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Revision: 1.9
Committed: Wed Aug 30 06:06:26 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +7 -12 lines
Log Message:
improve thawer interface, implement some monster event support

File Contents

# Content
1 /*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.8 2006-08-29 08:01:35 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 clear_object(op);
552 }
553
554 /* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links.
556 */
557 static void free_key_values(object * op) {
558 key_value * i;
559 key_value * next = NULL;
560
561 if (op->key_values == NULL) return;
562
563 for (i = op->key_values; i != NULL; i = next) {
564 /* Store next *first*. */
565 next = i->next;
566
567 if (i->key) FREE_AND_CLEAR_STR(i->key);
568 if (i->value) FREE_AND_CLEAR_STR(i->value);
569 i->next = NULL;
570 free(i);
571 }
572
573 op->key_values = NULL;
574 }
575
576
577 /*
578 * clear_object() frees everything allocated by an object, and also
579 * clears all variables and flags to default settings.
580 */
581
582 void clear_object(object *op) {
583 op->clear ();
584
585 event *evt;
586 event *evt2;
587
588 /* redo this to be simpler/more efficient. Was also seeing
589 * crashes in the old code. Move this to the top - am
590 * seeing periodic crashes in this code, and would like to have
591 * as much info available as possible (eg, object name).
592 */
593 for (evt = op->events; evt; evt=evt2) {
594 evt2 = evt->next;
595
596 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
597 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
598 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
599
600 free(evt);
601 }
602 op->events = NULL;
603
604 free_key_values(op);
605
606 /* the memset will clear all these values for us, but we need
607 * to reduce the refcount on them.
608 */
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
618
619
620 memset((void*)op, 0, sizeof (object_special));
621 /* Below here, we clear things that are not done by the memset,
622 * or set default values that are not zero.
623 */
624 /* This is more or less true */
625 SET_FLAG(op, FLAG_REMOVED);
626
627
628 op->contr = NULL;
629 op->below=NULL;
630 op->above=NULL;
631 op->inv=NULL;
632 op->events=NULL;
633 op->container=NULL;
634 op->env=NULL;
635 op->more=NULL;
636 op->head=NULL;
637 op->map=NULL;
638 op->refcount=0;
639 op->active_next = NULL;
640 op->active_prev = NULL;
641 /* What is not cleared is next, prev, and count */
642
643 op->expmul=1.0;
644 op->face = blank_face;
645 op->attacked_by_count = (tag_t) -1;
646 if (settings.casting_time)
647 op->casting_time = -1;
648
649 }
650
651 /*
652 * copy object first frees everything allocated by the second object,
653 * and then copies the contends of the first object into the second
654 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
656 * if the first object is freed, the pointers in the new object
657 * will point at garbage.
658 */
659
660 void copy_object(object *op2, object *op) {
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
662 event *evt, *evt2, *evt_new;
663
664 op->clear ();
665
666 /* Decrement the refcounts, but don't bother zeroing the fields;
667 they'll be overwritten by memcpy. */
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678
679 /* Basically, same code as from clear_object() */
680 for (evt = op->events; evt; evt=evt2) {
681 evt2 = evt->next;
682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op);
695
696 if(is_freed) SET_FLAG(op,FLAG_FREED);
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
698 if(op->name!=NULL) add_refcount(op->name);
699 if(op->name_pl!=NULL) add_refcount(op->name_pl);
700 if(op->title!=NULL) add_refcount(op->title);
701 if(op->race!=NULL) add_refcount(op->race);
702 if(op->slaying!=NULL) add_refcount(op->slaying);
703 if(op->skill!=NULL) add_refcount(op->skill);
704 if(op->lore!=NULL) add_refcount(op->lore);
705 if(op->msg!=NULL) add_refcount(op->msg);
706 if(op->custom_name!=NULL) add_refcount(op->custom_name);
707 if (op->materialname != NULL) add_refcount(op->materialname);
708
709 if((op2->speed<0) && !editor)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
711
712 /* Copy over event information */
713 evt2 = NULL;
714 for (evt = op2->events; evt; evt=evt->next) {
715 evt_new = (event *) malloc(sizeof(event));
716 memcpy(evt_new, evt, sizeof(event));
717 if (evt_new->hook) add_refcount(evt_new->hook);
718 if (evt_new->plugin) add_refcount(evt_new->plugin);
719 if (evt_new->options) add_refcount(evt_new->options);
720 evt_new->next = NULL;
721
722 /* Try to be a little clever here, and store away the
723 * last event we copied, so that its simpler to update the
724 * pointer.
725 */
726 if (evt2)
727 evt2->next = evt_new;
728 else
729 op->events = evt_new;
730
731 evt2 = evt_new;
732 }
733 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) {
735 key_value * tail = NULL;
736 key_value * i;
737
738 op->key_values = NULL;
739
740 for (i = op2->key_values; i != NULL; i = i->next) {
741 key_value * new_link = (key_value *) malloc(sizeof(key_value));
742
743 new_link->next = NULL;
744 new_link->key = add_refcount(i->key);
745 if (i->value)
746 new_link->value = add_refcount(i->value);
747 else
748 new_link->value = NULL;
749
750 /* Try and be clever here, too. */
751 if (op->key_values == NULL) {
752 op->key_values = new_link;
753 tail = new_link;
754 } else {
755 tail->next = new_link;
756 tail = new_link;
757 }
758 }
759 }
760
761 update_ob_speed(op);
762 }
763
764 /*
765 * expand_objects() allocates more objects for the list of unused objects.
766 * It is called from get_object() if the unused list is empty.
