++op->map->players;
1327 op->map->touch ();
1328 }
1329
1330 op->map->dirty = true;
1331
1332 /* If we have a floor, we know the player, if any, will be above
1333 * it, so save a few ticks and start from there.
1334 */
1335 if (!(flag & INS_MAP_LOAD))
1336 if (object *pl = ms.player ())
1337 if (pl->contr->ns)
1338 pl->contr->ns->floorbox_update ();
1339
1340 /* If this object glows, it may affect lighting conditions that are
1341 * visible to others on this map. But update_all_los is really
1342 * an inefficient way to do this, as it means los for all players
1343 * on the map will get recalculated. The players could very well
1344 * be far away from this change and not affected in any way -
1345 * this should get redone to only look for players within range,
1346 * or just updating the P_UPTODATE for spaces within this area
1347 * of effect may be sufficient.
1348 */
1349 if (op->map->darkness && (op->glow_radius != 0))
1350 update_all_los (op->map, op->x, op->y);
1351
1352 /* updates flags (blocked, alive, no magic, etc) for this map space */
1353 update_object (op, UP_OBJ_INSERT);
1354
1355 INVOKE_OBJECT (INSERT, op);
1356
1357 /* Don't know if moving this to the end will break anything. However,
1358 * we want to have floorbox_update called before calling this.
1359 *
1360 * check_move_on() must be after this because code called from
1361 * check_move_on() depends on correct map flags (so functions like
1362 * blocked() and wall() work properly), and these flags are updated by
1363 * update_object().
1364 */
1365
1366 /* if this is not the head or flag has been passed, don't check walk on status */
1367 if (!(flag & INS_NO_WALK_ON) && !op->head)
1368 {
1369 if (check_move_on (op, originator))
1370 return 0;
1371
1372 /* If we are a multi part object, lets work our way through the check
1373 * walk on's.
1374 */
1375 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1376 if (check_move_on (tmp, originator))
1377 return 0;
1378 }
1379
1380 return op;
1381 }
1382
1383 /* this function inserts an object in the map, but if it
1384 * finds an object of its own type, it'll remove that one first.
1385 * op is the object to insert it under: supplies x and the map.
1386 */
1387 void
1388 replace_insert_ob_in_map (const char *arch_string, object *op)
1389 {
1390 object *tmp, *tmp1;
1391
1392 /* first search for itself and remove any old instances */
1393
1394 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1395 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1396 tmp->destroy ();
1397
1398 tmp1 = arch_to_object (archetype::find (arch_string));
1399
1400 tmp1->x = op->x;
1401 tmp1->y = op->y;
1402 insert_ob_in_map (tmp1, op->map, op, 0);
1403 }
1404
1405 object *
1406 object::insert_at (object *where, object *originator, int flags)
1407 {
1408 where->map->insert (this, where->x, where->y, originator, flags);
1409 }
1410
1411 /*
1412 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1413 * is returned contains nr objects, and the remaining parts contains
1414 * the rest (or is removed and freed if that number is 0).
1415 * On failure, NULL is returned, and the reason put into the
1416 * global static errmsg array.
1417 */
1418 object *
1419 get_split_ob (object *orig_ob, uint32 nr)
1420 {
1421 object *newob;
1422 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1423
1424 if (orig_ob->nrof < nr)
1425 {
1426 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1427 return NULL;
1428 }
1429
1430 newob = object_create_clone (orig_ob);
1431
1432 if ((orig_ob->nrof -= nr) < 1)
1433 orig_ob->destroy (1);
1434 else if (!is_removed)
1435 {
1436 if (orig_ob->env != NULL)
1437 sub_weight (orig_ob->env, orig_ob->weight * nr);
1438 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1439 {
1440 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1441 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1442 return NULL;
1443 }
1444 }
1445
1446 newob->nrof = nr;
1447
1448 return newob;
1449 }
1450
1451 /*
1452 * decrease_ob_nr(object, number) decreases a specified number from
1453 * the amount of an object. If the amount reaches 0, the object
1454 * is subsequently removed and freed.
1455 *
1456 * Return value: 'op' if something is left, NULL if the amount reached 0
1457 */
1458
1459 object *
1460 decrease_ob_nr (object *op, uint32 i)
1461 {
1462 object *tmp;
1463
1464 if (i == 0) /* objects with op->nrof require this check */
1465 return op;
1466
1467 if (i > op->nrof)
1468 i = op->nrof;
1469
1470 if (QUERY_FLAG (op, FLAG_REMOVED))
1471 op->nrof -= i;
1472 else if (op->env)
1473 {
1474 /* is this object in the players inventory, or sub container
1475 * therein?
