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Revision: 1.6
Committed: Mon Aug 28 14:05:23 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +3 -3 lines
Log Message:
improved,more automatic freezer

File Contents

# Content
1 /*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.5 2006-08-27 16:15:11 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32 #include <global.h>
33 #ifndef WIN32 /* ---win32 exclude headers */
34 #include <stdio.h>
35 #include <sys/types.h>
36 #include <sys/uio.h>
37 #endif /* win32 */
38 #include <object.h>
39 #include <funcpoint.h>
40 #include <skills.h>
41 #include <loader.h>
42 #ifdef MEMORY_DEBUG
43 int nroffreeobjects = 0;
44 int nrofallocobjects = 0;
45 #undef OBJ_EXPAND
46 #define OBJ_EXPAND 1
47 #else
48 object objarray[STARTMAX]; /* All objects, allocated this way at first */
49 int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50 int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51 #endif
52
53 object *objects; /* Pointer to the list of used objects */
54 object *free_objects; /* Pointer to the list of unused objects */
55 object *active_objects; /* List of active objects that need to be processed */
56
57 short freearr_x[SIZEOFFREE]=
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1};
60 short freearr_y[SIZEOFFREE]=
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3};
63 int maxfree[SIZEOFFREE]=
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
66 int freedir[SIZEOFFREE]= {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8};
69
70
71 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
72 static int compare_ob_value_lists_one(const object * wants, const object * has) {
73 key_value * wants_field;
74
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted...
78 */
79
80 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) {
82 key_value * has_field;
83
84 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key);
86
87 if (has_field == NULL) {
88 /* No field with that name. */
89 return FALSE;
90 }
91
92 /* Found the matching field. */
93 if (has_field->value != wants_field->value) {
94 /* Values don't match, so this half of the comparison is false. */
95 return FALSE;
96 }
97
98 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100
101 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE;
103 }
104
105 /* Returns TRUE if ob1 has the same key_values as ob2. */
106 static int compare_ob_value_lists(const object * ob1, const object * ob2) {
107 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :(
109 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1);
111 }
112
113 /* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together.
115 *
116 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency.
119 *
120 * Check nrof variable *before* calling CAN_MERGE()
121 *
122 * Improvements made with merge: Better checking on potion, and also
123 * check weight
124 */
125
126 int CAN_MERGE(object *ob1, object *ob2) {
127
128 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0;
130
131 if (ob1->speed != ob2->speed) return 0;
132 /* Note sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0;
138
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0;
145
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge.
212 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
214 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) {
228 return 0;
229 }
230 }
231
232 /* Everything passes, must be OK. */
233 return 1;
234 }
235
236 /*
237 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up.
240 */
241 signed long sum_weight(object *op) {
242 signed long sum;
243 object *inv;
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
245 if (inv->inv)
246 sum_weight(inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 }
249 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100;
251 if(op->carrying != sum)
252 op->carrying = sum;
253 return sum;
254 }
255
256 /**
257 * Return the outermost environment object for a given object.
258 */
259
260 object *object_get_env_recursive (object *op) {
261 while (op->env != NULL)
262 op = op->env;
263 return op;
264 }
265
266 /*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272 object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277 }
278
279 /*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array.
283 */
284
285 void dump_object2(object *op) {
286 char *cp;
287 /* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295 #if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305 #endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312 #if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317 #endif
318 strcat(errmsg,"end\n");
319 }
320 }
321
322 /*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326 void dump_object(object *op) {
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333 }
334
335 /* GROS - Dumps an object. Return the result into a string */
336 /* Note that no checking is done for the validity of the target string, so */
337 /* you need to be sure that you allocated enough space for it. */
338 void dump_me(object *op, char *outstr)
339 {
340 char *cp;
341
342 if(op==NULL)
343 {
344 strcpy(outstr,"[NULL pointer]");
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368 }
369
370 /*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375 void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381 }
382
383 /*
384 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned.
387 */
388
389 object *get_nearest_part(object *op, const object *pl) {
390 object *tmp,*closest;
391 int last_dist,i;
392 if(op->more==NULL)
393 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
395 if((i=distance(tmp,pl))<last_dist)
396 closest=tmp,last_dist=i;
397 return closest;
398 }
399
400 /*
401 * Returns the object which has the count-variable equal to the argument.
402 */
403
404 object *find_object(tag_t i) {
405 object *op;
406 for(op=objects;op!=NULL;op=op->next)
407 if(op->count==i)
408 break;
409 return op;
410 }
411
412 /*
413 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999"
416 */
417
418 object *find_object_name(const char *str) {
419 const char *name=add_string(str);
420 object *op;
421 for(op=objects;op!=NULL;op=op->next)
422 if(op->name==name)
423 break;
424 free_string(name);
425 return op;
426 }
427
428 void free_all_object_data(void) {
429 #ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439 #endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442 }
443
444 /*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455 object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466 }
467
468 void clear_owner(object *op)
469 {
470 if (!op) return;
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477 }
478
479
480
481 /*
482 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects.
484 */
485 void set_owner (object *op, object *owner)
486 {
487 if(owner==NULL||op==NULL)
488 return;
489
490 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid.
496 */
497 while (owner->owner && owner!=owner->owner &&
498 owner->ownercount==owner->owner->count) owner=owner->owner;
499
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510 }
511
512 /* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522 void copy_owner (object *op, object *clone)
523 {
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */
529 if (clone->type == PLAYER) owner=clone;
530 else return;
531 }
532 set_owner(op, owner);
533
534 }
535
536 /*
537 * Resets vital variables in an object
538 */
539
540 void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 op->current_weapon_script = NULL;
552 clear_object(op);
553 }
554
555 /* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links.
557 */
558 static void free_key_values(object * op) {
559 key_value * i;
560 key_value * next = NULL;
561
562 if (op->key_values == NULL) return;
563
564 for (i = op->key_values; i != NULL; i = next) {
565 /* Store next *first*. */
566 next = i->next;
567
568 if (i->key) FREE_AND_CLEAR_STR(i->key);
569 if (i->value) FREE_AND_CLEAR_STR(i->value);
570 i->next = NULL;
571 free(i);
572 }
573
574 op->key_values = NULL;
575 }
576
577
578 /*
579 * clear_object() frees everything allocated by an object, and also
580 * clears all variables and flags to default settings.
581 */
582
583 void clear_object(object *op) {
584 op->clear ();
585
586 event *evt;
587 event *evt2;
588
589 /* redo this to be simpler/more efficient. Was also seeing
590 * crashes in the old code. Move this to the top - am
591 * seeing periodic crashes in this code, and would like to have
592 * as much info available as possible (eg, object name).
593 */
594 for (evt = op->events; evt; evt=evt2) {
595 evt2 = evt->next;
596
597 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
598 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
599 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
600
601 free(evt);
602 }
603 op->events = NULL;
604
605 free_key_values(op);
606
607 /* the memset will clear all these values for us, but we need
608 * to reduce the refcount on them.
609 */
610 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
611 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
612 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
613 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
614 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
615 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
616 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
617 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
618 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
619
620
621 memset((void*)op, 0, sizeof (object_special));
622 /* Below here, we clear things that are not done by the memset,
623 * or set default values that are not zero.
624 */
625 /* This is more or less true */
626 SET_FLAG(op, FLAG_REMOVED);
627
628
629 op->contr = NULL;
630 op->below=NULL;
631 op->above=NULL;
632 op->inv=NULL;
633 op->events=NULL;
634 op->container=NULL;
635 op->env=NULL;
636 op->more=NULL;
637 op->head=NULL;
638 op->map=NULL;
639 op->refcount=0;
640 op->active_next = NULL;
641 op->active_prev = NULL;
642 /* What is not cleared is next, prev, and count */
643
644 op->expmul=1.0;
645 op->face = blank_face;
646 op->attacked_by_count = (tag_t) -1;
647 if (settings.casting_time)
648 op->casting_time = -1;
649
650 }
651
652 /*
653 * copy object first frees everything allocated by the second object,
654 * and then copies the contends of the first object into the second
655 * object, allocating what needs to be allocated. Basically, any
656 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
657 * if the first object is freed, the pointers in the new object
658 * will point at garbage.
