ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.c
Revision: 1.1
Committed: Fri Feb 3 07:11:38 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Branch point for: UPSTREAM
Log Message:
Initial revision

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_object_c =
3     * "$Id: object.c,v 1.119 2006/01/08 23:57:17 qal21 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    
58     short freearr_x[SIZEOFFREE]=
59     {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,
60     0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1};
61     short freearr_y[SIZEOFFREE]=
62     {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,
63     -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3};
64     int maxfree[SIZEOFFREE]=
65     {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
66     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};
67     int freedir[SIZEOFFREE]= {
68     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,
69     1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8};
70    
71    
72     /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
73     static int compare_ob_value_lists_one(object * wants, object * has) {
74     key_value * wants_field;
75    
76     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
77     * objects with lists are rare, and lists stay short. If not, use a
78     * different structure or at least keep the lists sorted...
79     */
80    
81     /* For each field in wants, */
82     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) {
83     key_value * has_field;
84    
85     /* Look for a field in has with the same key. */
86     has_field = get_ob_key_link(has, wants_field->key);
87    
88     if (has_field == NULL) {
89     /* No field with that name. */
90     return FALSE;
91     }
92    
93     /* Found the matching field. */
94     if (has_field->value != wants_field->value) {
95     /* Values don't match, so this half of the comparison is false. */
96     return FALSE;
97     }
98    
99     /* If we get here, we found a match. Now for the next field in wants. */
100     }
101    
102     /* If we get here, every field in wants has a matching field in has. */
103     return TRUE;
104     }
105    
106     /* Returns TRUE if ob1 has the same key_values as ob2. */
107     static int compare_ob_value_lists(object * ob1, object * ob2) {
108     /* However, there may be fields in has which aren't partnered in wants,
109     * so we need to run the comparison *twice*. :(
110     */
111     return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1);
112     }
113    
114     /* Function examines the 2 objects given to it, and returns true if
115     * they can be merged together.
116     *
117     * Note that this function appears a lot longer than the macro it
118     * replaces - this is mostly for clarity - a decent compiler should hopefully
119     * reduce this to the same efficiency.
120     *
121     * Check nrof variable *before* calling CAN_MERGE()
122     *
123     * Improvements made with merge: Better checking on potion, and also
124     * check weight
125     */
126    
127     int CAN_MERGE(object *ob1, object *ob2) {
128    
129     /* A couple quicksanity checks */
130     if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0;
131    
132     if (ob1->speed != ob2->speed) return 0;
133     /* Note sure why the following is the case - either the object has to
134     * be animated or have a very low speed. Is this an attempted monster
135     * check?
136     */
137     if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
138     return 0;
139    
140     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
141     * value could not be stored in a sint32 (which unfortunately sometimes is
142     * used to store nrof).
143     */
144     if (ob1->nrof+ob2->nrof >= 1UL<<31)
145     return 0;
146    
147     /* This is really a spellbook check - really, we should
148     * check all objects in the inventory.
149     */
150     if (ob1->inv || ob2->inv) {
151     /* if one object has inventory but the other doesn't, not equiv */
152     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
153    
154     /* Now check to see if the two inventory objects could merge */
155     if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
156    
157     /* inventory ok - still need to check rest of this object to see
158     * if it is valid.
159     */
160     }
161    
162     /* If the objects have been identified, set the BEEN_APPLIED flag.
163     * This is to the comparison of the flags below will be OK. We
164     * just can't ignore the been applied or identified flags, as they
165     * are not equal - just if it has been identified, the been_applied
166     * flags lose any meaning.
167     */
168     if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
169     SET_FLAG(ob1, FLAG_BEEN_APPLIED);
170    
171     if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
172     SET_FLAG(ob2, FLAG_BEEN_APPLIED);
173    
174    
175     /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
176     * being locked in inventory should prevent merging.
177     * 0x4 in flags3 is CLIENT_SENT
178     */
179     if ((ob1->arch != ob2->arch) ||
180     (ob1->flags[0] != ob2->flags[0]) ||
181     (ob1->flags[1] != ob2->flags[1]) ||
182     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
183     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
184     (ob1->name != ob2->name) ||
185     (ob1->title != ob2->title) ||
186     (ob1->msg != ob2->msg) ||
187     (ob1->weight != ob2->weight) ||
188     (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
189     (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
190     (ob1->attacktype != ob2->attacktype) ||
191     (ob1->magic != ob2->magic) ||
192     (ob1->slaying != ob2->slaying) ||
193     (ob1->skill != ob2->skill) ||
194     (ob1->value != ob2->value) ||
195     (ob1->animation_id != ob2->animation_id) ||
196     (ob1->client_type != ob2->client_type) ||
197     (ob1->materialname != ob2->materialname) ||
198     (ob1->lore != ob2->lore) ||
199     (ob1->subtype != ob2->subtype) ||
200     (ob1->move_type != ob2->move_type) ||
201     (ob1->move_block != ob2->move_block) ||
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     if (ob1->key_values != NULL || ob2->key_values != NULL) {
217     /* At least one of these has key_values. */
218     if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
219     /* One has fields, but the other one doesn't. */
220     return 0;
221     } else {
222     return compare_ob_value_lists(ob1, ob2);
223     }
224     }
225    
226     switch (ob1->type) {
227     case SCROLL:
228     if (ob1->level != ob2->level) return 0;
229     break;
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,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(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    
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*)((char*)op + offsetof(object, name)),
621     0, sizeof(object)-offsetof(object, name));
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= -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     /* Decrement the refcounts, but don't bother zeroing the fields;
666     they'll be overwritten by memcpy. */
667     if(op->name!=NULL) free_string(op->name);
668     if(op->name_pl!=NULL) free_string(op->name_pl);
669     if(op->title!=NULL) free_string(op->title);
670     if(op->race!=NULL) free_string(op->race);
671     if(op->slaying!=NULL) free_string(op->slaying);
672     if(op->skill!=NULL) free_string(op->skill);
673     if(op->msg!=NULL) free_string(op->msg);
674     if(op->lore!=NULL) free_string(op->lore);
675     if(op->materialname != NULL) free_string(op->materialname);
676     if(op->custom_name != NULL) free_string(op->custom_name);
677    
678     /* Basically, same code as from clear_object() */
679     for (evt = op->events; evt; evt=evt2) {
680     evt2 = evt->next;
681    
682     if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
683     if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
684     if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
685    
686     free(evt);
687     }
688     op->events = NULL;
689    
690     free_key_values(op);
691    
692     /* op is the destination, op2 is the source. */
693     (void) memcpy((void *)((char *) op +offsetof(object,name)),
694     (void *)((char *) op2+offsetof(object,name)),
695     sizeof(object)-offsetof(object, name));
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 = 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 = 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 *new;
773     new = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
774    
775     if(new==NULL)
776     fatal(OUT_OF_MEMORY);
777     free_objects=new;
778     new[0].prev=NULL;
779     new[0].next= &new[1],
780     SET_FLAG(&(new[0]), FLAG_REMOVED);
781     SET_FLAG(&(new[0]), FLAG_FREED);
782    
783     for(i=1;i<OBJ_EXPAND-1;i++) {
784     new[i].next= &new[i+1],
785     new[i].prev= &new[i-1],
786     SET_FLAG(&(new[i]), FLAG_REMOVED);
787     SET_FLAG(&(new[i]), FLAG_FREED);
788     }
789     new[OBJ_EXPAND-1].prev= &new[OBJ_EXPAND-2],
790     new[OBJ_EXPAND-1].next=NULL,
791     SET_FLAG(&(new[OBJ_EXPAND-1]), FLAG_REMOVED);
792     SET_FLAG(&(new[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     if ((move_block | op->move_block) != move_block) update_now=1;
1024     if ((move_slow | op->move_slow) != move_slow) update_now=1;
1025     }
1026     /* if the object is being removed, we can't make intelligent
1027     * decisions, because remove_ob can't really pass the object
1028     * that is being removed.