1476 */
1477 tmp = op->in_player ();
1478 /* nope. Is this a container the player has opened?
1479 * If so, set tmp to that player.
1480 * IMO, searching through all the players will mostly
1481 * likely be quicker than following op->env to the map,
1482 * and then searching the map for a player.
1483 */
1484 if (!tmp)
1485 for_all_players (pl)
1486 if (pl->ob->container == op->env)
1487 {
1488 tmp = pl->ob;
1489 break;
1490 }
1491
1492 if (i < op->nrof)
1493 {
1494 sub_weight (op->env, op->weight * i);
1495 op->nrof -= i;
1496 if (tmp)
1497 esrv_send_item (tmp, op);
1498 }
1499 else
1500 {
1501 op->remove ();
1502 op->nrof = 0;
1503 if (tmp)
1504 esrv_del_item (tmp->contr, op->count);
1505 }
1506 }
1507 else
1508 {
1509 object *above = op->above;
1510
1511 if (i < op->nrof)
1512 op->nrof -= i;
1513 else
1514 {
1515 op->remove ();
1516 op->nrof = 0;
1517 }
1518
1519 /* Since we just removed op, op->above is null */
1520 for (tmp = above; tmp; tmp = tmp->above)
1521 if (tmp->type == PLAYER)
1522 {
1523 if (op->nrof)
1524 esrv_send_item (tmp, op);
1525 else
1526 esrv_del_item (tmp->contr, op->count);
1527 }
1528 }
1529
1530 if (op->nrof)
1531 return op;
1532 else
1533 {
1534 op->destroy ();
1535 return 0;
1536 }
1537 }
1538
1539 /*
1540 * add_weight(object, weight) adds the specified weight to an object,
1541 * and also updates how much the environment(s) is/are carrying.
1542 */
1543
1544 void
1545 add_weight (object *op, signed long weight)
1546 {
1547 while (op != NULL)
1548 {
1549 if (op->type == CONTAINER)
1550 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1551
1552 op->carrying += weight;
1553 op = op->env;
1554 }
1555 }
1556
1557 object *
1558 insert_ob_in_ob (object *op, object *where)
1559 {
1560 if (!where)
1561 {
1562 char *dump = dump_object (op);
1563 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1564 free (dump);
1565 return op;
1566 }
1567
1568 if (where->head)
1569 {
1570 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1571 where = where->head;
1572 }
1573
1574 return where->insert (op);
1575 }
1576
1577 /*
1578 * env->insert (op)
1579 * This function inserts the object op in the linked list
1580 * inside the object environment.
1581 *
1582 * The function returns now pointer to inserted item, and return value can
1583 * be != op, if items are merged. -Tero
1584 */
1585
1586 object *
1587 object::insert (object *op)
1588 {
1589 object *tmp, *otmp;
1590
1591 if (!QUERY_FLAG (op, FLAG_REMOVED))
1592 op->remove ();
1593
1594 if (op->more)
1595 {
1596 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1597 return op;
1598 }
1599
1600 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1601 CLEAR_FLAG (op, FLAG_REMOVED);
1602 if (op->nrof)
1603 {
1604 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1605 if (object::can_merge (tmp, op))
1606 {
1607 /* return the original object and remove inserted object
1608 (client needs the original object) */
1609 tmp->nrof += op->nrof;
1610 /* Weight handling gets pretty funky. Since we are adding to
1611 * tmp->nrof, we need to increase the weight.
1612 */
1613 add_weight (this, op->weight * op->nrof);
1614 SET_FLAG (op, FLAG_REMOVED);
1615 op->destroy (); /* free the inserted object */
1616 op = tmp;
1617 op->remove (); /* and fix old object's links */
1618 CLEAR_FLAG (op, FLAG_REMOVED);
1619 break;
1620 }
1621
1622 /* I assume combined objects have no inventory
1623 * We add the weight - this object could have just been removed
1624 * (if it was possible to merge). calling remove_ob will subtract
1625 * the weight, so we need to add it in again, since we actually do
1626 * the linking below
1627 */
1628 add_weight (this, op->weight * op->nrof);
1629 }
1630 else
1631 add_weight (this, (op->weight + op->carrying));
1632
1633 otmp = this->in_player ();
1634 if (otmp && otmp->contr)
1635 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1636 otmp->update_stats ();
1637
1638 op->map = 0;
1639 op->env = this;
1640 op->above = 0;
1641 op->below = 0;
1642 op->x = 0, op->y = 0;
1643
1644 /* reset the light list and los of the players on the map */
1645 if ((op->glow_radius != 0) && map)
1646 {
1647 #ifdef DEBUG_LIGHTS
1648 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1649 #endif /* DEBUG_LIGHTS */
1650 if (map->darkness)
1651 update_all_los (map, x, y);
1652 }
1653
1654 /* Client has no idea of ordering so lets not bother ordering it here.