659 */
660
661 void copy_object(object *op2, object *op) {
662 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
663 event *evt, *evt2, *evt_new;
664
665 op->clear ();
666
667 /* Decrement the refcounts, but don't bother zeroing the fields;
668 they'll be overwritten by memcpy. */
669 if(op->name!=NULL) free_string(op->name);
670 if(op->name_pl!=NULL) free_string(op->name_pl);
671 if(op->title!=NULL) free_string(op->title);
672 if(op->race!=NULL) free_string(op->race);
673 if(op->slaying!=NULL) free_string(op->slaying);
674 if(op->skill!=NULL) free_string(op->skill);
675 if(op->msg!=NULL) free_string(op->msg);
676 if(op->lore!=NULL) free_string(op->lore);
677 if(op->materialname != NULL) free_string(op->materialname);
678 if(op->custom_name != NULL) free_string(op->custom_name);
679
680 /* Basically, same code as from clear_object() */
681 for (evt = op->events; evt; evt=evt2) {
682 evt2 = evt->next;
683
684 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
685 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
686 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
687
688 free(evt);
689 }
690 op->events = NULL;
691
692 free_key_values(op);
693
694 *(object_special *)op = *(object_special *)op2;
695 op2->clone (op);
696
697 if(is_freed) SET_FLAG(op,FLAG_FREED);
698 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
699 if(op->name!=NULL) add_refcount(op->name);
700 if(op->name_pl!=NULL) add_refcount(op->name_pl);
701 if(op->title!=NULL) add_refcount(op->title);
702 if(op->race!=NULL) add_refcount(op->race);
703 if(op->slaying!=NULL) add_refcount(op->slaying);
704 if(op->skill!=NULL) add_refcount(op->skill);
705 if(op->lore!=NULL) add_refcount(op->lore);
706 if(op->msg!=NULL) add_refcount(op->msg);
707 if(op->custom_name!=NULL) add_refcount(op->custom_name);
708 if (op->materialname != NULL) add_refcount(op->materialname);
709
710 if((op2->speed<0) && !editor)
711 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
712
713 /* Copy over event information */
714 evt2 = NULL;
715 for (evt = op2->events; evt; evt=evt->next) {
716 evt_new = (event *) malloc(sizeof(event));
717 memcpy(evt_new, evt, sizeof(event));
718 if (evt_new->hook) add_refcount(evt_new->hook);
719 if (evt_new->plugin) add_refcount(evt_new->plugin);
720 if (evt_new->options) add_refcount(evt_new->options);
721 evt_new->next = NULL;
722
723 /* Try to be a little clever here, and store away the
724 * last event we copied, so that its simpler to update the
725 * pointer.
726 */
727 if (evt2)
728 evt2->next = evt_new;
729 else
730 op->events = evt_new;
731
732 evt2 = evt_new;
733 }
734 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) {
736 key_value * tail = NULL;
737 key_value * i;
738
739 op->key_values = NULL;
740
741 for (i = op2->key_values; i != NULL; i = i->next) {
742 key_value * new_link = (key_value *) malloc(sizeof(key_value));
743
744 new_link->next = NULL;
745 new_link->key = add_refcount(i->key);
746 if (i->value)
747 new_link->value = add_refcount(i->value);
748 else
749 new_link->value = NULL;
750
751 /* Try and be clever here, too. */
752 if (op->key_values == NULL) {
753 op->key_values = new_link;
754 tail = new_link;
755 } else {
756 tail->next = new_link;
757 tail = new_link;
758 }
759 }
760 }
761
762 update_ob_speed(op);
763 }
764
765 /*
766 * expand_objects() allocates more objects for the list of unused objects.
767 * It is called from get_object() if the unused list is empty.
768 */
769
770 void expand_objects(void) {
771 int i;
772 object *obj;
773 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
774
775 if(obj==NULL)
776 fatal(OUT_OF_MEMORY);
777 free_objects=obj;
778 obj[0].prev=NULL;
779 obj[0].next= &obj[1],
780 SET_FLAG(&(obj[0]), FLAG_REMOVED);
781 SET_FLAG(&(obj[0]), FLAG_FREED);
782
783 for(i=1;i<OBJ_EXPAND-1;i++) {
784 obj[i].next= &obj[i+1],
785 obj[i].prev= &obj[i-1],
786 SET_FLAG(&(obj[i]), FLAG_REMOVED);
787 SET_FLAG(&(obj[i]), FLAG_FREED);
788 }
789 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
790 obj[OBJ_EXPAND-1].next=NULL,
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
792 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
793
794 nrofallocobjects += OBJ_EXPAND;
795 nroffreeobjects += OBJ_EXPAND;
796 }
797
798 /*
799 * get_object() grabs an object from the list of unused objects, makes
800 * sure it is initialised, and returns it.
801 * If there are no free objects, expand_objects() is called to get more.
802 */
803
804 object *get_object(void) {
805 object *op;
806
807 if(free_objects==NULL) {
808 expand_objects();
809 }
810 op=free_objects;
811 #ifdef MEMORY_DEBUG
812 /* The idea is hopefully by doing a realloc, the memory
813 * debugging program will now use the current stack trace to
814 * report leaks.
815 */
816 op = realloc(op, sizeof(object));
817 SET_FLAG(op, FLAG_REMOVED);
818 SET_FLAG(op, FLAG_FREED);
819 #endif
820
821 if(!QUERY_FLAG(op,FLAG_FREED)) {
822 LOG(llevError,"Fatal: Getting busy object.\n");
823 }
824 free_objects=op->next;
825 if(free_objects!=NULL)
826 free_objects->prev=NULL;
827 op->count= ++ob_count;
828 op->name=NULL;
829 op->name_pl=NULL;
830 op->title=NULL;
831 op->race=NULL;
832 op->slaying=NULL;
833 op->skill = NULL;
834 op->lore=NULL;
835 op->msg=NULL;
836 op->materialname=NULL;
837 op->next=objects;
838 op->prev=NULL;
839 op->active_next = NULL;
840 op->active_prev = NULL;
841 if(objects!=NULL)
842 objects->prev=op;
843 objects=op;
844 clear_object(op);
845 SET_FLAG(op,FLAG_REMOVED);
846 nroffreeobjects--;
847 return op;
848 }
849
850 /*
851 * If an object with the IS_TURNABLE() flag needs to be turned due
852 * to the closest player being on the other side, this function can
853 * be called to update the face variable, _and_ how it looks on the map.
854 */
855
856 void update_turn_face(object *op) {
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
858 return;
859 SET_ANIMATION(op, op->direction);
860 update_object(op,UP_OBJ_FACE);
861 }
862
863 /*
864 * Updates the speed of an object. If the speed changes from 0 to another
865 * value, or vice versa, then add/remove the object from the active list.
866 * This function needs to be called whenever the speed of an object changes.
867 */
868
869 void update_ob_speed(object *op) {
870 extern int arch_init;
871
872 /* No reason putting the archetypes objects on the speed list,
873 * since they never really need to be updated.
874 */
875
876 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
877 LOG(llevError,"Object %s is freed but has speed.\n", op->name);
878 #ifdef MANY_CORES
879 abort();
880 #else
881 op->speed = 0;
882 #endif
883 }
884 if (arch_init) {
885 return;
886 }
887 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
888 /* If already on active list, don't do anything */
889 if (op->active_next || op->active_prev || op==active_objects)
890 return;
891
892 /* process_events() expects us to insert the object at the beginning
893 * of the list. */
894 op->active_next = active_objects;
895 if (op->active_next!=NULL)
896 op->active_next->active_prev = op;
897 active_objects = op;
898 }
899 else {
900 /* If not on the active list, nothing needs to be done */
901 if (!op->active_next && !op->active_prev && op!=active_objects)
902 return;
903
904 if (op->active_prev==NULL) {
905 active_objects = op->active_next;
906 if (op->active_next!=NULL)
907 op->active_next->active_prev = NULL;
908 }
909 else {
910 op->active_prev->active_next = op->active_next;
911 if (op->active_next)
912 op->active_next->active_prev = op->active_prev;
913 }
914 op->active_next = NULL;
915 op->active_prev = NULL;
916 }
917 }
918
919 /* This function removes object 'op' from the list of active
920 * objects.
921 * This should only be used for style maps or other such
922 * reference maps where you don't want an object that isn't
923 * in play chewing up cpu time getting processed.
924 * The reverse of this is to call update_ob_speed, which
925 * will do the right thing based on the speed of the object.
926 */
927 void remove_from_active_list(object *op)
928 {
929 /* If not on the active list, nothing needs to be done */
930 if (!op->active_next && !op->active_prev && op!=active_objects)
931 return;
932
933 if (op->active_prev==NULL) {
934 active_objects = op->active_next;
935 if (op->active_next!=NULL)
936 op->active_next->active_prev = NULL;
937 }
938 else {
939 op->active_prev->active_next = op->active_next;
940 if (op->active_next)
941 op->active_next->active_prev = op->active_prev;
942 }
943 op->active_next = NULL;
944 op->active_prev = NULL;
945 }
946
947 /*
948 * update_object() updates the array which represents the map.