767 */
768
769 void expand_objects(void) {
770 int i;
771 object *obj;
772 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
773
774 if(obj==NULL)
775 fatal(OUT_OF_MEMORY);
776 free_objects=obj;
777 obj[0].prev=NULL;
778 obj[0].next= &obj[1],
779 SET_FLAG(&(obj[0]), FLAG_REMOVED);
780 SET_FLAG(&(obj[0]), FLAG_FREED);
781
782 for(i=1;i<OBJ_EXPAND-1;i++) {
783 obj[i].next= &obj[i+1],
784 obj[i].prev= &obj[i-1],
785 SET_FLAG(&(obj[i]), FLAG_REMOVED);
786 SET_FLAG(&(obj[i]), FLAG_FREED);
787 }
788 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
789 obj[OBJ_EXPAND-1].next=NULL,
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
792
793 nrofallocobjects += OBJ_EXPAND;
794 nroffreeobjects += OBJ_EXPAND;
795 }
796
797 /*
798 * get_object() grabs an object from the list of unused objects, makes
799 * sure it is initialised, and returns it.
800 * If there are no free objects, expand_objects() is called to get more.
801 */
802
803 object *get_object(void) {
804 object *op;
805
806 if(free_objects==NULL) {
807 expand_objects();
808 }
809 op=free_objects;
810 #ifdef MEMORY_DEBUG
811 /* The idea is hopefully by doing a realloc, the memory
812 * debugging program will now use the current stack trace to
813 * report leaks.
814 */
815 op = realloc(op, sizeof(object));
816 SET_FLAG(op, FLAG_REMOVED);
817 SET_FLAG(op, FLAG_FREED);
818 #endif
819
820 if(!QUERY_FLAG(op,FLAG_FREED)) {
821 LOG(llevError,"Fatal: Getting busy object.\n");
822 }
823 free_objects=op->next;
824 if(free_objects!=NULL)
825 free_objects->prev=NULL;
826 op->count= ++ob_count;
827 op->name=NULL;
828 op->name_pl=NULL;
829 op->title=NULL;
830 op->race=NULL;
831 op->slaying=NULL;
832 op->skill = NULL;
833 op->lore=NULL;
834 op->msg=NULL;
835 op->materialname=NULL;
836 op->next=objects;
837 op->prev=NULL;
838 op->active_next = NULL;
839 op->active_prev = NULL;
840 if(objects!=NULL)
841 objects->prev=op;
842 objects=op;
843 clear_object(op);
844 SET_FLAG(op,FLAG_REMOVED);
845 nroffreeobjects--;
846 return op;
847 }
848
849 /*
850 * If an object with the IS_TURNABLE() flag needs to be turned due
851 * to the closest player being on the other side, this function can
852 * be called to update the face variable, _and_ how it looks on the map.
853 */
854
855 void update_turn_face(object *op) {
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
857 return;
858 SET_ANIMATION(op, op->direction);
859 update_object(op,UP_OBJ_FACE);
860 }
861
862 /*
863 * Updates the speed of an object. If the speed changes from 0 to another
864 * value, or vice versa, then add/remove the object from the active list.
865 * This function needs to be called whenever the speed of an object changes.
866 */
867
868 void update_ob_speed(object *op) {
869 extern int arch_init;
870
871 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated.
873 */
874
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name);
877 #ifdef MANY_CORES
878 abort();
879 #else
880 op->speed = 0;
881 #endif
882 }
883 if (arch_init) {
884 return;
885 }
886 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
887 /* If already on active list, don't do anything */
888 if (op->active_next || op->active_prev || op==active_objects)
889 return;
890
891 /* process_events() expects us to insert the object at the beginning
892 * of the list. */
893 op->active_next = active_objects;
894 if (op->active_next!=NULL)
895 op->active_next->active_prev = op;
896 active_objects = op;
897 }
898 else {
899 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects)
901 return;
902
903 if (op->active_prev==NULL) {
904 active_objects = op->active_next;
905 if (op->active_next!=NULL)
906 op->active_next->active_prev = NULL;
907 }
908 else {
909 op->active_prev->active_next = op->active_next;
910 if (op->active_next)
911 op->active_next->active_prev = op->active_prev;
912 }
913 op->active_next = NULL;
914 op->active_prev = NULL;
915 }
916 }
917
918 /* This function removes object 'op' from the list of active
919 * objects.
920 * This should only be used for style maps or other such
921 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object.
925 */
926 void remove_from_active_list(object *op)
927 {
928 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects)
930 return;
931
932 if (op->active_prev==NULL) {
933 active_objects = op->active_next;
934 if (op->active_next!=NULL)
935 op->active_next->active_prev = NULL;
936 }
937 else {
938 op->active_prev->active_next = op->active_next;
939 if (op->active_next)
940 op->active_next->active_prev = op->active_prev;
941 }
942 op->active_next = NULL;
943 op->active_prev = NULL;
944 }
945
946 /*
947 * update_object() updates the array which represents the map.
948 * It takes into account invisible objects (and represent squares covered
949 * by invisible objects by whatever is below them (unless it's another
950 * invisible object, etc...)
951 * If the object being updated is beneath a player, the look-window
952 * of that player is updated (this might be a suboptimal way of
953 * updating that window, though, since update_object() is called _often_)
954 *
955 * action is a hint of what the caller believes need to be done.
956 * For example, if the only thing that has changed is the face (due to
957 * an animation), we don't need to call update_position until that actually
958 * comes into view of a player. OTOH, many other things, like addition/removal
959 * of walls or living creatures may need us to update the flags now.
960 * current action are:
961 * UP_OBJ_INSERT: op was inserted
962 * UP_OBJ_REMOVE: op was removed
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
964 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed.
966 */
967
968 void update_object(object *op, int action) {
969 int update_now=0, flags;
970 MoveType move_on, move_off, move_block, move_slow;
971
972 if (op == NULL) {
973 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n");
975 return;
976 }
977
978 if(op->env!=NULL) {
979 /* Animation is currently handled by client, so nothing
980 * to do in this case.
981 */
982 return;
983 }
984
985 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways.