1655 * It sure simplifies this function...
1656 */
1657 if (!inv)
1658 inv = op;
1659 else
1660 {
1661 op->below = inv;
1662 op->below->above = op;
1663 inv = op;
1664 }
1665
1666 INVOKE_OBJECT (INSERT, this);
1667
1668 return op;
1669 }
1670
1671 /*
1672 * Checks if any objects has a move_type that matches objects
1673 * that effect this object on this space. Call apply() to process
1674 * these events.
1675 *
1676 * Any speed-modification due to SLOW_MOVE() of other present objects
1677 * will affect the speed_left of the object.
1678 *
1679 * originator: Player, monster or other object that caused 'op' to be inserted
1680 * into 'map'. May be NULL.
1681 *
1682 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1683 *
1684 * 4-21-95 added code to check if appropriate skill was readied - this will
1685 * permit faster movement by the player through this terrain. -b.t.
1686 *
1687 * MSW 2001-07-08: Check all objects on space, not just those below
1688 * object being inserted. insert_ob_in_map may not put new objects
1689 * on top.
1690 */
1691 int
1692 check_move_on (object *op, object *originator)
1693 {
1694 object *tmp;
1695 maptile *m = op->map;
1696 int x = op->x, y = op->y;
1697
1698 MoveType move_on, move_slow, move_block;
1699
1700 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1701 return 0;
1702
1703 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1704 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1705 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1706
1707 /* if nothing on this space will slow op down or be applied,
1708 * no need to do checking below. have to make sure move_type
1709 * is set, as lots of objects don't have it set - we treat that
1710 * as walking.
1711 */
1712 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1713 return 0;
1714
1715 /* This is basically inverse logic of that below - basically,
1716 * if the object can avoid the move on or slow move, they do so,
1717 * but can't do it if the alternate movement they are using is
1718 * blocked. Logic on this seems confusing, but does seem correct.
1719 */
1720 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1721 return 0;
1722
1723 /* The objects have to be checked from top to bottom.
1724 * Hence, we first go to the top:
1725 */
1726
1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1728 {
1729 /* Trim the search when we find the first other spell effect
1730 * this helps performance so that if a space has 50 spell objects,
1731 * we don't need to check all of them.
1732 */
1733 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1734 break;
1735 }
1736
1737 for (; tmp; tmp = tmp->below)
1738 {
1739 if (tmp == op)
1740 continue; /* Can't apply yourself */
1741
1742 /* Check to see if one of the movement types should be slowed down.
1743 * Second check makes sure that the movement types not being slowed
1744 * (~slow_move) is not blocked on this space - just because the
1745 * space doesn't slow down swimming (for example), if you can't actually
1746 * swim on that space, can't use it to avoid the penalty.
1747 */
1748 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1749 {
1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1751 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1752 {
1753
1754 float
1755 diff = tmp->move_slow_penalty * fabs (op->speed);
1756
1757 if (op->type == PLAYER)
1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1760 diff /= 4.0;
1761
1762 op->speed_left -= diff;
1763 }
1764 }
1765
1766 /* Basically same logic as above, except now for actual apply. */
1767 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1768 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1769 {
1770 move_apply (tmp, op, originator);
1771
1772 if (op->destroyed ())
1773 return 1;
1774
1775 /* what the person/creature stepped onto has moved the object
1776 * someplace new. Don't process any further - if we did,
1777 * have a feeling strange problems would result.
1778 */
1779 if (op->map != m || op->x != x || op->y != y)
1780 return 0;
1781 }
1782 }
1783
1784 return 0;
1785 }
1786
1787 /*
1788 * present_arch(arch, map, x, y) searches for any objects with
1789 * a matching archetype at the given map and coordinates.
1790 * The first matching object is returned, or NULL if none.