949 * It takes into account invisible objects (and represent squares covered
950 * by invisible objects by whatever is below them (unless it's another
951 * invisible object, etc...)
952 * If the object being updated is beneath a player, the look-window
953 * of that player is updated (this might be a suboptimal way of
954 * updating that window, though, since update_object() is called _often_)
955 *
956 * action is a hint of what the caller believes need to be done.
957 * For example, if the only thing that has changed is the face (due to
958 * an animation), we don't need to call update_position until that actually
959 * comes into view of a player. OTOH, many other things, like addition/removal
960 * of walls or living creatures may need us to update the flags now.
961 * current action are:
962 * UP_OBJ_INSERT: op was inserted
963 * UP_OBJ_REMOVE: op was removed
964 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
965 * as that is easier than trying to look at what may have changed.
966 * UP_OBJ_FACE: only the objects face has changed.
967 */
968
969 void update_object(object *op, int action) {
970 int update_now=0, flags;
971 MoveType move_on, move_off, move_block, move_slow;
972
973 if (op == NULL) {
974 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n");
976 return;
977 }
978
979 if(op->env!=NULL) {
980 /* Animation is currently handled by client, so nothing
981 * to do in this case.
982 */
983 return;
984 }
985
986 /* If the map is saving, don't do anything as everything is
987 * going to get freed anyways.
988 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return;
990
991 /* make sure the object is within map boundaries */
992 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
993 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
994 LOG(llevError,"update_object() called for object out of map!\n");
995 #ifdef MANY_CORES
996 abort();
997 #endif
998 return;
999 }
1000
1001 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1002 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1003 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1004 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1005 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1006 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1007
1008 if (action == UP_OBJ_INSERT) {
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1010 update_now=1;
1011
1012 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1013 update_now=1;
1014
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1016 update_now=1;
1017
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1019 update_now=1;
1020
1021 if ((move_on | op->move_on) != move_on) update_now=1;
1022 if ((move_off | op->move_off) != move_off) update_now=1;
1023 /* This isn't perfect, but I don't expect a lot of objects to
1024 * to have move_allow right now.
1025 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1027 update_now=1;
1028 if ((move_slow | op->move_slow) != move_slow) update_now=1;
1029 }
1030 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object
1032 * that is being removed.
1033 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
1035 update_now=1;
1036 } else if (action == UP_OBJ_FACE) {
1037 /* Nothing to do for that case */
1038 }
1039 else {
1040 LOG(llevError,"update_object called with invalid action: %d\n", action);
1041 }
1042
1043 if (update_now) {
1044 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1045 update_position(op->map, op->x, op->y);
1046 }
1047
1048 if(op->more!=NULL)
1049 update_object(op->more, action);
1050 }
1051
1052
1053 /*
1054 * free_object() frees everything allocated by an object, removes
1055 * it from the list of used objects, and puts it on the list of
1056 * free objects. The IS_FREED() flag is set in the object.
1057 * The object must have been removed by remove_ob() first for
1058 * this function to succeed.
1059 *
1060 * If free_inventory is set, free inventory as well. Else drop items in
1061 * inventory to the ground.
1062 */
1063
1064 void free_object(object *ob) {
1065 free_object2(ob, 0);
1066 }
1067 void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069
1070 ob->clear ();
1071
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1073 LOG(llevDebug,"Free object called with non removed object\n");
1074 dump_object(ob);
1075 #ifdef MANY_CORES
1076 abort();
1077 #endif
1078 }
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1081 remove_friendly_object(ob);
1082 }
1083 if(QUERY_FLAG(ob,FLAG_FREED)) {
1084 dump_object(ob);
1085 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1086 return;
1087 }
1088 if(ob->more!=NULL) {
1089 free_object2(ob->more, free_inventory);
1090 ob->more=NULL;
1091 }
1092 if (ob->inv) {
1093 /* Only if the space blocks everything do we not process -
1094 * if some form of movemnt is allowed, let objects
1095 * drop on that space.
1096 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1099 {
1100 op=ob->inv;
1101 while(op!=NULL) {
1102 tmp=op->below;
1103 remove_ob(op);
1104 free_object2(op, free_inventory);
1105 op=tmp;
1106 }
1107 }
1108 else { /* Put objects in inventory onto this space */
1109 op=ob->inv;
1110 while(op!=NULL) {
1111 tmp=op->below;
1112 remove_ob(op);
1113 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1114 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1115 free_object(op);
1116 else {
1117 op->x=ob->x;
1118 op->y=ob->y;
1119 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1120 }
1121 op=tmp;
1122 }
1123 }
1124 }
1125 /* Remove object from the active list */
1126 ob->speed = 0;
1127 update_ob_speed(ob);
1128
1129 SET_FLAG(ob, FLAG_FREED);
1130 ob->count = 0;
1131
1132 /* Remove this object from the list of used objects */
1133 if(ob->prev==NULL) {
1134 objects=ob->next;
1135 if(objects!=NULL)
1136 objects->prev=NULL;
1137 }
1138 else {
1139 ob->prev->next=ob->next;
1140 if(ob->next!=NULL)
1141 ob->next->prev=ob->prev;
1142 }
1143
1144 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1145 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1146 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1147 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1148 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1149 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1150 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1151 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1152 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1153
1154
1155 /* Why aren't events freed? */
1156 free_key_values(ob);
1157
1158 #if 0 /* MEMORY_DEBUG*/
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1160 * presumes the freed_object will stick around for at least a little
1161 * bit
1162 */
1163 /* this is necessary so that memory debugging programs will
1164 * be able to accurately report source of malloc. If we recycle
1165 * objects, then some other area may be doing the get_object
1166 * and not freeing it, but the original one that malloc'd the
1167 * object will get the blame.
1168 */
1169 free(ob);
1170 #else
1171
1172 /* Now link it with the free_objects list: */
1173 ob->prev=NULL;
1174 ob->next=free_objects;
1175 if(free_objects!=NULL)
1176 free_objects->prev=ob;
1177 free_objects=ob;
1178 nroffreeobjects++;
1179 #endif
1180 }
1181
1182 /*
1183 * count_free() returns the number of objects on the list of free objects.
1184 */
1185
1186 int count_free(void) {
1187 int i=0;
1188 object *tmp=free_objects;
1189 while(tmp!=NULL)
1190 tmp=tmp->next, i++;
1191 return i;
1192 }
1193
1194 /*
1195 * count_used() returns the number of objects on the list of used objects.
1196 */
1197
1198 int count_used(void) {
1199 int i=0;
1200 object *tmp=objects;
1201 while(tmp!=NULL)
1202 tmp=tmp->next, i++;
1203 return i;
1204 }
1205
1206 /*
1207 * count_active() returns the number of objects on the list of active objects.
1208 */
1209
1210 int count_active(void) {
1211 int i=0;
1212 object *tmp=active_objects;
1213 while(tmp!=NULL)
1214 tmp=tmp->active_next, i++;
1215 return i;
1216 }
1217
1218 /*
1219 * sub_weight() recursively (outwards) subtracts a number from the
1220 * weight of an object (and what is carried by it's environment(s)).
1221 */
1222
1223 void sub_weight (object *op, signed long weight) {
1224 while (op != NULL) {
1225 if (op->type == CONTAINER) {
1226 weight=(signed long)(weight*(100-op->stats.Str)/100);
1227 }
1228 op->carrying-=weight;
1229 op = op->env;
1230 }
1231 }
1232
1233 /* remove_ob(op):
1234 * This function removes the object op from the linked list of objects
1235 * which it is currently tied to. When this function is done, the
1236 * object will have no environment. If the object previously had an
1237 * environment, the x and y coordinates will be updated to
1238 * the previous environment.
1239 * Beware: This function is called from the editor as well!
1240 */
1241
1242 void remove_ob(object *op) {
1243 object *tmp,*last=NULL;
1244 object *otmp;
1245 tag_t tag;
1246 int check_walk_off;
1247 mapstruct *m;
1248 sint16 x,y;
1249
1250
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1252 dump_object(op);
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254
1255 /* Changed it to always dump core in this case. As has been learned
1256 * in the past, trying to recover from errors almost always
1257 * make things worse, and this is a real error here - something
1258 * that should not happen.
1259 * Yes, if this was a mission critical app, trying to do something
1260 * to recover may make sense, but that is because failure of the app
1261 * may have other disastrous problems. Cf runs out of a script
1262 * so is easily enough restarted without any real problems.
1263 * MSW 2001-07-01
1264 */
1265 abort();
1266 }
1267 if(op->more!=NULL)
1268 remove_ob(op->more);
1269
1270 SET_FLAG(op, FLAG_REMOVED);
1271
1272 /*
1273 * In this case, the object to be removed is in someones
1274 * inventory.