1029     */
1030     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
1031     update_now=1;
1032     } else if (action == UP_OBJ_FACE) {
1033     /* Nothing to do for that case */
1034     }
1035     else {
1036     LOG(llevError,"update_object called with invalid action: %d\n", action);
1037     }
1038    
1039     if (update_now) {
1040     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1041     update_position(op->map, op->x, op->y);
1042     }
1043    
1044     if(op->more!=NULL)
1045     update_object(op->more, action);
1046     }
1047    
1048    
1049     /*
1050     * free_object() frees everything allocated by an object, removes
1051     * it from the list of used objects, and puts it on the list of
1052     * free objects. The IS_FREED() flag is set in the object.
1053     * The object must have been removed by remove_ob() first for
1054     * this function to succeed.
1055     *
1056     * If free_inventory is set, free inventory as well. Else drop items in
1057     * inventory to the ground.
1058     */
1059    
1060     void free_object(object *ob) {
1061     free_object2(ob, 0);
1062     }
1063     void free_object2(object *ob, int free_inventory) {
1064     object *tmp,*op;
1065    
1066     if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1067     LOG(llevDebug,"Free object called with non removed object\n");
1068     dump_object(ob);
1069     #ifdef MANY_CORES
1070     abort();
1071     #endif
1072     }
1073     if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1074     LOG(llevMonster,"Warning: tried to free friendly object.\n");
1075     remove_friendly_object(ob);
1076     }
1077     if(QUERY_FLAG(ob,FLAG_FREED)) {
1078     dump_object(ob);
1079     LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1080     return;
1081     }
1082     if(ob->more!=NULL) {
1083     free_object2(ob->more, free_inventory);
1084     ob->more=NULL;
1085     }
1086     if (ob->inv) {
1087     /* Only if the space blocks everything do we not process -
1088     * if some form of movemnt is allowed, let objects
1089     * drop on that space.
1090     */
1091     if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1092     (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1093     {
1094     op=ob->inv;
1095     while(op!=NULL) {
1096     tmp=op->below;
1097     remove_ob(op);
1098     free_object2(op, free_inventory);
1099     op=tmp;
1100     }
1101     }
1102     else { /* Put objects in inventory onto this space */
1103     op=ob->inv;
1104     while(op!=NULL) {
1105     tmp=op->below;
1106     remove_ob(op);
1107     if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1108     op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1109     free_object(op);
1110     else {
1111     op->x=ob->x;
1112     op->y=ob->y;
1113     insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1114     }
1115     op=tmp;
1116     }
1117     }
1118     }
1119     /* Remove object from the active list */
1120     ob->speed = 0;
1121     update_ob_speed(ob);
1122    
1123     SET_FLAG(ob, FLAG_FREED);
1124     ob->count = 0;
1125    
1126     /* Remove this object from the list of used objects */
1127     if(ob->prev==NULL) {
1128     objects=ob->next;
1129     if(objects!=NULL)
1130     objects->prev=NULL;
1131     }
1132     else {
1133     ob->prev->next=ob->next;
1134     if(ob->next!=NULL)
1135     ob->next->prev=ob->prev;
1136     }
1137    
1138     if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1139     if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1140     if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1141     if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1142     if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1143     if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1144     if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1145     if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1146     if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1147    
1148    
1149     /* Why aren't events freed? */
1150     free_key_values(ob);
1151    
1152     #if 0 /* MEMORY_DEBUG*/
1153     /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1154     * presumes the freed_object will stick around for at least a little
1155     * bit
1156     */
1157     /* this is necessary so that memory debugging programs will
1158     * be able to accurately report source of malloc. If we recycle
1159     * objects, then some other area may be doing the get_object
1160     * and not freeing it, but the original one that malloc'd the
1161     * object will get the blame.
1162     */
1163     free(ob);
1164     #else
1165    
1166     /* Now link it with the free_objects list: */
1167     ob->prev=NULL;
1168     ob->next=free_objects;
1169     if(free_objects!=NULL)
1170     free_objects->prev=ob;
1171     free_objects=ob;
1172     nroffreeobjects++;
1173     #endif
1174     }
1175    
1176     /*
1177     * count_free() returns the number of objects on the list of free objects.
1178     */
1179    
1180     int count_free(void) {
1181     int i=0;
1182     object *tmp=free_objects;
1183     while(tmp!=NULL)
1184     tmp=tmp->next, i++;
1185     return i;
1186     }
1187    
1188     /*
1189     * count_used() returns the number of objects on the list of used objects.
1190     */
1191    
1192     int count_used(void) {
1193     int i=0;
1194     object *tmp=objects;
1195     while(tmp!=NULL)
1196     tmp=tmp->next, i++;
1197     return i;
1198     }
1199    
1200     /*
1201     * count_active() returns the number of objects on the list of active objects.
1202     */
1203    
1204     int count_active(void) {
1205     int i=0;
1206     object *tmp=active_objects;
1207     while(tmp!=NULL)
1208     tmp=tmp->active_next, i++;
1209     return i;
1210     }
1211    
1212     /*
1213     * sub_weight() recursively (outwards) subtracts a number from the
1214     * weight of an object (and what is carried by it's environment(s)).
1215     */
1216    
1217     void sub_weight (object *op, signed long weight) {
1218     while (op != NULL) {
1219     if (op->type == CONTAINER) {
1220     weight=(signed long)(weight*(100-op->stats.Str)/100);
1221     }
1222     op->carrying-=weight;
1223     op = op->env;
1224     }
1225     }
1226    
1227     /* remove_ob(op):
1228     * This function removes the object op from the linked list of objects
1229     * which it is currently tied to. When this function is done, the
1230     * object will have no environment. If the object previously had an
1231     * environment, the x and y coordinates will be updated to
1232     * the previous environment.
1233     * Beware: This function is called from the editor as well!
1234     */
1235    
1236     void remove_ob(object *op) {
1237     object *tmp,*last=NULL;
1238     object *otmp;
1239     tag_t tag;
1240     int check_walk_off;
1241     mapstruct *m;
1242     sint16 x,y;
1243    
1244    
1245     if(QUERY_FLAG(op,FLAG_REMOVED)) {
1246     dump_object(op);
1247     LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1248    
1249     /* Changed it to always dump core in this case. As has been learned
1250     * in the past, trying to recover from errors almost always
1251     * make things worse, and this is a real error here - something
1252     * that should not happen.
1253     * Yes, if this was a mission critical app, trying to do something
1254     * to recover may make sense, but that is because failure of the app
1255     * may have other disastrous problems. Cf runs out of a script
1256     * so is easily enough restarted without any real problems.
1257     * MSW 2001-07-01
1258     */
1259     abort();
1260     }
1261     if(op->more!=NULL)
1262     remove_ob(op->more);
1263    
1264     SET_FLAG(op, FLAG_REMOVED);
1265    
1266     /*
1267     * In this case, the object to be removed is in someones
1268     * inventory.
1269     */
1270     if(op->env!=NULL) {
1271     if(op->nrof)
1272     sub_weight(op->env, op->weight*op->nrof);
1273     else
1274     sub_weight(op->env, op->weight+op->carrying);
1275    
1276     /* NO_FIX_PLAYER is set when a great many changes are being
1277     * made to players inventory. If set, avoiding the call
1278     * to save cpu time.
1279     */
1280     if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1281     !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1282     fix_player(otmp);
1283    
1284     if(op->above!=NULL)
1285     op->above->below=op->below;
1286     else
1287     op->env->inv=op->below;
1288    
1289     if(op->below!=NULL)
1290     op->below->above=op->above;
1291    
1292     /* we set up values so that it could be inserted into
1293     * the map, but we don't actually do that - it is up
1294     * to the caller to decide what we want to do.