1791 */
1792 object *
1793 present_arch (const archetype *at, maptile *m, int x, int y)
1794 {
1795 if (!m || out_of_map (m, x, y))
1796 {
1797 LOG (llevError, "Present_arch called outside map.\n");
1798 return NULL;
1799 }
1800
1801 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1802 if (tmp->arch == at)
1803 return tmp;
1804
1805 return NULL;
1806 }
1807
1808 /*
1809 * present(type, map, x, y) searches for any objects with
1810 * a matching type variable at the given map and coordinates.
1811 * The first matching object is returned, or NULL if none.
1812 */
1813 object *
1814 present (unsigned char type, maptile *m, int x, int y)
1815 {
1816 if (out_of_map (m, x, y))
1817 {
1818 LOG (llevError, "Present called outside map.\n");
1819 return NULL;
1820 }
1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->type == type)
1824 return tmp;
1825
1826 return NULL;
1827 }
1828
1829 /*
1830 * present_in_ob(type, object) searches for any objects with
1831 * a matching type variable in the inventory of the given object.
1832 * The first matching object is returned, or NULL if none.
1833 */
1834 object *
1835 present_in_ob (unsigned char type, const object *op)
1836 {
1837 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1838 if (tmp->type == type)
1839 return tmp;
1840
1841 return NULL;
1842 }
1843
1844 /*
1845 * present_in_ob (type, str, object) searches for any objects with
1846 * a matching type & name variable in the inventory of the given object.
1847 * The first matching object is returned, or NULL if none.
1848 * This is mostly used by spell effect code, so that we only
1849 * have one spell effect at a time.
1850 * type can be used to narrow the search - if type is set,
1851 * the type must also match. -1 can be passed for the type,
1852 * in which case the type does not need to pass.
1853 * str is the string to match against. Note that we match against
1854 * the object name, not the archetype name. this is so that the
1855 * spell code can use one object type (force), but change it's name
1856 * to be unique.
1857 */
1858 object *
1859 present_in_ob_by_name (int type, const char *str, const object *op)
1860 {
1861 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1862 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1863 return tmp;
1864
1865 return 0;
1866 }
1867
1868 /*
1869 * present_arch_in_ob(archetype, object) searches for any objects with
1870 * a matching archetype in the inventory of the given object.
1871 * The first matching object is returned, or NULL if none.
1872 */
1873 object *
1874 present_arch_in_ob (const archetype *at, const object *op)
1875 {
1876 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1877 if (tmp->arch == at)
1878 return tmp;
1879
1880 return NULL;
1881 }
1882
1883 /*
1884 * activate recursively a flag on an object inventory
1885 */
1886 void
1887 flag_inv (object *op, int flag)
1888 {
1889 if (op->inv)
1890 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1891 {
1892 SET_FLAG (tmp, flag);
1893 flag_inv (tmp, flag);
1894 }
1895 }
1896
1897 /*
1898 * deactivate recursively a flag on an object inventory
1899 */
1900 void
1901 unflag_inv (object *op, int flag)
1902 {
1903 if (op->inv)
1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 {
1906 CLEAR_FLAG (tmp, flag);
1907 unflag_inv (tmp, flag);
1908 }
1909 }
1910
1911 /*
1912 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1913 * all it's inventory (recursively).
1914 * If checksums are used, a player will get set_cheat called for
1915 * him/her-self and all object carried by a call to this function.
1916 */
1917 void
1918 set_cheat (object *op)
1919 {
1920 SET_FLAG (op, FLAG_WAS_WIZ);
1921 flag_inv (op, FLAG_WAS_WIZ);
1922 }
1923
1924 /*
1925 * find_free_spot(object, map, x, y, start, stop) will search for
1926 * a spot at the given map and coordinates which will be able to contain
1927 * the given object. start and stop specifies how many squares
1928 * to search (see the freearr_x/y[] definition).
1929 * It returns a random choice among the alternatives found.
1930 * start and stop are where to start relative to the free_arr array (1,9
1931 * does all 4 immediate directions). This returns the index into the
1932 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1933 * Note - this only checks to see if there is space for the head of the
1934 * object - if it is a multispace object, this should be called for all
1935 * pieces.
1936 * Note2: This function does correctly handle tiled maps, but does not
1937 * inform the caller. However, insert_ob_in_map will update as
1938 * necessary, so the caller shouldn't need to do any special work.
1939 * Note - updated to take an object instead of archetype - this is necessary
1940 * because arch_blocked (now ob_blocked) needs to know the movement type
1941 * to know if the space in question will block the object. We can't use
1942 * the archetype because that isn't correct if the monster has been
1943 * customized, changed states, etc.