1275 */
1276 if(op->env!=NULL) {
1277 if(op->nrof)
1278 sub_weight(op->env, op->weight*op->nrof);
1279 else
1280 sub_weight(op->env, op->weight+op->carrying);
1281
1282 /* NO_FIX_PLAYER is set when a great many changes are being
1283 * made to players inventory. If set, avoiding the call
1284 * to save cpu time.
1285 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1288 fix_player(otmp);
1289
1290 if(op->above!=NULL)
1291 op->above->below=op->below;
1292 else
1293 op->env->inv=op->below;
1294
1295 if(op->below!=NULL)
1296 op->below->above=op->above;
1297
1298 /* we set up values so that it could be inserted into
1299 * the map, but we don't actually do that - it is up
1300 * to the caller to decide what we want to do.
1301 */
1302 op->x=op->env->x,op->y=op->env->y;
1303 op->ox=op->x,op->oy=op->y;
1304 op->map=op->env->map;
1305 op->above=NULL,op->below=NULL;
1306 op->env=NULL;
1307 return;
1308 }
1309
1310 /* If we get here, we are removing it from a map */
1311 if (op->map == NULL) return;
1312
1313 x = op->x;
1314 y = op->y;
1315 m = get_map_from_coord(op->map, &x, &y);
1316
1317 if (!m) {
1318 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1319 op->map->path, op->x, op->y);
1320 /* in old days, we used to set x and y to 0 and continue.
1321 * it seems if we get into this case, something is probablye
1322 * screwed up and should be fixed.
1323 */
1324 abort();
1325 }
1326 if (op->map != m) {
1327 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1328 op->map->path, m->path, op->x, op->y, x, y);
1329 }
1330
1331 /* Re did the following section of code - it looks like it had
1332 * lots of logic for things we no longer care about
1333 */
1334
1335 /* link the object above us */
1336 if (op->above)
1337 op->above->below=op->below;
1338 else
1339 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1340
1341 /* Relink the object below us, if there is one */
1342 if(op->below) {
1343 op->below->above=op->above;
1344 } else {
1345 /* Nothing below, which means we need to relink map object for this space
1346 * use translated coordinates in case some oddness with map tiling is
1347 * evident
1348 */
1349 if(GET_MAP_OB(m,x,y)!=op) {
1350 dump_object(op);
1351 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1352 dump_object(GET_MAP_OB(m,x,y));
1353 LOG(llevError,"%s\n",errmsg);
1354 }
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1356 }
1357 op->above=NULL;
1358 op->below=NULL;
1359
1360 if (op->map->in_memory == MAP_SAVING)
1361 return;
1362
1363 tag = op->count;
1364 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1365 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1366 /* No point updating the players look faces if he is the object
1367 * being removed.
1368 */
1369
1370 if(tmp->type==PLAYER && tmp!=op) {
1371 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view
1373 * appropriately.
1374 */
1375 if (tmp->container==op) {
1376 CLEAR_FLAG(op, FLAG_APPLIED);
1377 tmp->container=NULL;
1378 }
1379 tmp->contr->socket.update_look=1;
1380 }
1381 /* See if player moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1383 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1384
1385 move_apply(tmp, op, NULL);
1386 if (was_destroyed (op, tag)) {
1387 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1388 "leaving object\n", tmp->name, tmp->arch->name);
1389 }
1390 }
1391
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1393
1394 if(tmp->above == tmp)
1395 tmp->above = NULL;
1396 last=tmp;
1397 }
1398 /* last == NULL of there are no objects on this space */
1399 if (last==NULL) {
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1401 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1402 * those out anyways, and if there are any flags set right now, they won't
1403 * be correct anyways.
1404 */
1405 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1406 update_position(op->map, op->x, op->y);
1407 }
1408 else
1409 update_object(last, UP_OBJ_REMOVE);
1410
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1412 update_all_los(op->map, op->x, op->y);
1413
1414 }
1415
1416 /*
1417 * merge_ob(op,top):
1418 *
1419 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object.
1421 * If top is NULL, it is calculated.
1422 * Returns pointer to object if it succeded in the merge, otherwise NULL
1423 */
1424
1425 object *merge_ob(object *op, object *top) {
1426 if(!op->nrof)
1427 return 0;
1428 if(top==NULL)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1430 for(;top!=NULL;top=top->below) {
1431 if(top==op)
1432 continue;
1433 if (CAN_MERGE(op,top))
1434 {
1435 top->nrof+=op->nrof;
1436 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1437 op->weight = 0; /* Don't want any adjustements now */
1438 remove_ob(op);
1439 free_object(op);
1440 return top;
1441 }
1442 }
1443 return NULL;
1444 }
1445
1446 /*
1447 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1448 * job preparing multi-part monsters
1449 */
1450 object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1451 object* tmp;
1452 if (op->head)
1453 op=op->head;
1454 for (tmp=op;tmp;tmp=tmp->more){
1455 tmp->x=x+tmp->arch->clone.x;
1456 tmp->y=y+tmp->arch->clone.y;
1457 }
1458 return insert_ob_in_map (op, m, originator, flag);
1459 }
1460
1461 /*
1462 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list
1464 * which represents what is on a map.
1465 * The second argument specifies the map, and the x and y variables
1466 * in the object about to be inserted specifies the position.
1467 *
1468 * originator: Player, monster or other object that caused 'op' to be inserted
1469 * into 'map'. May be NULL.
1470 *
1471 * flag is a bitmask about special things to do (or not do) when this
1472 * function is called. see the object.h file for the INS_ values.
1473 * Passing 0 for flag gives proper default values, so flag really only needs
1474 * to be set if special handling is needed.
1475 *
1476 * Return value:
1477 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed
1479 * just 'op' otherwise
1480 */
1481
1482 object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1483 {
1484 object *tmp, *top, *floor=NULL;
1485 sint16 x,y;
1486
1487 if (QUERY_FLAG (op, FLAG_FREED)) {
1488 LOG (llevError, "Trying to insert freed object!\n");
1489 return NULL;
1490 }
1491 if(m==NULL) {
1492 dump_object(op);
1493 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1494 return op;
1495 }
1496 if(out_of_map(m,op->x,op->y)) {
1497 dump_object(op);
1498 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1499 #ifdef MANY_CORES
1500 /* Better to catch this here, as otherwise the next use of this object
1501 * is likely to cause a crash. Better to find out where it is getting
1502 * improperly inserted.
1503 */
1504 abort();
1505 #endif
1506 return op;
1507 }
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1509 dump_object(op);
1510 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1511 return op;
1512 }
1513 if(op->more!=NULL) {
1514 /* The part may be on a different map. */
1515
1516 object *more = op->more;
1517
1518 /* We really need the caller to normalize coordinates - if
1519 * we set the map, that doesn't work if the location is within
1520 * a map and this is straddling an edge. So only if coordinate
1521 * is clear wrong do we normalize it.
1522 */
1523 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1524 /* Debugging information so you can see the last coordinates this object had */
1525 more->ox = more->x;
1526 more->oy = more->y;
1527 more->map = get_map_from_coord(m, &more->x, &more->y);
1528 } else if (!more->map) {
1529 /* For backwards compatibility - when not dealing with tiled maps,
1530 * more->map should always point to the parent.
1531 */
1532 more->map = m;
1533 }
1534
1535 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1536 if ( ! op->head)
1537 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1538 return NULL;
1539 }
1540 }
1541 CLEAR_FLAG(op,FLAG_REMOVED);
1542
1543 /* Debugging information so you can see the last coordinates this object had */
1544 op->ox=op->x;
1545 op->oy=op->y;
1546
1547 /* Ideally, the caller figures this out. However, it complicates a lot
1548 * of areas of callers (eg, anything that uses find_free_spot would now
1549 * need extra work
1550 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y);
1552 x = op->x;
1553 y = op->y;
1554
1555 /* this has to be done after we translate the coordinates.
1556 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) {
1558 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1559 if (CAN_MERGE(op,tmp)) {
1560 op->nrof+=tmp->nrof;
1561 remove_ob(tmp);
1562 free_object(tmp);
1563 }
1564 }
1565
1566 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1568 if (!QUERY_FLAG(op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL);
1570
1571 if (flag & INS_BELOW_ORIGINATOR) {
1572 if (originator->map != op->map || originator->x != op->x ||
1573 originator->y != op->y) {
1574 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1575 abort();
1576 }
1577 op->above = originator;
1578 op->below = originator->below;
1579 if (op->below) op->below->above = op;
1580 else SET_MAP_OB(op->map, op->x, op->y, op);
1581 /* since *below* originator, no need to update top */
1582 originator->below = op;
1583 } else {
1584 /* If there are other objects, then */
1585 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1586 object *last=NULL;
1587 /*
1588 * If there are multiple objects on this space, we do some trickier handling.