987 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return;
989
990 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
993 LOG(llevError,"update_object() called for object out of map!\n");
994 #ifdef MANY_CORES
995 abort();
996 #endif
997 return;
998 }
999
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1002 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1003 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1004 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1005 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1006
1007 if (action == UP_OBJ_INSERT) {
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1009 update_now=1;
1010
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1012 update_now=1;
1013
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1015 update_now=1;
1016
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1;
1019
1020 if ((move_on | op->move_on) != move_on) update_now=1;
1021 if ((move_off | op->move_off) != move_off) update_now=1;
1022 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now.
1024 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1026 update_now=1;
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1;
1028 }
1029 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object
1031 * that is being removed.
1032 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
1034 update_now=1;
1035 } else if (action == UP_OBJ_FACE) {
1036 /* Nothing to do for that case */
1037 }
1038 else {
1039 LOG(llevError,"update_object called with invalid action: %d\n", action);
1040 }
1041
1042 if (update_now) {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1044 update_position(op->map, op->x, op->y);
1045 }
1046
1047 if(op->more!=NULL)
1048 update_object(op->more, action);
1049 }
1050
1051
1052 /*
1053 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of
1055 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for
1057 * this function to succeed.
1058 *
1059 * If free_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground.
1061 */
1062
1063 void free_object(object *ob) {
1064 free_object2(ob, 0);
1065 }
1066 void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068
1069 ob->clear ();
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1072 LOG(llevDebug,"Free object called with non removed object\n");
1073 dump_object(ob);
1074 #ifdef MANY_CORES
1075 abort();
1076 #endif
1077 }
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1080 remove_friendly_object(ob);
1081 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) {
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return;
1086 }
1087 if(ob->more!=NULL) {
1088 free_object2(ob->more, free_inventory);
1089 ob->more=NULL;
1090 }
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects
1094 * drop on that space.
1095 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1098 {
1099 op=ob->inv;
1100 while(op!=NULL) {
1101 tmp=op->below;
1102 remove_ob(op);
1103 free_object2(op, free_inventory);
1104 op=tmp;
1105 }
1106 }
1107 else { /* Put objects in inventory onto this space */
1108 op=ob->inv;
1109 while(op!=NULL) {
1110 tmp=op->below;
1111 remove_ob(op);
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1114 free_object(op);
1115 else {
1116 op->x=ob->x;
1117 op->y=ob->y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1119 }
1120 op=tmp;
1121 }
1122 }
1123 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127
1128 SET_FLAG(ob, FLAG_FREED);
1129 ob->count = 0;
1130
1131 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) {
1133 objects=ob->next;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152
1153
1154 /* Why aren't events freed? */
1155 free_key_values(ob);
1156
1157 #if 0 /* MEMORY_DEBUG*/
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1159 * presumes the freed_object will stick around for at least a little
1160 * bit
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
1167 */
1168 free(ob);
1169 #else
1170
1171 /* Now link it with the free_objects list: */
1172 ob->prev=NULL;
1173 ob->next=free_objects;
1174 if(free_objects!=NULL)
1175 free_objects->prev=ob;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178 #endif
1179 }
1180
1181 /*
1182 * count_free() returns the number of objects on the list of free objects.
1183 */
1184
1185 int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects;
1188 while(tmp!=NULL)
1189 tmp=tmp->next, i++;
1190 return i;
1191 }
1192
1193 /*
1194 * count_used() returns the number of objects on the list of used objects.
1195 */
1196
1197 int count_used(void) {
1198 int i=0;
1199 object *tmp=objects;
1200 while(tmp!=NULL)
1201 tmp=tmp->next, i++;
1202 return i;
1203 }
1204
1205 /*
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209 int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215 }
1216
1217 /*
1218 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)).
1220 */
1221
1222 void sub_weight (object *op, signed long weight) {
1223 while (op != NULL) {
1224 if (op->type == CONTAINER) {
1225 weight=(signed long)(weight*(100-op->stats.Str)/100);
1226 }
1227 op->carrying-=weight;
1228 op = op->env;
1229 }
1230 }
1231
1232 /* remove_ob(op):
1233 * This function removes the object op from the linked list of objects
1234 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to
1237 * the previous environment.
1238 * Beware: This function is called from the editor as well!
1239 */
1240
1241 void remove_ob(object *op) {
1242 object *tmp,*last=NULL;
1243 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1251 dump_object(op);
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */
1264 abort();
1265 }
1266 if(op->more!=NULL)
1267 remove_ob(op->more);
1268
1269 SET_FLAG(op, FLAG_REMOVED);
1270
1271 /*
1272 * In this case, the object to be removed is in someones
1273 * inventory.
1274 */
1275 if(op->env!=NULL) {
1276 if(op->nrof)
1277 sub_weight(op->env, op->weight*op->nrof);
1278 else
1279 sub_weight(op->env, op->weight+op->carrying);
1280
1281 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call
1283 * to save cpu time.
1284 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287 fix_player(otmp);
1288
1289 if(op->above!=NULL)
1290 op->above->below=op->below;
1291 else
1292 op->env->inv=op->below;
1293
1294 if(op->below!=NULL)
1295 op->below->above=op->above;
1296
1297 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do.
1300 */
1301 op->x=op->env->x,op->y=op->env->y;
1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map;
1304 op->above=NULL,op->below=NULL;
1305 op->env=NULL;
1306 return;
1307 }
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about
1332 */
1333
1334 /* link the object above us */
1335 if (op->above)
1336 op->above->below=op->below;
1337 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1339
1340 /* Relink the object below us, if there is one */
1341 if(op->below) {
1342 op->below->above=op->above;
1343 } else {
1344 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is
1346 * evident
1347 */
1348 if(GET_MAP_OB(m,x,y)!=op) {
1349 dump_object(op);
1350 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);
1351 dump_object(GET_MAP_OB(m,x,y));
1352 LOG(llevError,"%s\n",errmsg);
1353 }
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 }
1356 op->above=NULL;
1357 op->below=NULL;
1358
1359 if (op->map->in_memory == MAP_SAVING)
1360 return;
1361
1362 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1365 /* No point updating the players look faces if he is the object
1366 * being removed.