1944 */
1945 int
1946 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1947 {
1948 int index = 0, flag;
1949 int altern[SIZEOFFREE];
1950
1951 for (int i = start; i < stop; i++)
1952 {
1953 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1954 if (!flag)
1955 altern [index++] = i;
1956
1957 /* Basically, if we find a wall on a space, we cut down the search size.
1958 * In this way, we won't return spaces that are on another side of a wall.
1959 * This mostly work, but it cuts down the search size in all directions -
1960 * if the space being examined only has a wall to the north and empty
1961 * spaces in all the other directions, this will reduce the search space
1962 * to only the spaces immediately surrounding the target area, and
1963 * won't look 2 spaces south of the target space.
1964 */
1965 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1966 stop = maxfree[i];
1967 }
1968
1969 if (!index)
1970 return -1;
1971
1972 return altern [rndm (index)];
1973 }
1974
1975 /*
1976 * find_first_free_spot(archetype, maptile, x, y) works like
1977 * find_free_spot(), but it will search max number of squares.
1978 * But it will return the first available spot, not a random choice.
1979 * Changed 0.93.2: Have it return -1 if there is no free spot available.
1980 */
1981 int
1982 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1983 {
1984 for (int i = 0; i < SIZEOFFREE; i++)
1985 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
1986 return i;
1987
1988 return -1;
1989 }
1990
1991 /*
1992 * The function permute(arr, begin, end) randomly reorders the array
1993 * arr[begin..end-1].
1994 * now uses a fisher-yates shuffle, old permute was broken
1995 */
1996 static void
1997 permute (int *arr, int begin, int end)
1998 {
1999 arr += begin;
2000 end -= begin;
2001
2002 while (--end)
2003 swap (arr [end], arr [rndm (end + 1)]);
2004 }
2005
2006 /* new function to make monster searching more efficient, and effective!
2007 * This basically returns a randomized array (in the passed pointer) of
2008 * the spaces to find monsters. In this way, it won't always look for
2009 * monsters to the north first. However, the size of the array passed
2010 * covers all the spaces, so within that size, all the spaces within
2011 * the 3x3 area will be searched, just not in a predictable order.
2012 */
2013 void
2014 get_search_arr (int *search_arr)
2015 {
2016 int i;
2017
2018 for (i = 0; i < SIZEOFFREE; i++)
2019 search_arr[i] = i;
2020
2021 permute (search_arr, 1, SIZEOFFREE1 + 1);
2022 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2023 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2024 }
2025
2026 /*
2027 * find_dir(map, x, y, exclude) will search some close squares in the
2028 * given map at the given coordinates for live objects.
2029 * It will not considered the object given as exclude among possible
2030 * live objects.
2031 * It returns the direction toward the first/closest live object if finds
2032 * any, otherwise 0.
2033 * Perhaps incorrectly, but I'm making the assumption that exclude
2034 * is actually want is going to try and move there. We need this info
2035 * because we have to know what movement the thing looking to move
2036 * there is capable of.
2037 */
2038 int
2039 find_dir (maptile *m, int x, int y, object *exclude)
2040 {
2041 int i, max = SIZEOFFREE, mflags;
2042
2043 sint16 nx, ny;
2044 object *tmp;
2045 maptile *mp;
2046
2047 MoveType blocked, move_type;
2048
2049 if (exclude && exclude->head)
2050 {
2051 exclude = exclude->head;
2052 move_type = exclude->move_type;
2053 }
2054 else
2055 {
2056 /* If we don't have anything, presume it can use all movement types. */
2057 move_type = MOVE_ALL;
2058 }
2059
2060 for (i = 1; i < max; i++)
2061 {
2062 mp = m;
2063 nx = x + freearr_x[i];
2064 ny = y + freearr_y[i];
2065
2066 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2067
2068 if (mflags & P_OUT_OF_MAP)
2069 max = maxfree[i];
2070 else
2071 {
2072 mapspace &ms = mp->at (nx, ny);
2073
2074 blocked = ms.move_block;
2075
2076 if ((move_type & blocked) == move_type)
2077 max = maxfree[i];
2078 else if (mflags & P_IS_ALIVE)
2079 {
2080 for (tmp = ms.bot; tmp; tmp = tmp->above)
2081 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2082 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2083 break;
2084
2085 if (tmp)
2086 return freedir[i];
2087 }
2088 }
2089 }
2090
2091 return 0;
2092 }
2093
2094 /*
2095 * distance(object 1, object 2) will return the square of the
2096 * distance between the two given objects.