1589 * We've already dealt with merging if appropriate.
1590 * Generally, we want to put the new object on top. But if
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further.
1593 * Also, if there are spell objects on this space, we stop processing
1594 * once we get to them. This reduces the need to traverse over all of
1595 * them when adding another one - this saves quite a bit of cpu time
1596 * when lots of spells are cast in one area. Currently, it is presumed
1597 * that flying non pickable objects are spell objects.
1598 */
1599
1600 while (top != NULL) {
1601 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1602 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1603 if (QUERY_FLAG(top, FLAG_NO_PICK)
1604 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1605 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1606 {
1607 /* We insert above top, so we want this object below this */
1608 top=top->below;
1609 break;
1610 }
1611 last = top;
1612 top = top->above;
1613 }
1614 /* Don't want top to be NULL, so set it to the last valid object */
1615 top = last;
1616
1617 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result.
1620 */
1621
1622 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66
1624 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd.
1627 */
1628 if (!(flag & INS_ON_TOP) &&
1629 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1630 (op->face && !op->face->visibility)) {
1631 for (last=top; last != floor; last=last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1633 /* Check to see if we found the object that blocks view,
1634 * and make sure we have a below pointer for it so that
1635 * we can get inserted below this one, which requires we
1636 * set top to the object below us.
1637 */
1638 if (last && last->below && last != floor) top=last->below;
1639 }
1640 } /* If objects on this space */
1641 if (flag & INS_MAP_LOAD)
1642 top = GET_MAP_TOP(op->map,op->x,op->y);
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1644
1645 /* Top is the object that our object (op) is going to get inserted above.
1646 */
1647
1648 /* First object on this space */
1649 if (!top) {
1650 op->above = GET_MAP_OB(op->map, op->x, op->y);
1651 if (op->above) op->above->below = op;
1652 op->below = NULL;
1653 SET_MAP_OB(op->map, op->x, op->y, op);
1654 } else { /* get inserted into the stack above top */
1655 op->above = top->above;
1656 if (op->above) op->above->below = op;
1657 op->below = top;
1658 top->above = op;
1659 }
1660 if (op->above==NULL)
1661 SET_MAP_TOP(op->map,op->x, op->y, op);
1662 } /* else not INS_BELOW_ORIGINATOR */
1663
1664 if(op->type==PLAYER)
1665 op->contr->do_los=1;
1666
1667 /* If we have a floor, we know the player, if any, will be above
1668 * it, so save a few ticks and start from there.
1669 */
1670 if (!(flag & INS_MAP_LOAD))
1671 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1672 if (tmp->type == PLAYER)
1673 tmp->contr->socket.update_look=1;
1674 }
1675
1676 /* If this object glows, it may affect lighting conditions that are
1677 * visible to others on this map. But update_all_los is really
1678 * an inefficient way to do this, as it means los for all players
1679 * on the map will get recalculated. The players could very well
1680 * be far away from this change and not affected in any way -
1681 * this should get redone to only look for players within range,
1682 * or just updating the P_NEED_UPDATE for spaces within this area
1683 * of effect may be sufficient.
1684 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1686 update_all_los(op->map, op->x, op->y);
1687
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT);
1691
1692
1693 /* Don't know if moving this to the end will break anything. However,
1694 * we want to have update_look set above before calling this.
1695 *
1696 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object().
1700 */
1701
1702 /* if this is not the head or flag has been passed, don't check walk on status */
1703
1704 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1705 if (check_move_on(op, originator))
1706 return NULL;
1707
1708 /* If we are a multi part object, lets work our way through the check
1709 * walk on's.
1710 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1712 if (check_move_on (tmp, originator))
1713 return NULL;
1714 }
1715 return op;
1716 }
1717
1718 /* this function inserts an object in the map, but if it
1719 * finds an object of its own type, it'll remove that one first.
1720 * op is the object to insert it under: supplies x and the map.
1721 */
1722 void replace_insert_ob_in_map(const char *arch_string, object *op) {
1723 object *tmp;
1724 object *tmp1;
1725
1726 /* first search for itself and remove any old instances */
1727
1728 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1730 remove_ob(tmp);
1731 free_object(tmp);
1732 }
1733 }
1734
1735 tmp1=arch_to_object(find_archetype(arch_string));
1736
1737
1738 tmp1->x = op->x; tmp1->y = op->y;
1739 insert_ob_in_map(tmp1,op->map,op,0);
1740 }
1741
1742 /*
1743 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1744 * is returned contains nr objects, and the remaining parts contains
1745 * the rest (or is removed and freed if that number is 0).
1746 * On failure, NULL is returned, and the reason put into the
1747 * global static errmsg array.
1748 */
1749
1750 object *get_split_ob(object *orig_ob, uint32 nr) {
1751 object *newob;
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1753
1754 if(orig_ob->nrof<nr) {
1755 sprintf(errmsg,"There are only %d %ss.",
1756 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1757 return NULL;
1758 }
1759 newob = object_create_clone(orig_ob);
1760 if((orig_ob->nrof-=nr)<1) {
1761 if ( ! is_removed)
1762 remove_ob(orig_ob);
1763 free_object2(orig_ob, 1);
1764 }
1765 else if ( ! is_removed) {
1766 if(orig_ob->env!=NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr);
1768 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1769 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1770 LOG(llevDebug,
1771 "Error, Tried to split object whose map is not in memory.\n");
1772 return NULL;
1773 }
1774 }
1775 newob->nrof=nr;
1776
1777 return newob;
1778 }
1779
1780 /*
1781 * decrease_ob_nr(object, number) decreases a specified number from
1782 * the amount of an object. If the amount reaches 0, the object
1783 * is subsequently removed and freed.
1784 *
1785 * Return value: 'op' if something is left, NULL if the amount reached 0
1786 */
1787
1788 object *decrease_ob_nr (object *op, uint32 i)
1789 {
1790 object *tmp;
1791 player *pl;
1792
1793 if (i == 0) /* objects with op->nrof require this check */
1794 return op;
1795
1796 if (i > op->nrof)
1797 i = op->nrof;
1798
1799 if (QUERY_FLAG (op, FLAG_REMOVED))
1800 {
1801 op->nrof -= i;
1802 }
1803 else if (op->env != NULL)
1804 {
1805 /* is this object in the players inventory, or sub container
1806 * therein?
1807 */
1808 tmp = is_player_inv (op->env);
1809 /* nope. Is this a container the player has opened?
1810 * If so, set tmp to that player.
1811 * IMO, searching through all the players will mostly
1812 * likely be quicker than following op->env to the map,
1813 * and then searching the map for a player.
1814 */
1815 if (!tmp) {
1816 for (pl=first_player; pl; pl=pl->next)
1817 if (pl->ob->container == op->env) break;
1818 if (pl) tmp=pl->ob;
1819 else tmp=NULL;
1820 }
1821
1822 if (i < op->nrof) {
1823 sub_weight (op->env, op->weight * i);
1824 op->nrof -= i;
1825 if (tmp) {
1826 esrv_send_item(tmp, op);
1827 }
1828 } else {
1829 remove_ob (op);
1830 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count);
1833 }
1834 }
1835 }
1836 else
1837 {
1838 object *above = op->above;
1839
1840 if (i < op->nrof) {
1841 op->nrof -= i;
1842 } else {
1843 remove_ob (op);
1844 op->nrof = 0;
1845 }
1846 /* Since we just removed op, op->above is null */
1847 for (tmp = above; tmp != NULL; tmp = tmp->above)
1848 if (tmp->type == PLAYER) {
1849 if (op->nrof)
1850 esrv_send_item(tmp, op);
1851 else
1852 esrv_del_item(tmp->contr, op->count);
1853 }
1854 }
1855
1856 if (op->nrof) {
1857 return op;
1858 } else {
1859 free_object (op);
1860 return NULL;
1861 }
1862 }
1863
1864 /*
1865 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying.
1867 */
1868
1869 void add_weight (object *op, signed long weight) {
1870 while (op!=NULL) {
1871 if (op->type == CONTAINER) {
1872 weight=(signed long)(weight*(100-op->stats.Str)/100);
1873 }
1874 op->carrying+=weight;
1875 op=op->env;
1876 }
1877 }
1878
1879 /*
1880 * insert_ob_in_ob(op,environment):
1881 * This function inserts the object op in the linked list
1882 * inside the object environment.
1883 *
1884 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1885 * the inventory at the last position or next to other objects of the same
1886 * type.
1887 * Frank: Now sorted by type, archetype and magic!