1367 */
1368
1369 if(tmp->type==PLAYER && tmp!=op) {
1370 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view
1372 * appropriately.
1373 */
1374 if (tmp->container==op) {
1375 CLEAR_FLAG(op, FLAG_APPLIED);
1376 tmp->container=NULL;
1377 }
1378 tmp->contr->socket.update_look=1;
1379 }
1380 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1383
1384 move_apply(tmp, op, NULL);
1385 if (was_destroyed (op, tag)) {
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392
1393 if(tmp->above == tmp)
1394 tmp->above = NULL;
1395 last=tmp;
1396 }
1397 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else
1408 update_object(last, UP_OBJ_REMOVE);
1409
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1411 update_all_los(op->map, op->x, op->y);
1412
1413 }
1414
1415 /*
1416 * merge_ob(op,top):
1417 *
1418 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object.
1420 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */
1423
1424 object *merge_ob(object *op, object *top) {
1425 if(!op->nrof)
1426 return 0;
1427 if(top==NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1429 for(;top!=NULL;top=top->below) {
1430 if(top==op)
1431 continue;
1432 if (CAN_MERGE(op,top))
1433 {
1434 top->nrof+=op->nrof;
1435 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op);
1438 free_object(op);
1439 return top;
1440 }
1441 }
1442 return NULL;
1443 }
1444
1445 /*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters
1448 */
1449 object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1450 object* tmp;
1451 if (op->head)
1452 op=op->head;
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y;
1456 }
1457 return insert_ob_in_map (op, m, originator, flag);
1458 }
1459
1460 /*
1461 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list
1463 * which represents what is on a map.
1464 * The second argument specifies the map, and the x and y variables
1465 * in the object about to be inserted specifies the position.
1466 *
1467 * originator: Player, monster or other object that caused 'op' to be inserted
1468 * into 'map'. May be NULL.
1469 *
1470 * flag is a bitmask about special things to do (or not do) when this
1471 * function is called. see the object.h file for the INS_ values.
1472 * Passing 0 for flag gives proper default values, so flag really only needs
1473 * to be set if special handling is needed.
1474 *
1475 * Return value:
1476 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed
1478 * just 'op' otherwise
1479 */
1480
1481 object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1482 {
1483 object *tmp, *top, *floor=NULL;
1484 sint16 x,y;
1485
1486 if (QUERY_FLAG (op, FLAG_FREED)) {
1487 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL;
1489 }
1490 if(m==NULL) {
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1493 return op;
1494 }
1495 if(out_of_map(m,op->x,op->y)) {
1496 dump_object(op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1498 #ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted.
1502 */
1503 abort();
1504 #endif
1505 return op;
1506 }
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1508 dump_object(op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1510 return op;
1511 }
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */
1514
1515 object *more = op->more;
1516
1517 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it.
1521 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y);
1527 } else if (!more->map) {
1528 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent.
1530 */
1531 more->map = m;
1532 }
1533
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1535 if ( ! op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL;
1538 }
1539 }
1540 CLEAR_FLAG(op,FLAG_REMOVED);
1541
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545
1546 /* Ideally, the caller figures this out. However, it complicates a lot
1547 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work
1549 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y);
1551 x = op->x;
1552 y = op->y;
1553
1554 /* this has to be done after we translate the coordinates.
1555 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) {
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1558 if (CAN_MERGE(op,tmp)) {
1559 op->nrof+=tmp->nrof;
1560 remove_ob(tmp);
1561 free_object(tmp);
1562 }
1563 }
1564
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1567 if (!QUERY_FLAG(op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL);
1569
1570 if (flag & INS_BELOW_ORIGINATOR) {
1571 if (originator->map != op->map || originator->x != op->x ||
1572 originator->y != op->y) {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort();
1575 }
1576 op->above = originator;
1577 op->below = originator->below;
1578 if (op->below) op->below->above = op;
1579 else SET_MAP_OB(op->map, op->x, op->y, op);
1580 /* since *below* originator, no need to update top */
1581 originator->below = op;
1582 } else {
1583 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1585 object *last=NULL;
1586 /*
1587 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects.
1597 */
1598
1599 while (top != NULL) {
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602 if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605 {
1606 /* We insert above top, so we want this object below this */
1607 top=top->below;
1608 break;
1609 }
1610 last = top;
1611 top = top->above;
1612 }
1613 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last;
1615
1616 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result.
1619 */
1620
1621 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd.
1626 */
1627 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1629 (op->face && !op->face->visibility)) {
1630 for (last=top; last != floor; last=last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1632 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we
1635 * set top to the object below us.
1636 */
1637 if (last && last->below && last != floor) top=last->below;
1638 }
1639 } /* If objects on this space */
1640 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y);
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1643
1644 /* Top is the object that our object (op) is going to get inserted above.
1645 */
1646
1647 /* First object on this space */
1648 if (!top) {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y);
1650 if (op->above) op->above->below = op;
1651 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op);
1653 } else { /* get inserted into the stack above top */
1654 op->above = top->above;
1655 if (op->above) op->above->below = op;
1656 op->below = top;
1657 top->above = op;
1658 }
1659 if (op->above==NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op);
1661 } /* else not INS_BELOW_ORIGINATOR */
1662
1663 if(op->type==PLAYER)
1664 op->contr->do_los=1;
1665
1666 /* If we have a floor, we know the player, if any, will be above
1667 * it, so save a few ticks and start from there.
1668 */
1669 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1671 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1;
1673 }
1674
1675 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really
1677 * an inefficient way to do this, as it means los for all players
1678 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient.
1683 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y);
1686
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT);
1690
1691
1692 /* Don't know if moving this to the end will break anything. However,
1693 * we want to have update_look set above before calling this.
1694 *
1695 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object().
1699 */
1700
1701 /* if this is not the head or flag has been passed, don't check walk on status */
1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1704 if (check_move_on(op, originator))
1705 return NULL;
1706
1707 /* If we are a multi part object, lets work our way through the check
1708 * walk on's.