2097 */
2098 int
2099 distance (const object *ob1, const object *ob2)
2100 {
2101 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2102 }
2103
2104 /*
2105 * find_dir_2(delta-x,delta-y) will return a direction in which
2106 * an object which has subtracted the x and y coordinates of another
2107 * object, needs to travel toward it.
2108 */
2109 int
2110 find_dir_2 (int x, int y)
2111 {
2112 int q;
2113
2114 if (y)
2115 q = x * 100 / y;
2116 else if (x)
2117 q = -300 * x;
2118 else
2119 return 0;
2120
2121 if (y > 0)
2122 {
2123 if (q < -242)
2124 return 3;
2125 if (q < -41)
2126 return 2;
2127 if (q < 41)
2128 return 1;
2129 if (q < 242)
2130 return 8;
2131 return 7;
2132 }
2133
2134 if (q < -242)
2135 return 7;
2136 if (q < -41)
2137 return 6;
2138 if (q < 41)
2139 return 5;
2140 if (q < 242)
2141 return 4;
2142
2143 return 3;
2144 }
2145
2146 /*
2147 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2148 * between two directions (which are expected to be absolute (see absdir())
2149 */
2150 int
2151 dirdiff (int dir1, int dir2)
2152 {
2153 int d;
2154
2155 d = abs (dir1 - dir2);
2156 if (d > 4)
2157 d = 8 - d;
2158
2159 return d;
2160 }
2161
2162 /* peterm:
2163 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2164 * Basically, this is a table of directions, and what directions
2165 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2166 * This basically means that if direction is 15, then it could either go
2167 * direction 4, 14, or 16 to get back to where we are.
2168 * Moved from spell_util.c to object.c with the other related direction
2169 * functions.
2170 */
2171 int reduction_dir[SIZEOFFREE][3] = {
2172 {0, 0, 0}, /* 0 */
2173 {0, 0, 0}, /* 1 */
2174 {0, 0, 0}, /* 2 */
2175 {0, 0, 0}, /* 3 */
2176 {0, 0, 0}, /* 4 */
2177 {0, 0, 0}, /* 5 */
2178 {0, 0, 0}, /* 6 */
2179 {0, 0, 0}, /* 7 */
2180 {0, 0, 0}, /* 8 */
2181 {8, 1, 2}, /* 9 */
2182 {1, 2, -1}, /* 10 */
2183 {2, 10, 12}, /* 11 */
2184 {2, 3, -1}, /* 12 */
2185 {2, 3, 4}, /* 13 */
2186 {3, 4, -1}, /* 14 */
2187 {4, 14, 16}, /* 15 */
2188 {5, 4, -1}, /* 16 */
2189 {4, 5, 6}, /* 17 */
2190 {6, 5, -1}, /* 18 */
2191 {6, 20, 18}, /* 19 */
2192 {7, 6, -1}, /* 20 */
2193 {6, 7, 8}, /* 21 */
2194 {7, 8, -1}, /* 22 */
2195 {8, 22, 24}, /* 23 */
2196 {8, 1, -1}, /* 24 */
2197 {24, 9, 10}, /* 25 */
2198 {9, 10, -1}, /* 26 */
2199 {10, 11, -1}, /* 27 */
2200 {27, 11, 29}, /* 28 */
2201 {11, 12, -1}, /* 29 */
2202 {12, 13, -1}, /* 30 */
2203 {12, 13, 14}, /* 31 */
2204 {13, 14, -1}, /* 32 */
2205 {14, 15, -1}, /* 33 */
2206 {33, 15, 35}, /* 34 */
2207 {16, 15, -1}, /* 35 */
2208 {17, 16, -1}, /* 36 */
2209 {18, 17, 16}, /* 37 */
2210 {18, 17, -1}, /* 38 */
2211 {18, 19, -1}, /* 39 */
2212 {41, 19, 39}, /* 40 */
2213 {19, 20, -1}, /* 41 */
2214 {20, 21, -1}, /* 42 */
2215 {20, 21, 22}, /* 43 */
2216 {21, 22, -1}, /* 44 */
2217 {23, 22, -1}, /* 45 */
2218 {45, 47, 23}, /* 46 */
2219 {23, 24, -1}, /* 47 */
2220 {24, 9, -1}
2221 }; /* 48 */
2222
2223 /* Recursive routine to step back and see if we can
2224 * find a path to that monster that we found. If not,
2225 * we don't bother going toward it. Returns 1 if we
2226 * can see a direct way to get it
2227 * Modified to be map tile aware -.MSW
2228 */
2229 int
2230 can_see_monsterP (maptile *m, int x, int y, int dir)
2231 {
2232 sint16 dx, dy;
2233 int mflags;
2234
2235 if (dir < 0)
2236 return 0; /* exit condition: invalid direction */
2237
2238 dx = x + freearr_x[dir];
2239 dy = y + freearr_y[dir];
2240
2241 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2242
2243 /* This functional arguably was incorrect before - it was
2244 * checking for P_WALL - that was basically seeing if
2245 * we could move to the monster - this is being more
2246 * literal on if we can see it. To know if we can actually
2247 * move to the monster, we'd need the monster passed in or
2248 * at least its move type.