1888 *
1889 * The function returns now pointer to inserted item, and return value can
1890 * be != op, if items are merged. -Tero
1891 */
1892
1893 object *insert_ob_in_ob(object *op,object *where) {
1894 object *tmp, *otmp;
1895
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1897 dump_object(op);
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1899 return op;
1900 }
1901 if(where==NULL) {
1902 dump_object(op);
1903 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1904 return op;
1905 }
1906 if (where->head) {
1907 LOG(llevDebug,
1908 "Warning: Tried to insert object wrong part of multipart object.\n");
1909 where = where->head;
1910 }
1911 if (op->more) {
1912 LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1913 op->name, op->count);
1914 return op;
1915 }
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1917 CLEAR_FLAG(op, FLAG_REMOVED);
1918 if(op->nrof) {
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1920 if ( CAN_MERGE(tmp,op) ) {
1921 /* return the original object and remove inserted object
1922 (client needs the original object) */
1923 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to
1925 * tmp->nrof, we need to increase the weight.
1926 */
1927 add_weight (where, op->weight*op->nrof);
1928 SET_FLAG(op, FLAG_REMOVED);
1929 free_object(op); /* free the inserted object */
1930 op = tmp;
1931 remove_ob (op); /* and fix old object's links */
1932 CLEAR_FLAG(op, FLAG_REMOVED);
1933 break;
1934 }
1935
1936 /* I assume combined objects have no inventory
1937 * We add the weight - this object could have just been removed
1938 * (if it was possible to merge). calling remove_ob will subtract
1939 * the weight, so we need to add it in again, since we actually do
1940 * the linking below
1941 */
1942 add_weight (where, op->weight*op->nrof);
1943 } else
1944 add_weight (where, (op->weight+op->carrying));
1945
1946 otmp=is_player_inv(where);
1947 if (otmp&&otmp->contr!=NULL) {
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp);
1950 }
1951
1952 op->map=NULL;
1953 op->env=where;
1954 op->above=NULL;
1955 op->below=NULL;
1956 op->x=0,op->y=0;
1957 op->ox=0,op->oy=0;
1958
1959 /* reset the light list and los of the players on the map */
1960 if((op->glow_radius!=0)&&where->map)
1961 {
1962 #ifdef DEBUG_LIGHTS
1963 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1964 op->name);
1965 #endif /* DEBUG_LIGHTS */
1966 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1967 }
1968
1969 /* Client has no idea of ordering so lets not bother ordering it here.
1970 * It sure simplifies this function...
1971 */
1972 if (where->inv==NULL)
1973 where->inv=op;
1974 else {
1975 op->below = where->inv;
1976 op->below->above = op;
1977 where->inv = op;
1978 }
1979 return op;
1980 }
1981
1982 /*
1983 * Checks if any objects has a move_type that matches objects
1984 * that effect this object on this space. Call apply() to process
1985 * these events.
1986 *
1987 * Any speed-modification due to SLOW_MOVE() of other present objects
1988 * will affect the speed_left of the object.
1989 *
1990 * originator: Player, monster or other object that caused 'op' to be inserted
1991 * into 'map'. May be NULL.
1992 *
1993 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1994 *
1995 * 4-21-95 added code to check if appropriate skill was readied - this will
1996 * permit faster movement by the player through this terrain. -b.t.
1997 *
1998 * MSW 2001-07-08: Check all objects on space, not just those below
1999 * object being inserted. insert_ob_in_map may not put new objects
2000 * on top.
2001 */
2002
2003 int check_move_on (object *op, object *originator)
2004 {
2005 object *tmp;
2006 tag_t tag;
2007 mapstruct *m=op->map;
2008 int x=op->x, y=op->y;
2009 MoveType move_on, move_slow, move_block;
2010
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY))
2012 return 0;
2013
2014 tag = op->count;
2015
2016 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2017 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2018 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2019
2020 /* if nothing on this space will slow op down or be applied,
2021 * no need to do checking below. have to make sure move_type
2022 * is set, as lots of objects don't have it set - we treat that
2023 * as walking.
2024 */
2025 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2026 return 0;
2027
2028 /* This is basically inverse logic of that below - basically,
2029 * if the object can avoid the move on or slow move, they do so,
2030 * but can't do it if the alternate movement they are using is
2031 * blocked. Logic on this seems confusing, but does seem correct.
2032 */
2033 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2034 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2035
2036 /* The objects have to be checked from top to bottom.
2037 * Hence, we first go to the top:
2038 */
2039
2040 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2041 tmp->above!=NULL; tmp=tmp->above) {
2042 /* Trim the search when we find the first other spell effect
2043 * this helps performance so that if a space has 50 spell objects,
2044 * we don't need to check all of them.
2045 */
2046 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2047 }
2048 for(;tmp!=NULL; tmp=tmp->below) {
2049 if (tmp == op) continue; /* Can't apply yourself */
2050
2051 /* Check to see if one of the movement types should be slowed down.
2052 * Second check makes sure that the movement types not being slowed
2053 * (~slow_move) is not blocked on this space - just because the
2054 * space doesn't slow down swimming (for example), if you can't actually
2055 * swim on that space, can't use it to avoid the penalty.
2056 */
2057 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2058 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2059 ((op->move_type & tmp->move_slow) &&
2060 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2061
2062 float diff;
2063
2064 diff = tmp->move_slow_penalty*FABS(op->speed);
2065 if (op->type == PLAYER) {
2066 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2067 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2068 diff /= 4.0;
2069 }
2070 }
2071 op->speed_left -= diff;
2072 }
2073 }
2074
2075 /* Basically same logic as above, except now for actual apply. */
2076 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2077 ((op->move_type & tmp->move_on) &&
2078 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2079
2080 move_apply(tmp, op, originator);
2081 if (was_destroyed (op, tag))
2082 return 1;
2083
2084 /* what the person/creature stepped onto has moved the object
2085 * someplace new. Don't process any further - if we did,
2086 * have a feeling strange problems would result.
2087 */
2088 if (op->map != m || op->x != x || op->y != y) return 0;
2089 }
2090 }
2091 return 0;
2092 }
2093
2094 /*
2095 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none.
2098 */
2099
2100 object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
2101 object *tmp;
2102 if(m==NULL || out_of_map(m,x,y)) {
2103 LOG(llevError,"Present_arch called outside map.\n");
2104 return NULL;
2105 }
2106 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
2107 if(tmp->arch == at)
2108 return tmp;
2109 return NULL;
2110 }
2111
2112 /*
2113 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none.
2116 */
2117
2118 object *present(unsigned char type,mapstruct *m, int x,int y) {
2119 object *tmp;
2120 if(out_of_map(m,x,y)) {
2121 LOG(llevError,"Present called outside map.\n");
2122 return NULL;
2123 }
2124 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
2125 if(tmp->type==type)
2126 return tmp;
2127 return NULL;
2128 }
2129
2130 /*
2131 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none.
2134 */
2135
2136 object *present_in_ob(unsigned char type, const object *op) {
2137 object *tmp;
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2139 if(tmp->type==type)
2140 return tmp;
2141 return NULL;
2142 }
2143
2144 /*
2145 * present_in_ob (type, str, object) searches for any objects with
2146 * a matching type & name variable in the inventory of the given object.
2147 * The first matching object is returned, or NULL if none.
2148 * This is mostly used by spell effect code, so that we only
2149 * have one spell effect at a time.
2150 * type can be used to narrow the search - if type is set,
2151 * the type must also match. -1 can be passed for the type,
2152 * in which case the type does not need to pass.
2153 * str is the string to match against. Note that we match against
2154 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name
2156 * to be unique.
2157 */
2158
2159 object *present_in_ob_by_name(int type, const char *str, const object *op) {
2160 object *tmp;
2161
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
2164 return tmp;
2165 }
2166 return NULL;
2167 }
2168
2169 /*
2170 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none.
2173 */
2174
2175 object *present_arch_in_ob(const archetype *at, const object *op) {
2176 object *tmp;
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2178 if( tmp->arch == at)
2179 return tmp;
2180 return NULL;
2181 }
2182
2183 /*
2184 * activate recursively a flag on an object inventory
2185 */
2186 void flag_inv(object*op, int flag){
2187 object *tmp;
2188 if(op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2190 SET_FLAG(tmp, flag);
2191 flag_inv(tmp,flag);
2192 }
2193 }/*
2194 * desactivate recursively a flag on an object inventory
2195 */
2196 void unflag_inv(object*op, int flag){
2197 object *tmp;
2198 if(op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2200 CLEAR_FLAG(tmp, flag);
2201 unflag_inv(tmp,flag);
2202 }
2203 }
2204
2205 /*
2206 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2207 * all it's inventory (recursively).