1709 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1711 if (check_move_on (tmp, originator))
1712 return NULL;
1713 }
1714 return op;
1715 }
1716
1717 /* this function inserts an object in the map, but if it
1718 * finds an object of its own type, it'll remove that one first.
1719 * op is the object to insert it under: supplies x and the map.
1720 */
1721 void replace_insert_ob_in_map(const char *arch_string, object *op) {
1722 object *tmp;
1723 object *tmp1;
1724
1725 /* first search for itself and remove any old instances */
1726
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1729 remove_ob(tmp);
1730 free_object(tmp);
1731 }
1732 }
1733
1734 tmp1=arch_to_object(find_archetype(arch_string));
1735
1736
1737 tmp1->x = op->x; tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0);
1739 }
1740
1741 /*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1743 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array.
1747 */
1748
1749 object *get_split_ob(object *orig_ob, uint32 nr) {
1750 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752
1753 if(orig_ob->nrof<nr) {
1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL;
1757 }
1758 newob = object_create_clone(orig_ob);
1759 if((orig_ob->nrof-=nr)<1) {
1760 if ( ! is_removed)
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) {
1765 if(orig_ob->env!=NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1769 LOG(llevDebug,
1770 "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL;
1772 }
1773 }
1774 newob->nrof=nr;
1775
1776 return newob;
1777 }
1778
1779 /*
1780 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed.
1783 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */
1786
1787 object *decrease_ob_nr (object *op, uint32 i)
1788 {
1789 object *tmp;
1790 player *pl;
1791
1792 if (i == 0) /* objects with op->nrof require this check */
1793 return op;
1794
1795 if (i > op->nrof)
1796 i = op->nrof;
1797
1798 if (QUERY_FLAG (op, FLAG_REMOVED))
1799 {
1800 op->nrof -= i;
1801 }
1802 else if (op->env != NULL)
1803 {
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else {
1828 remove_ob (op);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) {
1848 if (op->nrof)
1849 esrv_send_item(tmp, op);
1850 else
1851 esrv_del_item(tmp->contr, op->count);
1852 }
1853 }
1854
1855 if (op->nrof) {
1856 return op;
1857 } else {
1858 free_object (op);
1859 return NULL;
1860 }
1861 }
1862
1863 /*
1864 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying.
1866 */
1867
1868 void add_weight (object *op, signed long weight) {
1869 while (op!=NULL) {
1870 if (op->type == CONTAINER) {
1871 weight=(signed long)(weight*(100-op->stats.Str)/100);
1872 }
1873 op->carrying+=weight;
1874 op=op->env;
1875 }
1876 }
1877
1878 /*
1879 * insert_ob_in_ob(op,environment):
1880 * This function inserts the object op in the linked list
1881 * inside the object environment.
1882 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero
1890 */
1891
1892 object *insert_ob_in_ob(object *op,object *where) {
1893 object *tmp, *otmp;
1894
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1896 dump_object(op);
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1912 op->name, op->count);
1913 return op;
1914 }
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED);
1917 if(op->nrof) {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) {
1920 /* return the original object and remove inserted object
1921 (client needs the original object) */
1922 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight.
1925 */
1926 add_weight (where, op->weight*op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */
1929 op = tmp;
1930 remove_ob (op); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED);
1932 break;
1933 }
1934
1935 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract
1938 * the weight, so we need to add it in again, since we actually do
1939 * the linking below
1940 */
1941 add_weight (where, op->weight*op->nrof);
1942 } else
1943 add_weight (where, (op->weight+op->carrying));
1944
1945 otmp=is_player_inv(where);
1946 if (otmp&&otmp->contr!=NULL) {
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp);
1949 }
1950
1951 op->map=NULL;
1952 op->env=where;
1953 op->above=NULL;
1954 op->below=NULL;
1955 op->x=0,op->y=0;
1956 op->ox=0,op->oy=0;
1957
1958 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map)
1960 {
1961 #ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1963 op->name);
1964 #endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1966 }
1967
1968 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function...
1970 */
1971 if (where->inv==NULL)
1972 where->inv=op;
1973 else {
1974 op->below = where->inv;
1975 op->below->above = op;
1976 where->inv = op;
1977 }
1978 return op;
1979 }
1980
1981 /*
1982 * Checks if any objects has a move_type that matches objects
1983 * that effect this object on this space. Call apply() to process
1984 * these events.
1985 *
1986 * Any speed-modification due to SLOW_MOVE() of other present objects
1987 * will affect the speed_left of the object.
1988 *
1989 * originator: Player, monster or other object that caused 'op' to be inserted
1990 * into 'map'. May be NULL.
1991 *
1992 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1993 *
1994 * 4-21-95 added code to check if appropriate skill was readied - this will
1995 * permit faster movement by the player through this terrain. -b.t.
1996 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below
1998 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top.
2000 */
2001
2002 int check_move_on (object *op, object *originator)
2003 {
2004 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map;
2007 int x=op->x, y=op->y;
2008 MoveType move_on, move_slow, move_block;
2009
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY))
2011 return 0;
2012
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018
2019 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking.
2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0;
2026
2027 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034
2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top:
2037 */
2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them.
2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */
2049
2050 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty.
2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060
2061 float diff;
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067 diff /= 4.0;
2068 }
2069 }
2070 op->speed_left -= diff;
2071 }
2072 }
2073
2074 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078
2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag))
2081 return 1;
2082
2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result.
2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 }
2089 }
2090 return 0;
2091 }
2092
2093 /*
2094 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none.
2097 */
2098
2099 object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
2100 object *tmp;
2101 if(m==NULL || out_of_map(m,x,y)) {
2102 LOG(llevError,"Present_arch called outside map.\n");
2103 return NULL;
2104 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at)
2107 return tmp;
2108 return NULL;
2109 }
2110
2111 /*
2112 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none.