1295     */
1296     op->x=op->env->x,op->y=op->env->y;
1297     op->ox=op->x,op->oy=op->y;
1298     op->map=op->env->map;
1299     op->above=NULL,op->below=NULL;
1300     op->env=NULL;
1301     return;
1302     }
1303    
1304     /* If we get here, we are removing it from a map */
1305     if (op->map == NULL) return;
1306    
1307     x = op->x;
1308     y = op->y;
1309     m = get_map_from_coord(op->map, &x, &y);
1310    
1311     if (!m) {
1312     LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1313     op->map->path, op->x, op->y);
1314     /* in old days, we used to set x and y to 0 and continue.
1315     * it seems if we get into this case, something is probablye
1316     * screwed up and should be fixed.
1317     */
1318     abort();
1319     }
1320     if (op->map != m) {
1321     LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1322     op->map->path, m->path, op->x, op->y, x, y);
1323     }
1324    
1325     /* Re did the following section of code - it looks like it had
1326     * lots of logic for things we no longer care about
1327     */
1328    
1329     /* link the object above us */
1330     if (op->above)
1331     op->above->below=op->below;
1332     else
1333     SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1334    
1335     /* Relink the object below us, if there is one */
1336     if(op->below) {
1337     op->below->above=op->above;
1338     } else {
1339     /* Nothing below, which means we need to relink map object for this space
1340     * use translated coordinates in case some oddness with map tiling is
1341     * evident
1342     */
1343     if(GET_MAP_OB(m,x,y)!=op) {
1344     dump_object(op);
1345     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);
1346     dump_object(GET_MAP_OB(m,x,y));
1347     LOG(llevError,"%s\n",errmsg);
1348     }
1349     SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1350     }
1351     op->above=NULL;
1352     op->below=NULL;
1353    
1354     if (op->map->in_memory == MAP_SAVING)
1355     return;
1356    
1357     tag = op->count;
1358     check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1359     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1360     /* No point updating the players look faces if he is the object
1361     * being removed.
1362     */
1363    
1364     if(tmp->type==PLAYER && tmp!=op) {
1365     /* If a container that the player is currently using somehow gets
1366     * removed (most likely destroyed), update the player view
1367     * appropriately.
1368     */
1369     if (tmp->container==op) {
1370     CLEAR_FLAG(op, FLAG_APPLIED);
1371     tmp->container=NULL;
1372     }
1373     tmp->contr->socket.update_look=1;
1374     }
1375     /* See if player moving off should effect something */
1376     if (check_walk_off && ((op->move_type & tmp->move_off) &&
1377     (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1378    
1379     move_apply(tmp, op, NULL);
1380     if (was_destroyed (op, tag)) {
1381     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1382     "leaving object\n", tmp->name, tmp->arch->name);
1383     }
1384     }
1385    
1386     /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1387    
1388     if(tmp->above == tmp)
1389     tmp->above = NULL;
1390     last=tmp;
1391     }
1392     /* last == NULL of there are no objects on this space */
1393     if (last==NULL) {
1394     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1395     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1396     * those out anyways, and if there are any flags set right now, they won't
1397     * be correct anyways.
1398     */
1399     SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1400     update_position(op->map, op->x, op->y);
1401     }
1402     else
1403     update_object(last, UP_OBJ_REMOVE);
1404    
1405     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1406     update_all_los(op->map, op->x, op->y);
1407    
1408     }
1409    
1410     /*
1411     * merge_ob(op,top):
1412     *
1413     * This function goes through all objects below and including top, and
1414     * merges op to the first matching object.
1415     * If top is NULL, it is calculated.
1416     * Returns pointer to object if it succeded in the merge, otherwise NULL
1417     */
1418    
1419     object *merge_ob(object *op, object *top) {
1420     if(!op->nrof)
1421     return 0;
1422     if(top==NULL)
1423     for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1424     for(;top!=NULL;top=top->below) {
1425     if(top==op)
1426     continue;
1427     if (CAN_MERGE(op,top))
1428     {
1429     top->nrof+=op->nrof;
1430     /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1431     op->weight = 0; /* Don't want any adjustements now */
1432     remove_ob(op);
1433     free_object(op);
1434     return top;
1435     }
1436     }
1437     return NULL;
1438     }
1439    
1440     /*
1441     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1442     * job preparing multi-part monsters
1443     */
1444     object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1445     object* tmp;
1446     if (op->head)
1447     op=op->head;
1448     for (tmp=op;tmp;tmp=tmp->more){
1449     tmp->x=x+tmp->arch->clone.x;
1450     tmp->y=y+tmp->arch->clone.y;
1451     }
1452     return insert_ob_in_map (op, m, originator, flag);
1453     }
1454    
1455     /*
1456     * insert_ob_in_map (op, map, originator, flag):
1457     * This function inserts the object in the two-way linked list
1458     * which represents what is on a map.
1459     * The second argument specifies the map, and the x and y variables
1460     * in the object about to be inserted specifies the position.
1461     *
1462     * originator: Player, monster or other object that caused 'op' to be inserted
1463     * into 'map'. May be NULL.
1464     *
1465     * flag is a bitmask about special things to do (or not do) when this
1466     * function is called. see the object.h file for the INS_ values.
1467     * Passing 0 for flag gives proper default values, so flag really only needs
1468     * to be set if special handling is needed.
1469     *
1470     * Return value:
1471     * new object if 'op' was merged with other object
1472     * NULL if 'op' was destroyed
1473     * just 'op' otherwise
1474     */
1475    
1476     object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1477     {
1478     object *tmp, *top, *floor=NULL;
1479     sint16 x,y;
1480    
1481     if (QUERY_FLAG (op, FLAG_FREED)) {
1482     LOG (llevError, "Trying to insert freed object!\n");
1483     return NULL;
1484     }
1485     if(m==NULL) {
1486     dump_object(op);
1487     LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1488     return op;
1489     }
1490     if(out_of_map(m,op->x,op->y)) {
1491     dump_object(op);
1492     LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1493     #ifdef MANY_CORES
1494     /* Better to catch this here, as otherwise the next use of this object
1495     * is likely to cause a crash. Better to find out where it is getting
1496     * improperly inserted.
1497     */
1498     abort();
1499     #endif
1500     return op;
1501     }
1502     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1503     dump_object(op);
1504     LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1505     return op;
1506     }
1507     if(op->more!=NULL) {
1508     /* The part may be on a different map. */
1509    
1510     object *more = op->more;
1511    
1512     /* Debugging information so you can see the last coordinates this object had */
1513     more->ox = more->x;
1514     more->oy = more->y;
1515     more->map = get_map_from_coord(m, &more->x, &more->y);
1516    
1517     if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1518     if ( ! op->head)
1519     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1520     return NULL;
1521     }
1522     }
1523     CLEAR_FLAG(op,FLAG_REMOVED);
1524    
1525     /* Debugging information so you can see the last coordinates this object had */
1526     op->ox=op->x;
1527     op->oy=op->y;
1528     x = op->x;
1529     y = op->y;
1530     op->map=get_map_from_coord(m, &x, &y);
1531    
1532     /* this has to be done after we translate the coordinates.
1533     */
1534     if(op->nrof && !(flag & INS_NO_MERGE)) {
1535     for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1536     if (CAN_MERGE(op,tmp)) {
1537     op->nrof+=tmp->nrof;
1538     remove_ob(tmp);
1539     free_object(tmp);
1540     }
1541     }
1542    
1543     /* Ideally, the caller figures this out. However, it complicates a lot
1544     * of areas of callers (eg, anything that uses find_free_spot would now
1545     * need extra work
1546     */
1547     if (op->map != m) {
1548     /* coordinates should not change unless map also changes */
1549     op->x = x;
1550     op->y = y;
1551     }
1552    
1553     CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1554     CLEAR_FLAG(op, FLAG_INV_LOCKED);
1555     if (!QUERY_FLAG(op, FLAG_ALIVE))
1556     CLEAR_FLAG(op, FLAG_NO_STEAL);
1557    
1558     if (flag & INS_BELOW_ORIGINATOR) {
1559     if (originator->map != op->map || originator->x != op->x ||
1560     originator->y != op->y) {
1561     LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1562     abort();
1563     }
1564     op->above = originator;
1565     op->below = originator->below;
1566     if (op->below) op->below->above = op;
1567     else SET_MAP_OB(op->map, op->x, op->y, op);
1568     /* since *below* originator, no need to update top */
1569     originator->below = op;
1570     } else {
1571     /* If there are other objects, then */
1572     if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1573     object *last=NULL;
1574     /*
1575     * If there are multiple objects on this space, we do some trickier handling.