2208 * If checksums are used, a player will get set_cheat called for
2209 * him/her-self and all object carried by a call to this function.
2210 */
2211
2212 void set_cheat(object *op) {
2213 SET_FLAG(op, FLAG_WAS_WIZ);
2214 flag_inv(op, FLAG_WAS_WIZ);
2215 }
2216
2217 /*
2218 * find_free_spot(object, map, x, y, start, stop) will search for
2219 * a spot at the given map and coordinates which will be able to contain
2220 * the given object. start and stop specifies how many squares
2221 * to search (see the freearr_x/y[] definition).
2222 * It returns a random choice among the alternatives found.
2223 * start and stop are where to start relative to the free_arr array (1,9
2224 * does all 4 immediate directions). This returns the index into the
2225 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2226 * Note - this only checks to see if there is space for the head of the
2227 * object - if it is a multispace object, this should be called for all
2228 * pieces.
2229 * Note2: This function does correctly handle tiled maps, but does not
2230 * inform the caller. However, insert_ob_in_map will update as
2231 * necessary, so the caller shouldn't need to do any special work.
2232 * Note - updated to take an object instead of archetype - this is necessary
2233 * because arch_blocked (now ob_blocked) needs to know the movement type
2234 * to know if the space in question will block the object. We can't use
2235 * the archetype because that isn't correct if the monster has been
2236 * customized, changed states, etc.
2237 */
2238
2239 int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2240 int i,index=0, flag;
2241 static int altern[SIZEOFFREE];
2242
2243 for(i=start;i<stop;i++) {
2244 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2245 if(!flag)
2246 altern[index++]=i;
2247
2248 /* Basically, if we find a wall on a space, we cut down the search size.
2249 * In this way, we won't return spaces that are on another side of a wall.
2250 * This mostly work, but it cuts down the search size in all directions -
2251 * if the space being examined only has a wall to the north and empty
2252 * spaces in all the other directions, this will reduce the search space
2253 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space.
2255 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2257 stop=maxfree[i];
2258 }
2259 if(!index) return -1;
2260 return altern[RANDOM()%index];
2261 }
2262
2263 /*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like
2265 * find_free_spot(), but it will search max number of squares.
2266 * But it will return the first available spot, not a random choice.
2267 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268 */
2269
2270 int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2271 int i;
2272 for(i=0;i<SIZEOFFREE;i++) {
2273 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2274 return i;
2275 }
2276 return -1;
2277 }
2278
2279 /*
2280 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1].
2282 */
2283 static void permute(int *arr, int begin, int end)
2284 {
2285 int i, j, tmp, len;
2286
2287 len = end-begin;
2288 for(i = begin; i < end; i++)
2289 {
2290 j = begin+RANDOM()%len;
2291
2292 tmp = arr[i];
2293 arr[i] = arr[j];
2294 arr[j] = tmp;
2295 }
2296 }
2297
2298 /* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of
2300 * the spaces to find monsters. In this way, it won't always look for
2301 * monsters to the north first. However, the size of the array passed
2302 * covers all the spaces, so within that size, all the spaces within
2303 * the 3x3 area will be searched, just not in a predictable order.
2304 */
2305 void get_search_arr(int *search_arr)
2306 {
2307 int i;
2308
2309 for(i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i;
2312 }
2313
2314 permute(search_arr, 1, SIZEOFFREE1+1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2317 }
2318
2319 /*
2320 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects.
2322 * It will not considered the object given as exclude among possible
2323 * live objects.
2324 * It returns the direction toward the first/closest live object if finds
2325 * any, otherwise 0.
2326 * Perhaps incorrectly, but I'm making the assumption that exclude
2327 * is actually want is going to try and move there. We need this info
2328 * because we have to know what movement the thing looking to move
2329 * there is capable of.
2330 */
2331
2332 int find_dir(mapstruct *m, int x, int y, object *exclude) {
2333 int i,max=SIZEOFFREE, mflags;
2334 sint16 nx, ny;
2335 object *tmp;
2336 mapstruct *mp;
2337 MoveType blocked, move_type;
2338
2339 if (exclude && exclude->head) {
2340 exclude = exclude->head;
2341 move_type = exclude->move_type;
2342 } else {
2343 /* If we don't have anything, presume it can use all movement types. */
2344 move_type=MOVE_ALL;
2345 }
2346
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i];
2351
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2353 if (mflags & P_OUT_OF_MAP) {
2354 max = maxfree[i];
2355 } else {
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2357
2358 if ((move_type & blocked) == move_type) {
2359 max=maxfree[i];
2360 } else if (mflags & P_IS_ALIVE) {
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2362 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2364 break;
2365 }
2366 }
2367 if(tmp) {
2368 return freedir[i];
2369 }
2370 }
2371 }
2372 }
2373 return 0;
2374 }
2375
2376 /*
2377 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects.
2379 */
2380
2381 int distance(const object *ob1, const object *ob2) {
2382 int i;
2383 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2384 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2385 return i;
2386 }
2387
2388 /*
2389 * find_dir_2(delta-x,delta-y) will return a direction in which
2390 * an object which has subtracted the x and y coordinates of another
2391 * object, needs to travel toward it.
2392 */
2393
2394 int find_dir_2(int x, int y) {
2395 int q;
2396
2397 if(y)
2398 q=x*100/y;
2399 else if (x)
2400 q= -300*x;
2401 else
2402 return 0;
2403
2404 if(y>0) {
2405 if(q < -242)
2406 return 3 ;
2407 if (q < -41)
2408 return 2 ;
2409 if (q < 41)
2410 return 1 ;
2411 if (q < 242)
2412 return 8 ;
2413 return 7 ;
2414 }
2415
2416 if (q < -242)
2417 return 7 ;
2418 if (q < -41)
2419 return 6 ;
2420 if (q < 41)
2421 return 5 ;
2422 if (q < 242)
2423 return 4 ;
2424
2425 return 3 ;
2426 }
2427
2428 /*
2429 * absdir(int): Returns a number between 1 and 8, which represent
2430 * the "absolute" direction of a number (it actually takes care of
2431 * "overflow" in previous calculations of a direction).
2432 */
2433
2434 int absdir(int d) {
2435 while(d<1) d+=8;
2436 while(d>8) d-=8;
2437 return d;
2438 }
2439
2440 /*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir())
2443 */
2444
2445 int dirdiff(int dir1, int dir2) {
2446 int d;
2447 d = abs(dir1 - dir2);
2448 if(d>4)
2449 d = 8 - d;
2450 return d;
2451 }
2452
2453 /* peterm:
2454 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * Basically, this is a table of directions, and what directions
2456 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2457 * This basically means that if direction is 15, then it could either go
2458 * direction 4, 14, or 16 to get back to where we are.
2459 * Moved from spell_util.c to object.c with the other related direction
2460 * functions.
2461 */
2462
2463 int reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */
2465 {0,0,0}, /* 1 */
2466 {0,0,0}, /* 2 */
2467 {0,0,0}, /* 3 */
2468 {0,0,0}, /* 4 */
2469 {0,0,0}, /* 5 */
2470 {0,0,0}, /* 6 */
2471 {0,0,0}, /* 7 */
2472 {0,0,0}, /* 8 */
2473 {8,1,2}, /* 9 */
2474 {1,2,-1}, /* 10 */
2475 {2,10,12}, /* 11 */
2476 {2,3,-1}, /* 12 */
2477 {2,3,4}, /* 13 */
2478 {3,4,-1}, /* 14 */
2479 {4,14,16}, /* 15 */
2480 {5,4,-1}, /* 16 */
2481 {4,5,6}, /* 17 */
2482 {6,5,-1}, /* 18 */
2483 {6,20,18}, /* 19 */
2484 {7,6,-1}, /* 20 */
2485 {6,7,8}, /* 21 */
2486 {7,8,-1}, /* 22 */
2487 {8,22,24}, /* 23 */
2488 {8,1,-1}, /* 24 */
2489 {24,9,10}, /* 25 */
2490 {9,10,-1}, /* 26 */
2491 {10,11,-1}, /* 27 */
2492 {27,11,29}, /* 28 */
2493 {11,12,-1}, /* 29 */
2494 {12,13,-1}, /* 30 */
2495 {12,13,14}, /* 31 */
2496 {13,14,-1}, /* 32 */
2497 {14,15,-1}, /* 33 */
2498 {33,15,35}, /* 34 */
2499 {16,15,-1}, /* 35 */
2500 {17,16,-1}, /* 36 */
2501 {18,17,16}, /* 37 */
2502 {18,17,-1}, /* 38 */
2503 {18,19,-1}, /* 39 */
2504 {41,19,39}, /* 40 */
2505 {19,20,-1}, /* 41 */
2506 {20,21,-1}, /* 42 */
2507 {20,21,22}, /* 43 */
2508 {21,22,-1}, /* 44 */
2509 {23,22,-1}, /* 45 */
2510 {45,47,23}, /* 46 */
2511 {23,24,-1}, /* 47 */
2512 {24,9,-1}}; /* 48 */
2513
2514 /* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW
2519 */
2520
2521
2522 int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2523 sint16 dx, dy;
2524 int mflags;
2525
2526 if(dir<0) return 0; /* exit condition: invalid direction */
2527
2528 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir];
2530
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2532
2533 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more
2536 * literal on if we can see it. To know if we can actually
2537 * move to the monster, we'd need the monster passed in or
2538 * at least its move type.