2115 */
2116
2117 object *present(unsigned char type,mapstruct *m, int x,int y) {
2118 object *tmp;
2119 if(out_of_map(m,x,y)) {
2120 LOG(llevError,"Present called outside map.\n");
2121 return NULL;
2122 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
2124 if(tmp->type==type)
2125 return tmp;
2126 return NULL;
2127 }
2128
2129 /*
2130 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none.
2133 */
2134
2135 object *present_in_ob(unsigned char type, const object *op) {
2136 object *tmp;
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2138 if(tmp->type==type)
2139 return tmp;
2140 return NULL;
2141 }
2142
2143 /*
2144 * present_in_ob (type, str, object) searches for any objects with
2145 * a matching type & name variable in the inventory of the given object.
2146 * The first matching object is returned, or NULL if none.
2147 * This is mostly used by spell effect code, so that we only
2148 * have one spell effect at a time.
2149 * type can be used to narrow the search - if type is set,
2150 * the type must also match. -1 can be passed for the type,
2151 * in which case the type does not need to pass.
2152 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name
2155 * to be unique.
2156 */
2157
2158 object *present_in_ob_by_name(int type, const char *str, const object *op) {
2159 object *tmp;
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
2163 return tmp;
2164 }
2165 return NULL;
2166 }
2167
2168 /*
2169 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none.
2172 */
2173
2174 object *present_arch_in_ob(const archetype *at, const object *op) {
2175 object *tmp;
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2177 if( tmp->arch == at)
2178 return tmp;
2179 return NULL;
2180 }
2181
2182 /*
2183 * activate recursively a flag on an object inventory
2184 */
2185 void flag_inv(object*op, int flag){
2186 object *tmp;
2187 if(op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2189 SET_FLAG(tmp, flag);
2190 flag_inv(tmp,flag);
2191 }
2192 }/*
2193 * desactivate recursively a flag on an object inventory
2194 */
2195 void unflag_inv(object*op, int flag){
2196 object *tmp;
2197 if(op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2199 CLEAR_FLAG(tmp, flag);
2200 unflag_inv(tmp,flag);
2201 }
2202 }
2203
2204 /*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for
2208 * him/her-self and all object carried by a call to this function.
2209 */
2210
2211 void set_cheat(object *op) {
2212 SET_FLAG(op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ);
2214 }
2215
2216 /*
2217 * find_free_spot(object, map, x, y, start, stop) will search for
2218 * a spot at the given map and coordinates which will be able to contain
2219 * the given object. start and stop specifies how many squares
2220 * to search (see the freearr_x/y[] definition).
2221 * It returns a random choice among the alternatives found.
2222 * start and stop are where to start relative to the free_arr array (1,9
2223 * does all 4 immediate directions). This returns the index into the
2224 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2225 * Note - this only checks to see if there is space for the head of the
2226 * object - if it is a multispace object, this should be called for all
2227 * pieces.
2228 * Note2: This function does correctly handle tiled maps, but does not
2229 * inform the caller. However, insert_ob_in_map will update as
2230 * necessary, so the caller shouldn't need to do any special work.
2231 * Note - updated to take an object instead of archetype - this is necessary
2232 * because arch_blocked (now ob_blocked) needs to know the movement type
2233 * to know if the space in question will block the object. We can't use
2234 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc.
2236 */
2237
2238 int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2239 int i,index=0, flag;
2240 static int altern[SIZEOFFREE];
2241
2242 for(i=start;i<stop;i++) {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2244 if(!flag)
2245 altern[index++]=i;
2246
2247 /* Basically, if we find a wall on a space, we cut down the search size.
2248 * In this way, we won't return spaces that are on another side of a wall.
2249 * This mostly work, but it cuts down the search size in all directions -
2250 * if the space being examined only has a wall to the north and empty
2251 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space.
2254 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2256 stop=maxfree[i];
2257 }
2258 if(!index) return -1;
2259 return altern[RANDOM()%index];
2260 }
2261
2262 /*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like
2264 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice.
2266 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */
2268
2269 int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2270 int i;
2271 for(i=0;i<SIZEOFFREE;i++) {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2273 return i;
2274 }
2275 return -1;
2276 }
2277
2278 /*
2279 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1].
2281 */
2282 static void permute(int *arr, int begin, int end)
2283 {
2284 int i, j, tmp, len;
2285
2286 len = end-begin;
2287 for(i = begin; i < end; i++)
2288 {
2289 j = begin+RANDOM()%len;
2290
2291 tmp = arr[i];
2292 arr[i] = arr[j];
2293 arr[j] = tmp;
2294 }
2295 }
2296
2297 /* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for
2300 * monsters to the north first. However, the size of the array passed
2301 * covers all the spaces, so within that size, all the spaces within
2302 * the 3x3 area will be searched, just not in a predictable order.
2303 */
2304 void get_search_arr(int *search_arr)
2305 {
2306 int i;
2307
2308 for(i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i;
2311 }
2312
2313 permute(search_arr, 1, SIZEOFFREE1+1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2316 }
2317
2318 /*
2319 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects.
2321 * It will not considered the object given as exclude among possible
2322 * live objects.
2323 * It returns the direction toward the first/closest live object if finds
2324 * any, otherwise 0.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude
2326 * is actually want is going to try and move there. We need this info
2327 * because we have to know what movement the thing looking to move
2328 * there is capable of.
2329 */
2330
2331 int find_dir(mapstruct *m, int x, int y, object *exclude) {
2332 int i,max=SIZEOFFREE, mflags;
2333 sint16 nx, ny;
2334 object *tmp;
2335 mapstruct *mp;
2336 MoveType blocked, move_type;
2337
2338 if (exclude && exclude->head) {
2339 exclude = exclude->head;
2340 move_type = exclude->move_type;
2341 } else {
2342 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL;
2344 }
2345
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i];
2350
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) {
2353 max = maxfree[i];
2354 } else {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2356
2357 if ((move_type & blocked) == move_type) {
2358 max=maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2363 break;
2364 }
2365 }
2366 if(tmp) {
2367 return freedir[i];
2368 }
2369 }
2370 }
2371 }
2372 return 0;
2373 }
2374
2375 /*
2376 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects.