1576     * We've already dealt with merging if appropriate.
1577     * Generally, we want to put the new object on top. But if
1578     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1579     * floor, we want to insert above that and no further.
1580     * Also, if there are spell objects on this space, we stop processing
1581     * once we get to them. This reduces the need to traverse over all of
1582     * them when adding another one - this saves quite a bit of cpu time
1583     * when lots of spells are cast in one area. Currently, it is presumed
1584     * that flying non pickable objects are spell objects.
1585     */
1586    
1587     while (top != NULL) {
1588     if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1589     QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1590     if (QUERY_FLAG(top, FLAG_NO_PICK) &&
1591     (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))) {
1592     /* We insert above top, so we want this object below this */
1593     top=top->below;
1594     break;
1595     }
1596     last = top;
1597     top = top->above;
1598     }
1599     /* Don't want top to be NULL, so set it to the last valid object */
1600     top = last;
1601    
1602     /* We let update_position deal with figuring out what the space
1603     * looks like instead of lots of conditions here.
1604     * makes things faster, and effectively the same result.
1605     */
1606    
1607     /* Have object 'fall below' other objects that block view.
1608     * Unless those objects are exits, type 66
1609     * If INS_ON_TOP is used, don't do this processing
1610     * Need to find the object that in fact blocks view, otherwise
1611     * stacking is a bit odd.
1612     */
1613     if (!(flag & INS_ON_TOP) &&
1614     (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1615     (op->face && !op->face->visibility)) {
1616     for (last=top; last != floor; last=last->below)
1617     if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1618     /* Check to see i we found the object that blocks view,
1619     * and make sure we have a below pointer for it so that
1620     * we can get inserted below this one, which requires we
1621     * set top to the object below us.
1622     */
1623     if (last && last->below && last != floor) top=last->below;
1624     }
1625     } /* If objects on this space */
1626     if (flag & INS_MAP_LOAD)
1627     top = GET_MAP_TOP(op->map,op->x,op->y);
1628     if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1629    
1630     /* Top is the object that our object (op) is going to get inserted above.
1631     */
1632    
1633     /* First object on this space */
1634     if (!top) {
1635     op->above = GET_MAP_OB(op->map, op->x, op->y);
1636     if (op->above) op->above->below = op;
1637     op->below = NULL;
1638     SET_MAP_OB(op->map, op->x, op->y, op);
1639     } else { /* get inserted into the stack above top */
1640     op->above = top->above;
1641     if (op->above) op->above->below = op;
1642     op->below = top;
1643     top->above = op;
1644     }
1645     if (op->above==NULL)
1646     SET_MAP_TOP(op->map,op->x, op->y, op);
1647     } /* else not INS_BELOW_ORIGINATOR */
1648    
1649     if(op->type==PLAYER)
1650     op->contr->do_los=1;
1651    
1652     /* If we have a floor, we know the player, if any, will be above
1653     * it, so save a few ticks and start from there.
1654     */
1655     if (!(flag & INS_MAP_LOAD))
1656     for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1657     if (tmp->type == PLAYER)
1658     tmp->contr->socket.update_look=1;
1659     }
1660    
1661     /* If this object glows, it may affect lighting conditions that are
1662     * visible to others on this map. But update_all_los is really
1663     * an inefficient way to do this, as it means los for all players
1664     * on the map will get recalculated. The players could very well
1665     * be far away from this change and not affected in any way -
1666     * this should get redone to only look for players within range,
1667     * or just updating the P_NEED_UPDATE for spaces within this area
1668     * of effect may be sufficient.
1669     */
1670     if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1671     update_all_los(op->map, op->x, op->y);
1672    
1673    
1674     /* updates flags (blocked, alive, no magic, etc) for this map space */
1675     update_object(op,UP_OBJ_INSERT);
1676    
1677    
1678     /* Don't know if moving this to the end will break anything. However,
1679     * we want to have update_look set above before calling this.
1680     *
1681     * check_move_on() must be after this because code called from
1682     * check_move_on() depends on correct map flags (so functions like
1683     * blocked() and wall() work properly), and these flags are updated by
1684     * update_object().
1685     */
1686    
1687     /* if this is not the head or flag has been passed, don't check walk on status */
1688    
1689     if (!(flag & INS_NO_WALK_ON) && !op->head) {
1690     if (check_move_on(op, originator))
1691     return NULL;
1692    
1693     /* If we are a multi part object, lets work our way through the check
1694     * walk on's.
1695     */
1696     for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1697     if (check_move_on (tmp, originator))
1698     return NULL;
1699     }
1700     return op;
1701     }
1702    
1703     /* this function inserts an object in the map, but if it
1704     * finds an object of its own type, it'll remove that one first.
1705     * op is the object to insert it under: supplies x and the map.
1706     */
1707     void replace_insert_ob_in_map(char *arch_string, object *op) {
1708     object *tmp;
1709     object *tmp1;
1710    
1711     /* first search for itself and remove any old instances */
1712    
1713     for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1714     if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1715     remove_ob(tmp);
1716     free_object(tmp);
1717     }
1718     }
1719    
1720     tmp1=arch_to_object(find_archetype(arch_string));
1721    
1722    
1723     tmp1->x = op->x; tmp1->y = op->y;
1724     insert_ob_in_map(tmp1,op->map,op,0);
1725     }
1726    
1727     /*
1728     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1729     * is returned contains nr objects, and the remaining parts contains
1730     * the rest (or is removed and freed if that number is 0).
1731     * On failure, NULL is returned, and the reason put into the
1732     * global static errmsg array.
1733     */
1734    
1735     object *get_split_ob(object *orig_ob, uint32 nr) {
1736     object *newob;
1737     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1738    
1739     if(orig_ob->nrof<nr) {
1740     sprintf(errmsg,"There are only %d %ss.",
1741     orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1742     return NULL;
1743     }
1744     newob = object_create_clone(orig_ob);
1745     if((orig_ob->nrof-=nr)<1) {
1746     if ( ! is_removed)
1747     remove_ob(orig_ob);
1748     free_object2(orig_ob, 1);
1749     }
1750     else if ( ! is_removed) {
1751     if(orig_ob->env!=NULL)
1752     sub_weight (orig_ob->env,orig_ob->weight*nr);
1753     if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1754     strcpy(errmsg, "Tried to split object whose map is not in memory.");
1755     LOG(llevDebug,
1756     "Error, Tried to split object whose map is not in memory.\n");
1757     return NULL;
1758     }
1759     }
1760     newob->nrof=nr;
1761    
1762     return newob;
1763     }
1764    
1765     /*
1766     * decrease_ob_nr(object, number) decreases a specified number from
1767     * the amount of an object. If the amount reaches 0, the object
1768     * is subsequently removed and freed.
1769     *
1770     * Return value: 'op' if something is left, NULL if the amount reached 0
1771     */
1772    
1773     object *decrease_ob_nr (object *op, uint32 i)
1774     {
1775     object *tmp;
1776     player *pl;
1777    
1778     if (i == 0) /* objects with op->nrof require this check */
1779     return op;
1780    
1781     if (i > op->nrof)
1782     i = op->nrof;
1783    
1784     if (QUERY_FLAG (op, FLAG_REMOVED))
1785     {
1786     op->nrof -= i;
1787     }
1788     else if (op->env != NULL)
1789     {
1790     /* is this object in the players inventory, or sub container
1791     * therein?
1792     */
1793     tmp = is_player_inv (op->env);
1794     /* nope. Is this a container the player has opened?
1795     * If so, set tmp to that player.
