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/cvs/deliantra/server/common/object.c
Revision: 1.1.1.2 (vendor branch)
Committed: Wed Feb 22 18:01:22 2006 UTC (18 years, 3 months ago) by elmex
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_03_15, UPSTREAM_2006_02_22
Changes since 1.1.1.1: +41 -24 lines
Log Message:
cvs -z7 -d:ext:elmex@cvs.schmorp.de:/schmorpforge import cf.schmorp.de UPSTREAM UPSTREAM_2006_02_22

File Contents

# Content
1 /*
2 * static char *rcsid_object_c =
3 * "$Id: object.c,v 1.122 2006/02/09 00:48:36 akirschbaum 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(const object * wants, const 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(const object * ob1, const 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_allow != ob2->move_allow) ||
203 (ob1->move_on != ob2->move_on) ||
204 (ob1->move_off != ob2->move_off) ||
205 (ob1->move_slow != ob2->move_slow) ||
206 (ob1->move_slow_penalty != ob2->move_slow_penalty)
207 )
208 return 0;
209
210 /* Don't merge objects that are applied. With the new 'body' code,
211 * it is possible for most any character to have more than one of
212 * some items equipped, and we don't want those to merge.
213 */
214 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
215 return 0;
216
217 if (ob1->key_values != NULL || ob2->key_values != NULL) {
218 /* At least one of these has key_values. */
219 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
220 /* One has fields, but the other one doesn't. */
221 return 0;
222 } else {
223 return compare_ob_value_lists(ob1, ob2);
224 }
225 }
226
227 switch (ob1->type) {
228 case SCROLL:
229 if (ob1->level != ob2->level) return 0;
230 break;
231
232 }
233 /* Everything passes, must be OK. */
234 return 1;
235 }
236
237 /*
238 * sum_weight() is a recursive function which calculates the weight
239 * an object is carrying. It goes through in figures out how much
240 * containers are carrying, and sums it up.
241 */
242 signed long sum_weight(object *op) {
243 signed long sum;
244 object *inv;
245 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
246 if (inv->inv)
247 sum_weight(inv);
248 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
249 }
250 if (op->type == CONTAINER && op->stats.Str)
251 sum = (sum * (100 - op->stats.Str))/100;
252 if(op->carrying != sum)
253 op->carrying = sum;
254 return sum;
255 }
256
257 /**
258 * Return the outermost environment object for a given object.
259 */
260
261 object *object_get_env_recursive (object *op) {
262 while (op->env != NULL)
263 op = op->env;
264 return op;
265 }
266
267 /*
268 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
269 * a better check. We basically keeping traversing up until we can't
270 * or find a player.
271 */
272
273 object *is_player_inv (object *op) {
274 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
275 if (op->env==op)
276 op->env = NULL;
277 return op;
278 }
279
280 /*
281 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
282 * Some error messages.
283 * The result of the dump is stored in the static global errmsg array.
284 */
285
286 void dump_object2(object *op) {
287 char *cp;
288 /* object *tmp;*/
289
290 if(op->arch!=NULL) {
291 strcat(errmsg,"arch ");
292 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
293 strcat(errmsg,"\n");
294 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
295 strcat(errmsg,cp);
296 #if 0
297 /* Don't dump player diffs - they are too long, mostly meaningless, and
298 * will overflow the buffer.
299 * Changed so that we don't dump inventory either. This may
300 * also overflow the buffer.
301 */
302 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
303 strcat(errmsg,cp);
304 for (tmp=op->inv; tmp; tmp=tmp->below)
305 dump_object2(tmp);
306 #endif
307 strcat(errmsg,"end\n");
308 } else {
309 strcat(errmsg,"Object ");
310 if (op->name==NULL) strcat(errmsg, "(null)");
311 else strcat(errmsg,op->name);
312 strcat(errmsg,"\n");
313 #if 0
314 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
315 strcat(errmsg,cp);
316 for (tmp=op->inv; tmp; tmp=tmp->below)
317 dump_object2(tmp);
318 #endif
319 strcat(errmsg,"end\n");
320 }
321 }
322
323 /*
324 * Dumps an object. Returns output in the static global errmsg array.