2539 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2541
2542 /* yes, can see. */
2543 if(dir < 9) return 1;
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2547 }
2548
2549
2550
2551 /*
2552 * can_pick(picker, item): finds out if an object is possible to be
2553 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0.
2555 *
2556 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2557 * core dumps if they do.
2558 *
2559 * Add a check so we can't pick up invisible objects (0.93.8)
2560 */
2561
2562 int can_pick(const object *who, const object *item) {
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2566 (who->type==PLAYER||item->weight<who->weight/3));
2567 }
2568
2569
2570 /*
2571 * create clone from object to another
2572 */
2573 object *object_create_clone (object *asrc) {
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item;
2575
2576 if(!asrc) return NULL;
2577 src = asrc;
2578 if(src->head)
2579 src = src->head;
2580
2581 prev = NULL;
2582 for(part = src; part; part = part->more) {
2583 tmp = get_object();
2584 copy_object(part,tmp);
2585 tmp->x -= src->x;
2586 tmp->y -= src->y;
2587 if(!part->head) {
2588 dst = tmp;
2589 tmp->head = NULL;
2590 } else {
2591 tmp->head = dst;
2592 }
2593 tmp->more = NULL;
2594 if(prev)
2595 prev->more = tmp;
2596 prev = tmp;
2597 }
2598 /*** copy inventory ***/
2599 for(item = src->inv; item; item = item->below) {
2600 (void) insert_ob_in_ob(object_create_clone(item),dst);
2601 }
2602
2603 return dst;
2604 }
2605
2606 /* return true if the object was destroyed, 0 otherwise */
2607 int was_destroyed (const object *op, tag_t old_tag)
2608 {
2609 /* checking for FLAG_FREED isn't necessary, but makes this function more
2610 * robust */
2611 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2612 }
2613
2614 /* GROS - Creates an object using a string representing its content. */
2615 /* Basically, we save the content of the string to a temp file, then call */
2616 /* load_object on it. I admit it is a highly inefficient way to make things, */
2617 /* but it was simple to make and allows reusing the load_object function. */
2618 /* Remember not to use load_object_str in a time-critical situation. */
2619 /* Also remember that multiparts objects are not supported for now. */
2620
2621 object* load_object_str(const char *obstr)
2622 {
2623 object *op;
2624 FILE *tempfile;
2625 char filename[MAX_BUF];
2626 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2627 tempfile=fopen(filename,"w");
2628 if (tempfile == NULL)
2629 {
2630 LOG(llevError,"Error - Unable to access load object temp file\n");
2631 return NULL;
2632 };
2633 fprintf(tempfile,obstr);
2634 fclose(tempfile);
2635
2636 op=get_object();
2637
2638 tempfile=fopen(filename,"r");
2639 if (tempfile == NULL)
2640 {
2641 LOG(llevError,"Error - Unable to read object temp file\n");
2642 return NULL;
2643 };
2644 object_thawer thawer (tempfile);
2645 load_object(thawer,op,LO_NEWFILE,0);
2646 LOG(llevDebug," load str completed, object=%s\n",op->name);
2647 CLEAR_FLAG(op,FLAG_REMOVED);
2648 fclose(tempfile);
2649 return op;
2650 }
2651
2652 /* This returns the first object in who's inventory that
2653 * has the same type and subtype match.
2654 * returns NULL if no match.
2655 */
2656 object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2657 {
2658 object *tmp;
2659
2660 for (tmp=who->inv; tmp; tmp=tmp->below)
2661 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2662
2663 return NULL;
2664 }
2665
2666 /* If ob has a field named key, return the link from the list,
2667 * otherwise return NULL.
2668 *
2669 * key must be a passed in shared string - otherwise, this won't
2670 * do the desired thing.
2671 */
2672 key_value * get_ob_key_link(const object * ob, const char * key) {
2673 key_value * link;
2674
2675 for (link = ob->key_values; link != NULL; link = link->next) {
2676 if (link->key == key) {
2677 return link;
2678 }
2679 }
2680
2681 return NULL;
2682 }
2683
2684 /*
2685 * Returns the value of op has an extra_field for key, or NULL.
2686 *
2687 * The argument doesn't need to be a shared string.
2688 *
2689 * The returned string is shared.
2690 */
2691 const char * get_ob_key_value(const object * op, const char * const key) {
2692 key_value * link;
2693 const char * canonical_key;
2694
2695 canonical_key = find_string(key);
2696
2697 if (canonical_key == NULL) {
2698 /* 1. There being a field named key on any object
2699 * implies there'd be a shared string to find.
2700 * 2. Since there isn't, no object has this field.
2701 * 3. Therefore, *this* object doesn't have this field.
2702 */
2703 return NULL;
2704 }
2705
2706 /* This is copied from get_ob_key_link() above -
2707 * only 4 lines, and saves the function call overhead.
2708 */
2709 for (link = op->key_values; link != NULL; link = link->next) {
2710 if (link->key == canonical_key) {
2711 return link->value;
2712 }
2713 }
2714 return NULL;
2715 }
2716
2717
2718 /*
2719 * Updates the canonical_key in op to value.
2720 *
2721 * canonical_key is a shared string (value doesn't have to be).
2722 *
2723 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2724 * keys.
2725 *
2726 * Returns TRUE on success.
2727 */
2728 int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2729 key_value * field = NULL, *last=NULL;
2730
2731 for (field=op->key_values; field != NULL; field=field->next) {
2732 if (field->key != canonical_key) {
2733 last = field;
2734 continue;
2735 }
2736
2737 if (field->value) FREE_AND_CLEAR_STR(field->value);
2738 if (value)
2739 field->value = add_string(value);
2740 else {
2741 /* Basically, if the archetype has this key set,
2742 * we need to store the null value so when we save
2743 * it, we save the empty value so that when we load,
2744 * we get this value back again.
2745 */
2746 if (get_ob_key_link(&op->arch->clone, canonical_key))
2747 field->value = NULL;
2748 else {
2749 /* Delete this link */
2750 if (field->key) FREE_AND_CLEAR_STR(field->key);
2751 if (field->value) FREE_AND_CLEAR_STR(field->value);
2752 if (last) last->next = field->next;
2753 else op->key_values = field->next;
2754 free(field);
2755 }
2756 }
2757 return TRUE;
2758 }
2759 /* IF we get here, key doesn't exist */
2760
2761 /* No field, we'll have to add it. */
2762
2763 if (!add_key) {
2764 return FALSE;
2765 }
2766 /* There isn't any good reason to store a null
2767 * value in the key/value list. If the archetype has
2768 * this key, then we should also have it, so shouldn't
2769 * be here. If user wants to store empty strings,
2770 * should pass in ""
2771 */
2772 if (value == NULL) return TRUE;
2773
2774 field = (key_value *) malloc(sizeof(key_value));
2775
2776 field->key = add_refcount(canonical_key);
2777 field->value = add_string(value);
2778 /* Usual prepend-addition. */
2779 field->next = op->key_values;
2780 op->key_values = field;
2781
2782 return TRUE;
2783 }
2784
2785 /*
2786 * Updates the key in op to value.
2787 *
2788 * If add_key is FALSE, this will only update existing keys,
2789 * and not add new ones.
2790 * In general, should be little reason FALSE is ever passed in for add_key
2791 *
2792 * Returns TRUE on success.
2793 */
2794 int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2795 const char * canonical_key = NULL;
2796 int floating_ref = FALSE;
2797 int ret;
2798
2799 /* HACK This mess is to make sure set_ob_value() passes a shared string
2800 * to get_ob_key_link(), without leaving a leaked refcount.
2801 */
2802
2803 canonical_key = find_string(key);
2804 if (canonical_key == NULL) {
2805 canonical_key = add_string(key);
2806 floating_ref = TRUE;
2807 }
2808
2809 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2810
2811 if (floating_ref) {
2812 free_string(canonical_key);
2813 }
2814
2815 return ret;
2816 }