1796     * IMO, searching through all the players will mostly
1797     * likely be quicker than following op->env to the map,
1798     * and then searching the map for a player.
1799     */
1800     if (!tmp) {
1801     for (pl=first_player; pl; pl=pl->next)
1802     if (pl->ob->container == op->env) break;
1803     if (pl) tmp=pl->ob;
1804     else tmp=NULL;
1805     }
1806    
1807     if (i < op->nrof) {
1808     sub_weight (op->env, op->weight * i);
1809     op->nrof -= i;
1810     if (tmp) {
1811     esrv_send_item(tmp, op);
1812     }
1813     } else {
1814     remove_ob (op);
1815     op->nrof = 0;
1816     if (tmp) {
1817     esrv_del_item(tmp->contr, op->count);
1818     }
1819     }
1820     }
1821     else
1822     {
1823     object *above = op->above;
1824    
1825     if (i < op->nrof) {
1826     op->nrof -= i;
1827     } else {
1828     remove_ob (op);
1829     op->nrof = 0;
1830     }
1831     /* Since we just removed op, op->above is null */
1832     for (tmp = above; tmp != NULL; tmp = tmp->above)
1833     if (tmp->type == PLAYER) {
1834     if (op->nrof)
1835     esrv_send_item(tmp, op);
1836     else
1837     esrv_del_item(tmp->contr, op->count);
1838     }
1839     }
1840    
1841     if (op->nrof) {
1842     return op;
1843     } else {
1844     free_object (op);
1845     return NULL;
1846     }
1847     }
1848    
1849     /*
1850     * add_weight(object, weight) adds the specified weight to an object,
1851     * and also updates how much the environment(s) is/are carrying.
1852     */
1853    
1854     void add_weight (object *op, signed long weight) {
1855     while (op!=NULL) {
1856     if (op->type == CONTAINER) {
1857     weight=(signed long)(weight*(100-op->stats.Str)/100);
1858     }
1859     op->carrying+=weight;
1860     op=op->env;
1861     }
1862     }
1863    
1864     /*
1865     * insert_ob_in_ob(op,environment):
1866     * This function inserts the object op in the linked list
1867     * inside the object environment.
1868     *
1869     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1870     * the inventory at the last position or next to other objects of the same
1871     * type.
1872     * Frank: Now sorted by type, archetype and magic!
1873     *
1874     * The function returns now pointer to inserted item, and return value can
1875     * be != op, if items are merged. -Tero
1876     */
1877    
1878     object *insert_ob_in_ob(object *op,object *where) {
1879     object *tmp, *otmp;
1880    
1881     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1882     dump_object(op);
1883     LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1884     return op;
1885     }
1886     if(where==NULL) {
1887     dump_object(op);
1888     LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1889     return op;
1890     }
1891     if (where->head) {
1892     LOG(llevDebug,
1893     "Warning: Tried to insert object wrong part of multipart object.\n");
1894     where = where->head;
1895     }
1896     if (op->more) {
1897     LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1898     op->name, op->count);
1899     return op;
1900     }
1901     CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1902     CLEAR_FLAG(op, FLAG_REMOVED);
1903     if(op->nrof) {
1904     for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1905     if ( CAN_MERGE(tmp,op) ) {
1906     /* return the original object and remove inserted object
1907     (client needs the original object) */
1908     tmp->nrof += op->nrof;
1909     /* Weight handling gets pretty funky. Since we are adding to
1910     * tmp->nrof, we need to increase the weight.
1911     */
1912     add_weight (where, op->weight*op->nrof);
1913     SET_FLAG(op, FLAG_REMOVED);
1914     free_object(op); /* free the inserted object */
1915     op = tmp;
1916     remove_ob (op); /* and fix old object's links */
1917     CLEAR_FLAG(op, FLAG_REMOVED);
1918     break;
1919     }
1920    
1921     /* I assume combined objects have no inventory
1922     * We add the weight - this object could have just been removed
1923     * (if it was possible to merge). calling remove_ob will subtract
1924     * the weight, so we need to add it in again, since we actually do
1925     * the linking below
1926     */
1927     add_weight (where, op->weight*op->nrof);
1928     } else
1929     add_weight (where, (op->weight+op->carrying));
1930    
1931     otmp=is_player_inv(where);
1932     if (otmp&&otmp->contr!=NULL) {
1933     if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1934     fix_player(otmp);
1935     }
1936    
1937     op->map=NULL;
1938     op->env=where;
1939     op->above=NULL;
1940     op->below=NULL;
1941     op->x=0,op->y=0;
1942     op->ox=0,op->oy=0;
1943    
1944     /* reset the light list and los of the players on the map */
1945     if((op->glow_radius!=0)&&where->map)
1946     {
1947     #ifdef DEBUG_LIGHTS
1948     LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1949     op->name);
1950     #endif /* DEBUG_LIGHTS */
1951     if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1952     }
1953    
1954     /* Client has no idea of ordering so lets not bother ordering it here.
1955     * It sure simplifies this function...
1956     */
1957     if (where->inv==NULL)
1958     where->inv=op;
1959     else {
1960     op->below = where->inv;
1961     op->below->above = op;
1962     where->inv = op;
1963     }
1964     return op;
1965     }
1966    
1967     /*
1968     * Checks if any objects has a move_type that matches objects
1969     * that effect this object on this space. Call apply() to process
1970     * these events.
1971     *
1972     * Any speed-modification due to SLOW_MOVE() of other present objects
1973     * will affect the speed_left of the object.
1974     *
1975     * originator: Player, monster or other object that caused 'op' to be inserted
1976     * into 'map'. May be NULL.
1977     *
1978     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1979     *
1980     * 4-21-95 added code to check if appropriate skill was readied - this will
1981     * permit faster movement by the player through this terrain. -b.t.
1982     *
1983     * MSW 2001-07-08: Check all objects on space, not just those below
1984     * object being inserted. insert_ob_in_map may not put new objects
1985     * on top.
1986     */
1987    
1988     int check_move_on (object *op, object *originator)
1989     {
1990     object *tmp;
1991     tag_t tag;
1992     mapstruct *m=op->map;
1993     int x=op->x, y=op->y;
1994     MoveType move_on, move_slow, move_block;
1995    
1996     if(QUERY_FLAG(op,FLAG_NO_APPLY))
1997     return 0;
1998    
1999     tag = op->count;
2000    
2001     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2002     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2003     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2004    
2005     /* if nothing on this space will slow op down or be applied,
2006     * no need to do checking below. have to make sure move_type
2007     * is set, as lots of objects don't have it set - we treat that
2008     * as walking.
2009     */
2010     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2011     return 0;
2012    
2013     /* This is basically inverse logic of that below - basically,
2014     * if the object can avoid the move on or slow move, they do so,
2015     * but can't do it if the alternate movement they are using is
2016     * blocked. Logic on this seems confusing, but does seem correct.
2017     */
2018     if ((op->move_type & ~move_on & ~move_block) != 0 &&
2019     (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2020    
2021     /* The objects have to be checked from top to bottom.
2022     * Hence, we first go to the top:
2023     */
2024    
2025     for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2026     tmp->above!=NULL; tmp=tmp->above) {
2027     /* Trim the search when we find the first other spell effect
2028     * this helps performance so that if a space has 50 spell objects,
2029     * we don't need to check all of them.
2030     */
2031     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2032     }
2033     for(;tmp!=NULL; tmp=tmp->below) {
2034     if (tmp == op) continue; /* Can't apply yourself */
2035    
2036     /* Check to see if one of the movement types should be slowed down.
2037     * Second check makes sure that the movement types not being slowed
2038     * (~slow_move) is not blocked on this space - just because the
2039     * space doesn't slow down swimming (for example), if you can't actually
2040     * swim on that space, can't use it to avoid the penalty.