2249 */
2250 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2251 return 0;
2252
2253 /* yes, can see. */
2254 if (dir < 9)
2255 return 1;
2256
2257 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2258 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2259 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2260 }
2261
2262 /*
2263 * can_pick(picker, item): finds out if an object is possible to be
2264 * picked up by the picker. Returnes 1 if it can be
2265 * picked up, otherwise 0.
2266 *
2267 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2268 * core dumps if they do.
2269 *
2270 * Add a check so we can't pick up invisible objects (0.93.8)
2271 */
2272
2273 int
2274 can_pick (const object *who, const object *item)
2275 {
2276 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2277 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2278 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2279 }
2280
2281 /*
2282 * create clone from object to another
2283 */
2284 object *
2285 object_create_clone (object *asrc)
2286 {
2287 object *dst = 0, *tmp, *src, *part, *prev, *item;
2288
2289 if (!asrc)
2290 return 0;
2291
2292 src = asrc;
2293 if (src->head)
2294 src = src->head;
2295
2296 prev = 0;
2297 for (part = src; part; part = part->more)
2298 {
2299 tmp = part->clone ();
2300 tmp->x -= src->x;
2301 tmp->y -= src->y;
2302
2303 if (!part->head)
2304 {
2305 dst = tmp;
2306 tmp->head = 0;
2307 }
2308 else
2309 tmp->head = dst;
2310
2311 tmp->more = 0;
2312
2313 if (prev)
2314 prev->more = tmp;
2315
2316 prev = tmp;
2317 }
2318
2319 for (item = src->inv; item; item = item->below)
2320 insert_ob_in_ob (object_create_clone (item), dst);
2321
2322 return dst;
2323 }
2324
2325 /* GROS - Creates an object using a string representing its content. */
2326 /* Basically, we save the content of the string to a temp file, then call */
2327 /* load_object on it. I admit it is a highly inefficient way to make things, */
2328 /* but it was simple to make and allows reusing the load_object function. */
2329 /* Remember not to use load_object_str in a time-critical situation. */
2330 /* Also remember that multiparts objects are not supported for now. */
2331 object *
2332 load_object_str (const char *obstr)
2333 {
2334 object *op;
2335 char filename[MAX_BUF];
2336
2337 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2338
2339 FILE *tempfile = fopen (filename, "w");
2340
2341 if (tempfile == NULL)
2342 {
2343 LOG (llevError, "Error - Unable to access load object temp file\n");
2344 return NULL;
2345 }
2346
2347 fprintf (tempfile, obstr);
2348 fclose (tempfile);
2349
2350 op = object::create ();
2351
2352 object_thawer thawer (filename);
2353
2354 if (thawer)
2355 load_object (thawer, op, 0);
2356
2357 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2358 CLEAR_FLAG (op, FLAG_REMOVED);
2359
2360 return op;
2361 }
2362
2363 /* This returns the first object in who's inventory that
2364 * has the same type and subtype match.
2365 * returns NULL if no match.
2366 */
2367 object *
2368 find_obj_by_type_subtype (const object *who, int type, int subtype)
2369 {
2370 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2371 if (tmp->type == type && tmp->subtype == subtype)
2372 return tmp;
2373
2374 return 0;
2375 }
2376
2377 /* If ob has a field named key, return the link from the list,
2378 * otherwise return NULL.
2379 *
2380 * key must be a passed in shared string - otherwise, this won't
2381 * do the desired thing.
2382 */
2383 key_value *
2384 get_ob_key_link (const object *ob, const char *key)
2385 {
2386 for (key_value *link = ob->key_values; link; link = link->next)
2387 if (link->key == key)
2388 return link;
2389
2390 return 0;
2391 }
2392
2393 /*
2394 * Returns the value of op has an extra_field for key, or NULL.