2378 */
2379
2380 int distance(const object *ob1, const object *ob2) {
2381 int i;
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2384 return i;
2385 }
2386
2387 /*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which
2389 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it.
2391 */
2392
2393 int find_dir_2(int x, int y) {
2394 int q;
2395
2396 if(y)
2397 q=x*100/y;
2398 else if (x)
2399 q= -300*x;
2400 else
2401 return 0;
2402
2403 if(y>0) {
2404 if(q < -242)
2405 return 3 ;
2406 if (q < -41)
2407 return 2 ;
2408 if (q < 41)
2409 return 1 ;
2410 if (q < 242)
2411 return 8 ;
2412 return 7 ;
2413 }
2414
2415 if (q < -242)
2416 return 7 ;
2417 if (q < -41)
2418 return 6 ;
2419 if (q < 41)
2420 return 5 ;
2421 if (q < 242)
2422 return 4 ;
2423
2424 return 3 ;
2425 }
2426
2427 /*
2428 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction).
2431 */
2432
2433 int absdir(int d) {
2434 while(d<1) d+=8;
2435 while(d>8) d-=8;
2436 return d;
2437 }
2438
2439 /*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir())
2442 */
2443
2444 int dirdiff(int dir1, int dir2) {
2445 int d;
2446 d = abs(dir1 - dir2);
2447 if(d>4)
2448 d = 8 - d;
2449 return d;
2450 }
2451
2452 /* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2454 * Basically, this is a table of directions, and what directions
2455 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2456 * This basically means that if direction is 15, then it could either go
2457 * direction 4, 14, or 16 to get back to where we are.
2458 * Moved from spell_util.c to object.c with the other related direction
2459 * functions.
2460 */
2461
2462 int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */
2464 {0,0,0}, /* 1 */
2465 {0,0,0}, /* 2 */
2466 {0,0,0}, /* 3 */
2467 {0,0,0}, /* 4 */
2468 {0,0,0}, /* 5 */
2469 {0,0,0}, /* 6 */
2470 {0,0,0}, /* 7 */
2471 {0,0,0}, /* 8 */
2472 {8,1,2}, /* 9 */
2473 {1,2,-1}, /* 10 */
2474 {2,10,12}, /* 11 */
2475 {2,3,-1}, /* 12 */
2476 {2,3,4}, /* 13 */
2477 {3,4,-1}, /* 14 */
2478 {4,14,16}, /* 15 */
2479 {5,4,-1}, /* 16 */
2480 {4,5,6}, /* 17 */
2481 {6,5,-1}, /* 18 */
2482 {6,20,18}, /* 19 */
2483 {7,6,-1}, /* 20 */
2484 {6,7,8}, /* 21 */
2485 {7,8,-1}, /* 22 */
2486 {8,22,24}, /* 23 */
2487 {8,1,-1}, /* 24 */
2488 {24,9,10}, /* 25 */
2489 {9,10,-1}, /* 26 */
2490 {10,11,-1}, /* 27 */
2491 {27,11,29}, /* 28 */
2492 {11,12,-1}, /* 29 */
2493 {12,13,-1}, /* 30 */
2494 {12,13,14}, /* 31 */
2495 {13,14,-1}, /* 32 */
2496 {14,15,-1}, /* 33 */
2497 {33,15,35}, /* 34 */
2498 {16,15,-1}, /* 35 */
2499 {17,16,-1}, /* 36 */
2500 {18,17,16}, /* 37 */
2501 {18,17,-1}, /* 38 */
2502 {18,19,-1}, /* 39 */
2503 {41,19,39}, /* 40 */
2504 {19,20,-1}, /* 41 */
2505 {20,21,-1}, /* 42 */
2506 {20,21,22}, /* 43 */
2507 {21,22,-1}, /* 44 */
2508 {23,22,-1}, /* 45 */
2509 {45,47,23}, /* 46 */
2510 {23,24,-1}, /* 47 */
2511 {24,9,-1}}; /* 48 */
2512
2513 /* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW
2518 */
2519
2520
2521 int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2522 sint16 dx, dy;
2523 int mflags;
2524
2525 if(dir<0) return 0; /* exit condition: invalid direction */
2526
2527 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir];
2529
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2531
2532 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually
2536 * move to the monster, we'd need the monster passed in or
2537 * at least its move type.
2538 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2540
2541 /* yes, can see. */
2542 if(dir < 9) return 1;
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2546 }
2547
2548
2549
2550 /*
2551 * can_pick(picker, item): finds out if an object is possible to be
2552 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0.
2554 *
2555 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2556 * core dumps if they do.