2041     */
2042     if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2043     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2044     ((op->move_type & tmp->move_slow) &&
2045     (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2046    
2047     float diff;
2048    
2049     diff = tmp->move_slow_penalty*FABS(op->speed);
2050     if (op->type == PLAYER) {
2051     if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2052     (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2053     diff /= 4.0;
2054     }
2055     }
2056     op->speed_left -= diff;
2057     }
2058     }
2059    
2060     /* Basically same logic as above, except now for actual apply. */
2061     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2062     ((op->move_type & tmp->move_on) &&
2063     (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2064    
2065     move_apply(tmp, op, originator);
2066     if (was_destroyed (op, tag))
2067     return 1;
2068    
2069     /* what the person/creature stepped onto has moved the object
2070     * someplace new. Don't process any further - if we did,
2071     * have a feeling strange problems would result.
2072     */
2073     if (op->map != m || op->x != x || op->y != y) return 0;
2074     }
2075     }
2076     return 0;
2077     }
2078    
2079     /*
2080     * present_arch(arch, map, x, y) searches for any objects with
2081     * a matching archetype at the given map and coordinates.
2082     * The first matching object is returned, or NULL if none.
2083     */
2084    
2085     object *present_arch(archetype *at, mapstruct *m, int x, int y) {
2086     object *tmp;
2087     if(m==NULL || out_of_map(m,x,y)) {
2088     LOG(llevError,"Present_arch called outside map.\n");
2089     return NULL;
2090     }
2091     for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
2092     if(tmp->arch == at)
2093     return tmp;
2094     return NULL;
2095     }
2096    
2097     /*
2098     * present(type, map, x, y) searches for any objects with
2099     * a matching type variable at the given map and coordinates.
2100     * The first matching object is returned, or NULL if none.
2101     */
2102    
2103     object *present(unsigned char type,mapstruct *m, int x,int y) {
2104     object *tmp;
2105     if(out_of_map(m,x,y)) {
2106     LOG(llevError,"Present called outside map.\n");
2107     return NULL;
2108     }
2109     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
2110     if(tmp->type==type)
2111     return tmp;
2112     return NULL;
2113     }
2114    
2115     /*
2116     * present_in_ob(type, object) searches for any objects with
2117     * a matching type variable in the inventory of the given object.
2118     * The first matching object is returned, or NULL if none.
2119     */
2120    
2121     object *present_in_ob(unsigned char type,object *op) {
2122     object *tmp;
2123     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2124     if(tmp->type==type)
2125     return tmp;
2126     return NULL;
2127     }
2128    
2129     /*
2130     * present_in_ob (type, str, object) searches for any objects with
2131     * a matching type & name variable in the inventory of the given object.
2132     * The first matching object is returned, or NULL if none.
2133     * This is mostly used by spell effect code, so that we only
2134     * have one spell effect at a time.
2135     * type can be used to narrow the search - if type is set,
2136     * the type must also match. -1 can be passed for the type,
2137     * in which case the type does not need to pass.
2138     * str is the string to match against. Note that we match against
2139     * the object name, not the archetype name. this is so that the
2140     * spell code can use one object type (force), but change it's name
2141     * to be unique.
2142     */
2143    
2144     object *present_in_ob_by_name(int type, char *str,object *op) {
2145     object *tmp;
2146    
2147     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2148     if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
2149     return tmp;
2150     }
2151     return NULL;
2152     }
2153    
2154     /*
2155     * present_arch_in_ob(archetype, object) searches for any objects with
2156     * a matching archetype in the inventory of the given object.
2157     * The first matching object is returned, or NULL if none.
2158     */
2159    
2160     object *present_arch_in_ob(archetype *at, object *op) {
2161     object *tmp;
2162     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2163     if( tmp->arch == at)
2164     return tmp;
2165     return NULL;
2166     }
2167    
2168     /*
2169     * activate recursively a flag on an object inventory
2170     */
2171     void flag_inv(object*op, int flag){
2172     object *tmp;
2173     if(op->inv)
2174     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2175     SET_FLAG(tmp, flag);
2176     flag_inv(tmp,flag);
2177     }
2178     }/*
2179     * desactivate recursively a flag on an object inventory
2180     */
2181     void unflag_inv(object*op, int flag){
2182     object *tmp;
2183     if(op->inv)
2184     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2185     CLEAR_FLAG(tmp, flag);
2186     unflag_inv(tmp,flag);
2187     }
2188     }
2189    
2190     /*
2191     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2192     * all it's inventory (recursively).
2193     * If checksums are used, a player will get set_cheat called for
2194     * him/her-self and all object carried by a call to this function.
2195     */
2196    
2197     void set_cheat(object *op) {
2198     SET_FLAG(op, FLAG_WAS_WIZ);
2199     flag_inv(op, FLAG_WAS_WIZ);
2200     }
2201    
2202     /*
2203     * find_free_spot(object, map, x, y, start, stop) will search for
2204     * a spot at the given map and coordinates which will be able to contain
2205     * the given object. start and stop specifies how many squares
2206     * to search (see the freearr_x/y[] definition).
2207     * It returns a random choice among the alternatives found.
2208     * start and stop are where to start relative to the free_arr array (1,9
2209     * does all 4 immediate directions). This returns the index into the
2210     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2211     * Note - this only checks to see if there is space for the head of the
2212     * object - if it is a multispace object, this should be called for all
2213     * pieces.
2214     * Note2: This function does correctly handle tiled maps, but does not
2215     * inform the caller. However, insert_ob_in_map will update as
2216     * necessary, so the caller shouldn't need to do any special work.
2217     * Note - updated to take an object instead of archetype - this is necessary
2218     * because arch_blocked (now ob_blocked) needs to know the movement type
2219     * to know if the space in question will block the object. We can't use
2220     * the archetype because that isn't correct if the monster has been
2221     * customized, changed states, etc.
2222     */
2223    
2224     int find_free_spot(object *ob, mapstruct *m,int x,int y,int start,int stop) {
2225     int i,index=0, flag;
2226     static int altern[SIZEOFFREE];
2227    
2228     for(i=start;i<stop;i++) {
2229     flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2230     if(!flag)
2231     altern[index++]=i;
2232    
2233     /* Basically, if we find a wall on a space, we cut down the search size.
2234     * In this way, we won't return spaces that are on another side of a wall.
2235     * This mostly work, but it cuts down the search size in all directions -
2236     * if the space being examined only has a wall to the north and empty
2237     * spaces in all the other directions, this will reduce the search space
2238     * to only the spaces immediately surrounding the target area, and
2239     * won't look 2 spaces south of the target space.
2240     */
2241     else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2242     stop=maxfree[i];
2243     }
2244     if(!index) return -1;
2245     return altern[RANDOM()%index];
2246     }
2247    
2248     /*
2249     * find_first_free_spot(archetype, mapstruct, x, y) works like
2250     * find_free_spot(), but it will search max number of squares.
2251     * But it will return the first available spot, not a random choice.
2252     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2253     */
2254    
2255     int find_first_free_spot(object *ob, mapstruct *m,int x,int y) {
2256     int i;
2257     for(i=0;i<SIZEOFFREE;i++) {
2258     if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2259     return i;
2260     }
2261     return -1;
2262     }
2263    
2264     /*
2265     * The function permute(arr, begin, end) randomly reorders the array
2266     * arr[begin..end-1].
2267     */
2268     static void permute(int *arr, int begin, int end)
2269     {
2270     int i, j, tmp, len;
2271    
2272     len = end-begin;
2273     for(i = begin; i < end; i++)
2274     {
2275     j = begin+RANDOM()%len;
2276    
2277     tmp = arr[i];
2278     arr[i] = arr[j];
2279     arr[j] = tmp;
2280     }
2281     }
2282    
2283     /* new function to make monster searching more efficient, and effective!
2284     * This basically returns a randomized array (in the passed pointer) of
2285     * the spaces to find monsters. In this way, it won't always look for
2286     * monsters to the north first. However, the size of the array passed
2287     * covers all the spaces, so within that size, all the spaces within
2288     * the 3x3 area will be searched, just not in a predictable order.