2395 *
2396 * The argument doesn't need to be a shared string.
2397 *
2398 * The returned string is shared.
2399 */
2400 const char *
2401 get_ob_key_value (const object *op, const char *const key)
2402 {
2403 key_value *link;
2404 shstr_cmp canonical_key (key);
2405
2406 if (!canonical_key)
2407 {
2408 /* 1. There being a field named key on any object
2409 * implies there'd be a shared string to find.
2410 * 2. Since there isn't, no object has this field.
2411 * 3. Therefore, *this* object doesn't have this field.
2412 */
2413 return 0;
2414 }
2415
2416 /* This is copied from get_ob_key_link() above -
2417 * only 4 lines, and saves the function call overhead.
2418 */
2419 for (link = op->key_values; link; link = link->next)
2420 if (link->key == canonical_key)
2421 return link->value;
2422
2423 return 0;
2424 }
2425
2426
2427 /*
2428 * Updates the canonical_key in op to value.
2429 *
2430 * canonical_key is a shared string (value doesn't have to be).
2431 *
2432 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2433 * keys.
2434 *
2435 * Returns TRUE on success.
2436 */
2437 int
2438 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2439 {
2440 key_value *field = NULL, *last = NULL;
2441
2442 for (field = op->key_values; field != NULL; field = field->next)
2443 {
2444 if (field->key != canonical_key)
2445 {
2446 last = field;
2447 continue;
2448 }
2449
2450 if (value)
2451 field->value = value;
2452 else
2453 {
2454 /* Basically, if the archetype has this key set,
2455 * we need to store the null value so when we save
2456 * it, we save the empty value so that when we load,
2457 * we get this value back again.
2458 */
2459 if (get_ob_key_link (&op->arch->clone, canonical_key))
2460 field->value = 0;
2461 else
2462 {
2463 if (last)
2464 last->next = field->next;
2465 else
2466 op->key_values = field->next;
2467
2468 delete field;
2469 }
2470 }
2471 return TRUE;
2472 }
2473 /* IF we get here, key doesn't exist */
2474
2475 /* No field, we'll have to add it. */
2476
2477 if (!add_key)
2478 return FALSE;
2479
2480 /* There isn't any good reason to store a null
2481 * value in the key/value list. If the archetype has
2482 * this key, then we should also have it, so shouldn't
2483 * be here. If user wants to store empty strings,
2484 * should pass in ""
2485 */
2486 if (value == NULL)
2487 return TRUE;
2488
2489 field = new key_value;
2490
2491 field->key = canonical_key;
2492 field->value = value;
2493 /* Usual prepend-addition. */
2494 field->next = op->key_values;
2495 op->key_values = field;
2496
2497 return TRUE;
2498 }
2499
2500 /*
2501 * Updates the key in op to value.
2502 *
2503 * If add_key is FALSE, this will only update existing keys,
2504 * and not add new ones.
2505 * In general, should be little reason FALSE is ever passed in for add_key
2506 *
2507 * Returns TRUE on success.
2508 */
2509 int
2510 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2511 {
2512 shstr key_ (key);
2513
2514 return set_ob_key_value_s (op, key_, value, add_key);
2515 }
2516
2517 object::depth_iterator::depth_iterator (object *container)
2518 : iterator_base (container)
2519 {
2520 while (item->inv)
2521 item = item->inv;
2522 }
2523
2524 void
2525 object::depth_iterator::next ()
2526 {
2527 if (item->below)
2528 {
2529 item = item->below;
2530
2531 while (item->inv)
2532 item = item->inv;
2533 }
2534 else
2535 item = item->env;
2536 }
2537
2538
2539 const char *
2540 object::flag_desc (char *desc, int len) const
2541 {
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565 }
2566
2567 // return a suitable string describing an object in enough detail to find it
2568 const char *
2569 object::debug_desc (char *info) const
2570 {
2571 char flagdesc[512];
2572 char info2[256 * 4];
2573 char *p = info;
2574
2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2576 count, uuid.seq,
2577 &name,
2578 title ? "\",title:\"" : "",
2579 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type);
2581
2582 if (env)
2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2584
2585 if (map)
2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2587
2588 return info;
2589 }
2590
2591 const char *
2592 object::debug_desc () const
2593 {
2594 static char info[256 * 4];
2595 return debug_desc (info);
2596 }
2597
2598 const char *
2599 object::debug_desc2 () const
2600 {
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603 }
2604
2605 struct region *
2606 object::region () const
2607 {
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610 }
2611