2557 *
2558 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */
2560
2561 int can_pick(const object *who, const object *item) {
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2565 (who->type==PLAYER||item->weight<who->weight/3));
2566 }
2567
2568
2569 /*
2570 * create clone from object to another
2571 */
2572 object *object_create_clone (object *asrc) {
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item;
2574
2575 if(!asrc) return NULL;
2576 src = asrc;
2577 if(src->head)
2578 src = src->head;
2579
2580 prev = NULL;
2581 for(part = src; part; part = part->more) {
2582 tmp = get_object();
2583 copy_object(part,tmp);
2584 tmp->x -= src->x;
2585 tmp->y -= src->y;
2586 if(!part->head) {
2587 dst = tmp;
2588 tmp->head = NULL;
2589 } else {
2590 tmp->head = dst;
2591 }
2592 tmp->more = NULL;
2593 if(prev)
2594 prev->more = tmp;
2595 prev = tmp;
2596 }
2597 /*** copy inventory ***/
2598 for(item = src->inv; item; item = item->below) {
2599 (void) insert_ob_in_ob(object_create_clone(item),dst);
2600 }
2601
2602 return dst;
2603 }
2604
2605 /* return true if the object was destroyed, 0 otherwise */
2606 int was_destroyed (const object *op, tag_t old_tag)
2607 {
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611 }
2612
2613 /* GROS - Creates an object using a string representing its content. */
2614 /* Basically, we save the content of the string to a temp file, then call */
2615 /* load_object on it. I admit it is a highly inefficient way to make things, */
2616 /* but it was simple to make and allows reusing the load_object function. */
2617 /* Remember not to use load_object_str in a time-critical situation. */
2618 /* Also remember that multiparts objects are not supported for now. */
2619
2620 object* load_object_str(const char *obstr)
2621 {
2622 object *op;
2623 char filename[MAX_BUF];
2624 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2625
2626 FILE *tempfile=fopen(filename,"w");
2627 if (tempfile == NULL)
2628 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n");
2630 return NULL;
2631 };
2632 fprintf(tempfile,obstr);
2633 fclose(tempfile);
2634
2635 op=get_object();
2636
2637 object_thawer thawer (filename);
2638 if (thawer)
2639 load_object(thawer,op,LO_NEWFILE,0);
2640 LOG(llevDebug," load str completed, object=%s\n",op->name);
2641 CLEAR_FLAG(op,FLAG_REMOVED);
2642
2643 return op;
2644 }
2645
2646 /* This returns the first object in who's inventory that
2647 * has the same type and subtype match.
2648 * returns NULL if no match.
2649 */
2650 object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2651 {
2652 object *tmp;
2653
2654 for (tmp=who->inv; tmp; tmp=tmp->below)
2655 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2656
2657 return NULL;
2658 }
2659
2660 /* If ob has a field named key, return the link from the list,
2661 * otherwise return NULL.
2662 *
2663 * key must be a passed in shared string - otherwise, this won't
2664 * do the desired thing.
2665 */
2666 key_value * get_ob_key_link(const object * ob, const char * key) {
2667 key_value * link;
2668
2669 for (link = ob->key_values; link != NULL; link = link->next) {
2670 if (link->key == key) {
2671 return link;
2672 }
2673 }
2674
2675 return NULL;
2676 }
2677
2678 /*
2679 * Returns the value of op has an extra_field for key, or NULL.
2680 *
2681 * The argument doesn't need to be a shared string.
2682 *
2683 * The returned string is shared.
2684 */
2685 const char * get_ob_key_value(const object * op, const char * const key) {
2686 key_value * link;
2687 const char * canonical_key;
2688
2689 canonical_key = find_string(key);
2690
2691 if (canonical_key == NULL) {
2692 /* 1. There being a field named key on any object
2693 * implies there'd be a shared string to find.
2694 * 2. Since there isn't, no object has this field.
2695 * 3. Therefore, *this* object doesn't have this field.
2696 */
2697 return NULL;
2698 }
2699
2700 /* This is copied from get_ob_key_link() above -
2701 * only 4 lines, and saves the function call overhead.
2702 */
2703 for (link = op->key_values; link != NULL; link = link->next) {
2704 if (link->key == canonical_key) {
2705 return link->value;
2706 }
2707 }
2708 return NULL;
2709 }
2710
2711
2712 /*
2713 * Updates the canonical_key in op to value.
2714 *
2715 * canonical_key is a shared string (value doesn't have to be).
2716 *
2717 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2718 * keys.
2719 *
2720 * Returns TRUE on success.
2721 */
2722 int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2723 key_value * field = NULL, *last=NULL;
2724
2725 for (field=op->key_values; field != NULL; field=field->next) {
2726 if (field->key != canonical_key) {
2727 last = field;
2728 continue;
2729 }
2730
2731 if (field->value) FREE_AND_CLEAR_STR(field->value);
2732 if (value)
2733 field->value = add_string(value);
2734 else {
2735 /* Basically, if the archetype has this key set,
2736 * we need to store the null value so when we save
2737 * it, we save the empty value so that when we load,
2738 * we get this value back again.
2739 */
2740 if (get_ob_key_link(&op->arch->clone, canonical_key))
2741 field->value = NULL;
2742 else {
2743 /* Delete this link */
2744 if (field->key) FREE_AND_CLEAR_STR(field->key);
2745 if (field->value) FREE_AND_CLEAR_STR(field->value);
2746 if (last) last->next = field->next;
2747 else op->key_values = field->next;
2748 free(field);
2749 }
2750 }
2751 return TRUE;
2752 }
2753 /* IF we get here, key doesn't exist */
2754
2755 /* No field, we'll have to add it. */
2756
2757 if (!add_key) {
2758 return FALSE;
2759 }
2760 /* There isn't any good reason to store a null
2761 * value in the key/value list. If the archetype has
2762 * this key, then we should also have it, so shouldn't
2763 * be here. If user wants to store empty strings,
2764 * should pass in ""
2765 */
2766 if (value == NULL) return TRUE;
2767
2768 field = (key_value *) malloc(sizeof(key_value));
2769
2770 field->key = add_refcount(canonical_key);
2771 field->value = add_string(value);
2772 /* Usual prepend-addition. */
2773 field->next = op->key_values;
2774 op->key_values = field;
2775
2776 return TRUE;
2777 }
2778
2779 /*
2780 * Updates the key in op to value.
2781 *
2782 * If add_key is FALSE, this will only update existing keys,
2783 * and not add new ones.
2784 * In general, should be little reason FALSE is ever passed in for add_key
2785 *
2786 * Returns TRUE on success.
2787 */
2788 int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2789 const char * canonical_key = NULL;
2790 int floating_ref = FALSE;
2791 int ret;
2792
2793 /* HACK This mess is to make sure set_ob_value() passes a shared string
2794 * to get_ob_key_link(), without leaving a leaked refcount.
2795 */
2796
2797 canonical_key = find_string(key);
2798 if (canonical_key == NULL) {
2799 canonical_key = add_string(key);
2800 floating_ref = TRUE;
2801 }
2802
2803 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2804
2805 if (floating_ref) {
2806 free_string(canonical_key);
2807 }
2808
2809 return ret;
2810 }