2289     */
2290     void get_search_arr(int *search_arr)
2291     {
2292     int i;
2293    
2294     for(i = 0; i < SIZEOFFREE; i++)
2295     {
2296     search_arr[i] = i;
2297     }
2298    
2299     permute(search_arr, 1, SIZEOFFREE1+1);
2300     permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2301     permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2302     }
2303    
2304     /*
2305     * find_dir(map, x, y, exclude) will search some close squares in the
2306     * given map at the given coordinates for live objects.
2307     * It will not considered the object given as exclude among possible
2308     * live objects.
2309     * It returns the direction toward the first/closest live object if finds
2310     * any, otherwise 0.
2311     * Perhaps incorrectly, but I'm making the assumption that exclude
2312     * is actually want is going to try and move there. We need this info
2313     * because we have to know what movement the thing looking to move
2314     * there is capable of.
2315     */
2316    
2317     int find_dir(mapstruct *m, int x, int y, object *exclude) {
2318     int i,max=SIZEOFFREE, mflags;
2319     sint16 nx, ny;
2320     object *tmp;
2321     mapstruct *mp;
2322     MoveType blocked, move_type;
2323    
2324     if (exclude && exclude->head) {
2325     exclude = exclude->head;
2326     move_type = exclude->move_type;
2327     } else {
2328     /* If we don't have anything, presume it can use all movement types. */
2329     move_type=MOVE_ALL;
2330     }
2331    
2332     for(i=1;i<max;i++) {
2333     mp = m;
2334     nx = x + freearr_x[i];
2335     ny = y + freearr_y[i];
2336    
2337     mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2338     if (mflags & P_OUT_OF_MAP) {
2339     max = maxfree[i];
2340     } else {
2341     blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2342    
2343     if ((move_type & blocked) == move_type) {
2344     max=maxfree[i];
2345     } else if (mflags & P_IS_ALIVE) {
2346     for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2347     if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2348     (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2349     break;
2350     }
2351     }
2352     if(tmp) {
2353     return freedir[i];
2354     }
2355     }
2356     }
2357     }
2358     return 0;
2359     }
2360    
2361     /*
2362     * distance(object 1, object 2) will return the square of the
2363     * distance between the two given objects.
2364     */
2365    
2366     int distance(object *ob1,object *ob2) {
2367     int i;
2368     i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2369     (ob1->y - ob2->y)*(ob1->y - ob2->y);
2370     return i;
2371     }
2372    
2373     /*
2374     * find_dir_2(delta-x,delta-y) will return a direction in which
2375     * an object which has subtracted the x and y coordinates of another
2376     * object, needs to travel toward it.
2377     */
2378    
2379     int find_dir_2(int x, int y) {
2380     int q;
2381     if(!y)
2382     q= -300*x;
2383     else
2384     q=x*100/y;
2385     if(y>0) {
2386     if(q < -242)
2387     return 3 ;
2388     if (q < -41)
2389     return 2 ;
2390     if (q < 41)
2391     return 1 ;
2392     if (q < 242)
2393     return 8 ;
2394     return 7 ;
2395     }
2396     if (q < -242)
2397     return 7 ;
2398     if (q < -41)
2399     return 6 ;
2400     if (q < 41)
2401     return 5 ;
2402     if (q < 242)
2403     return 4 ;
2404     return 3 ;
2405     }
2406    
2407     /*
2408     * absdir(int): Returns a number between 1 and 8, which represent
2409     * the "absolute" direction of a number (it actually takes care of
2410     * "overflow" in previous calculations of a direction).
2411     */
2412    
2413     int absdir(int d) {
2414     while(d<1) d+=8;
2415     while(d>8) d-=8;
2416     return d;
2417     }
2418    
2419     /*
2420     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2421     * between two directions (which are expected to be absolute (see absdir())
2422     */
2423    
2424     int dirdiff(int dir1, int dir2) {
2425     int d;
2426     d = abs(dir1 - dir2);
2427     if(d>4)
2428     d = 8 - d;
2429     return d;
2430     }
2431    
2432     /* peterm:
2433     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2434     * Basically, this is a table of directions, and what directions
2435     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2436     * This basically means that if direction is 15, then it could either go
2437     * direction 4, 14, or 16 to get back to where we are.
2438     * Moved from spell_util.c to object.c with the other related direction
2439     * functions.
2440     */
2441    
2442     int reduction_dir[SIZEOFFREE][3] = {
2443     {0,0,0}, /* 0 */
2444     {0,0,0}, /* 1 */
2445     {0,0,0}, /* 2 */
2446     {0,0,0}, /* 3 */
2447     {0,0,0}, /* 4 */
2448     {0,0,0}, /* 5 */
2449     {0,0,0}, /* 6 */
2450     {0,0,0}, /* 7 */
2451     {0,0,0}, /* 8 */
2452     {8,1,2}, /* 9 */
2453     {1,2,-1}, /* 10 */
2454     {2,10,12}, /* 11 */
2455     {2,3,-1}, /* 12 */
2456     {2,3,4}, /* 13 */
2457     {3,4,-1}, /* 14 */
2458     {4,14,16}, /* 15 */
2459     {5,4,-1}, /* 16 */
2460     {4,5,6}, /* 17 */
2461     {6,5,-1}, /* 18 */
2462     {6,20,18}, /* 19 */
2463     {7,6,-1}, /* 20 */
2464     {6,7,8}, /* 21 */
2465     {7,8,-1}, /* 22 */
2466     {8,22,24}, /* 23 */
2467     {8,1,-1}, /* 24 */
2468     {24,9,10}, /* 25 */
2469     {9,10,-1}, /* 26 */
2470     {10,11,-1}, /* 27 */
2471     {27,11,29}, /* 28 */
2472     {11,12,-1}, /* 29 */
2473     {12,13,-1}, /* 30 */
2474     {12,13,14}, /* 31 */
2475     {13,14,-1}, /* 32 */
2476     {14,15,-1}, /* 33 */
2477     {33,15,35}, /* 34 */
2478     {16,15,-1}, /* 35 */
2479     {17,16,-1}, /* 36 */
2480     {18,17,16}, /* 37 */
2481     {18,17,-1}, /* 38 */
2482     {18,19,-1}, /* 39 */
2483     {41,19,39}, /* 40 */
2484     {19,20,-1}, /* 41 */
2485     {20,21,-1}, /* 42 */
2486     {20,21,22}, /* 43 */
2487     {21,22,-1}, /* 44 */
2488     {23,22,-1}, /* 45 */
2489     {45,47,23}, /* 46 */
2490     {23,24,-1}, /* 47 */
2491     {24,9,-1}}; /* 48 */
2492    
2493     /* Recursive routine to step back and see if we can
2494     * find a path to that monster that we found. If not,
2495     * we don't bother going toward it. Returns 1 if we
2496     * can see a direct way to get it
2497     * Modified to be map tile aware -.MSW
2498     */
2499    
2500    
2501     int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2502     sint16 dx, dy;
2503     int mflags;
2504    
2505     if(dir<0) return 0; /* exit condition: invalid direction */
2506    
2507     dx = x + freearr_x[dir];
2508     dy = y + freearr_y[dir];
2509    
2510     mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2511    
2512     /* This functional arguably was incorrect before - it was
2513     * checking for P_WALL - that was basically seeing if
2514     * we could move to the monster - this is being more
2515     * literal on if we can see it. To know if we can actually
2516     * move to the monster, we'd need the monster passed in or
2517     * at least its move type.
2518     */
2519     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2520    
2521     /* yes, can see. */
2522     if(dir < 9) return 1;
2523     return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2524     can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2525     can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2526     }
2527    
2528    
2529    
2530     /*
2531     * can_pick(picker, item): finds out if an object is possible to be
2532     * picked up by the picker. Returnes 1 if it can be
2533     * picked up, otherwise 0.
2534     *
2535     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2536     * core dumps if they do.
2537     *
2538     * Add a check so we can't pick up invisible objects (0.93.8)
2539     */
2540    
2541     int can_pick(object *who,object *item) {
2542     return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2543     (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2544     !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2545     (who->type==PLAYER||item->weight<who->weight/3));
2546     }
2547    
2548    
2549     /*
2550     * create clone from object to another
2551     */
2552     object *object_create_clone (object *asrc) {
2553     object *dst = NULL,*tmp,*src,*part,*prev, *item;
2554    
2555     if(!asrc) return NULL;
2556     src = asrc;
2557     if(src->head)
2558     src = src->head;
2559    
2560     prev = NULL;
2561     for(part = src; part; part = part->more) {
2562     tmp = get_object();
2563     copy_object(part,tmp);
2564     tmp->x -= src->x;
2565     tmp->y -= src->y;
2566     if(!part->head) {
2567     dst = tmp;
2568     tmp->head = NULL;
2569     } else {
2570     tmp->head = dst;
2571     }
2572     tmp->more = NULL;
2573     if(prev)
2574     prev->more = tmp;
2575     prev = tmp;
2576     }
2577     /*** copy inventory ***/
2578     for(item = src->inv; item; item = item->below) {
2579     (void) insert_ob_in_ob(object_create_clone(item),dst);
2580     }
2581    
2582     return dst;
2583     }
2584    
2585     /* return true if the object was destroyed, 0 otherwise */
2586     int was_destroyed (object *op, tag_t old_tag)
2587     {
2588     /* checking for FLAG_FREED isn't necessary, but makes this function more
2589     * robust */
2590     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2591     }
2592    
2593     /* GROS - Creates an object using a string representing its content. */
2594     /* Basically, we save the content of the string to a temp file, then call */
2595     /* load_object on it. I admit it is a highly inefficient way to make things, */
2596     /* but it was simple to make and allows reusing the load_object function. */
2597     /* Remember not to use load_object_str in a time-critical situation. */
2598     /* Also remember that multiparts objects are not supported for now. */
2599    
2600     object* load_object_str(char *obstr)
2601     {
2602     object *op;
2603     FILE *tempfile;
2604     char filename[MAX_BUF];
2605     sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2606     tempfile=fopen(filename,"w");
2607     if (tempfile == NULL)
2608     {
2609     LOG(llevError,"Error - Unable to access load object temp file\n");
2610     return NULL;
2611     };
2612     fprintf(tempfile,obstr);
2613     fclose(tempfile);
2614    
2615     op=get_object();
2616    
2617     tempfile=fopen(filename,"r");
2618     if (tempfile == NULL)
2619     {
2620     LOG(llevError,"Error - Unable to read object temp file\n");
2621     return NULL;
2622     };
2623     load_object(tempfile,op,LO_NEWFILE,0);
2624     LOG(llevDebug," load str completed, object=%s\n",op->name);
2625     CLEAR_FLAG(op,FLAG_REMOVED);
2626     fclose(tempfile);
2627     return op;
2628     }
2629    
2630     /* This returns the first object in who's inventory that
2631     * has the same type and subtype match.
2632     * returns NULL if no match.
2633     */
2634     object *find_obj_by_type_subtype(object *who, int type, int subtype)
2635     {
2636     object *tmp;
2637    
2638     for (tmp=who->inv; tmp; tmp=tmp->below)
2639     if (tmp->type == type && tmp->subtype == subtype) return tmp;
2640    
2641     return NULL;
2642     }
2643    
2644     /* If ob has a field named key, return the link from the list,
2645     * otherwise return NULL.
2646     *
2647     * key must be a passed in shared string - otherwise, this won't
2648     * do the desired thing.
2649     */
2650     key_value * get_ob_key_link(object * ob, const char * key) {
2651     key_value * link;
2652    
2653     for (link = ob->key_values; link != NULL; link = link->next) {
2654     if (link->key == key) {
2655     return link;
2656     }
2657     }
2658    
2659     return NULL;
2660     }
2661    
2662     /*
2663     * Returns the value of op has an extra_field for key, or NULL.
2664     *
2665     * The argument doesn't need to be a shared string.
2666     *
2667     * The returned string is shared.
2668     */
2669     const char * get_ob_key_value(object * op, const char * const key) {
2670     key_value * link;
2671     const char * canonical_key;
2672    
2673     canonical_key = find_string(key);
2674    
2675     if (canonical_key == NULL) {
2676     /* 1. There being a field named key on any object
2677     * implies there'd be a shared string to find.
2678     * 2. Since there isn't, no object has this field.
2679     * 3. Therefore, *this* object doesn't have this field.
2680     */
2681     return NULL;
2682     }
2683    
2684     /* This is copied from get_ob_key_link() above -
2685     * only 4 lines, and saves the function call overhead.
2686     */
2687     for (link = op->key_values; link != NULL; link = link->next) {
2688     if (link->key == canonical_key) {
2689     return link->value;
2690     }
2691     }
2692     return NULL;
2693     }
2694    
2695    
2696     /*
2697     * Updates the canonical_key in op to value.
2698     *
2699     * canonical_key is a shared string (value doesn't have to be).
2700     *
2701     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2702     * keys.
2703     *
2704     * Returns TRUE on success.
2705     */
2706     int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2707     key_value * field = NULL, *last=NULL;
2708    
2709     LOG(llevDebug, "set_ob_value_s: '%s' '%s' %d\n", canonical_key, value, add_key);
2710    
2711     for (field=op->key_values; field != NULL; field=field->next) {
2712     if (field->key != canonical_key) {
2713     last = field;
2714     continue;
2715     }
2716    
2717     if (field->value) FREE_AND_CLEAR_STR(field->value);
2718     if (value)
2719     field->value = add_string(value);
2720     else {
2721     /* Basically, if the archetype has this key set,
2722     * we need to store the null value so when we save
2723     * it, we save the empty value so that when we load,
2724     * we get this value back again.
2725     */
2726     if (get_ob_key_link(&op->arch->clone, canonical_key))
2727     field->value = NULL;
2728     else {
2729     /* Delete this link */
2730     if (field->key) FREE_AND_CLEAR_STR(field->key);
2731     if (field->value) FREE_AND_CLEAR_STR(field->value);
2732     if (last) last->next = field->next;
2733     else op->key_values = field->next;
2734     free(field);
2735     }
2736     }
2737     return TRUE;
2738     }
2739     /* IF we get here, key doesn't exist */
2740    
2741     /* No field, we'll have to add it. */
2742    
2743     if (!add_key) {
2744     return FALSE;
2745     }
2746     /* There isn't any good reason to store a null
2747     * value in the key/value list. If the archetype has
2748     * this key, then we should also have it, so shouldn't
2749     * be here. If user wants to store empty strings,
2750     * should pass in ""
2751     */
2752     if (value == NULL) return TRUE;
2753    
2754     field = malloc(sizeof(key_value));
2755    
2756     field->key = add_refcount(canonical_key);
2757     field->value = add_string(value);
2758     /* Usual prepend-addition. */
2759     field->next = op->key_values;
2760     op->key_values = field;
2761    
2762     return TRUE;
2763     }
2764    
2765     /*
2766     * Updates the key in op to value.
2767     *
2768     * If add_key is FALSE, this will only update existing keys,
2769     * and not add new ones.
2770     * In general, should be little reason FALSE is ever passed in for add_key
2771     *
2772     * Returns TRUE on success.
2773     */
2774     int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2775     const char * canonical_key = NULL;
2776     int floating_ref = FALSE;
2777     int ret;
2778    
2779     /* HACK This mess is to make sure set_ob_value() passes a shared string
2780     * to get_ob_key_link(), without leaving a leaked refcount.
2781     */
2782    
2783     canonical_key = find_string(key);
2784     if (canonical_key == NULL) {
2785     canonical_key = add_string(key);
2786     floating_ref = TRUE;
2787     }
2788    
2789     ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2790    
2791     if (floating_ref) {
2792     free_string(canonical_key);
2793     }
2794    
2795     return ret;
2796     }