325 */
326
327 void dump_object(object *op) {
328 if(op==NULL) {
329 strcpy(errmsg,"[NULL pointer]");
330 return;
331 }
332 errmsg[0]='\0';
333 dump_object2(op);
334 }
335
336 /* GROS - Dumps an object. Return the result into a string */
337 /* Note that no checking is done for the validity of the target string, so */
338 /* you need to be sure that you allocated enough space for it. */
339 void dump_me(object *op, char *outstr)
340 {
341 char *cp;
342
343 if(op==NULL)
344 {
345 strcpy(outstr,"[NULL pointer]");
346 return;
347 }
348 outstr[0]='\0';
349
350 if(op->arch!=NULL)
351 {
352 strcat(outstr,"arch ");
353 strcat(outstr,op->arch->name?op->arch->name:"(null)");
354 strcat(outstr,"\n");
355 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
356 strcat(outstr,cp);
357 strcat(outstr,"end\n");
358 }
359 else
360 {
361 strcat(outstr,"Object ");
362 if (op->name==NULL)
363 strcat(outstr, "(null)");
364 else
365 strcat(outstr,op->name);
366 strcat(outstr,"\n");
367 strcat(outstr,"end\n");
368 }
369 }
370
371 /*
372 * This is really verbose...Can be triggered by the P key while in DM mode.
373 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
374 */
375
376 void dump_all_objects(void) {
377 object *op;
378 for(op=objects;op!=NULL;op=op->next) {
379 dump_object(op);
380 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382 }
383
384 /*
385 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned.
388 */
389
390 object *get_nearest_part(object *op, const object *pl) {
391 object *tmp,*closest;
392 int last_dist,i;
393 if(op->more==NULL)
394 return op;
395 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
396 if((i=distance(tmp,pl))<last_dist)
397 closest=tmp,last_dist=i;
398 return closest;
399 }
400
401 /*
402 * Returns the object which has the count-variable equal to the argument.
403 */
404
405 object *find_object(tag_t i) {
406 object *op;
407 for(op=objects;op!=NULL;op=op->next)
408 if(op->count==i)
409 break;
410 return op;
411 }
412
413 /*
414 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999"
417 */
418
419 object *find_object_name(const char *str) {
420 const char *name=add_string(str);
421 object *op;
422 for(op=objects;op!=NULL;op=op->next)
423 if(op->name==name)
424 break;
425 free_string(name);
426 return op;
427 }
428
429 void free_all_object_data(void) {
430 #ifdef MEMORY_DEBUG
431 object *op, *next;
432
433 for (op=free_objects; op!=NULL; ) {
434 next=op->next;
435 free(op);
436 nrofallocobjects--;
437 nroffreeobjects--;
438 op=next;
439 }
440 #endif
441 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
442 nrofallocobjects, nroffreeobjects,STARTMAX);
443 }
444
445 /*
446 * Returns the object which this object marks as being the owner.
447 * A id-scheme is used to avoid pointing to objects which have been
448 * freed and are now reused. If this is detected, the owner is
449 * set to NULL, and NULL is returned.
450 * Changed 2004-02-12 - if the player is setting at the play again
451 * prompt, he is removed, and we don't want to treat him as an owner of
452 * anything, so check removed flag. I don't expect that this should break
453 * anything - once an object is removed, it is basically dead anyways.
454 */
455
456 object *get_owner(object *op) {
457 if(op->owner==NULL)
458 return NULL;
459
460 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
461 op->owner->count==op->ownercount)
462 return op->owner;
463
464 op->owner=NULL;
465 op->ownercount=0;
466 return NULL;
467 }
468
469 void clear_owner(object *op)
470 {
471 if (!op) return;
472
473 if (op->owner && op->ownercount == op->owner->count)
474 op->owner->refcount--;
475
476 op->owner = NULL;
477 op->ownercount = 0;
478 }
479
480
481
482 /*
483 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects.
485 */
486 void set_owner (object *op, object *owner)
487 {
488 if(owner==NULL||op==NULL)
489 return;
490
491 /* next line added to allow objects which own objects */
492 /* Add a check for ownercounts in here, as I got into an endless loop
493 * with the fireball owning a poison cloud which then owned the
494 * fireball. I believe that was caused by one of the objects getting
495 * freed and then another object replacing it. Since the ownercounts
496 * didn't match, this check is valid and I believe that cause is valid.
497 */
498 while (owner->owner && owner!=owner->owner &&
499 owner->ownercount==owner->owner->count) owner=owner->owner;
500
501 /* IF the owner still has an owner, we did not resolve to a final owner.
502 * so lets not add to that.
503 */
504 if (owner->owner) return;
505
506 op->owner=owner;
507
508 op->ownercount=owner->count;
509 owner->refcount++;
510
511 }
512
513 /* Set the owner to clone's current owner and set the skill and experience
514 * objects to clone's objects (typically those objects that where the owner's
515 * current skill and experience objects at the time when clone's owner was
516 * set - not the owner's current skill and experience objects).
517 *
518 * Use this function if player created an object (e.g. fire bullet, swarm
519 * spell), and this object creates further objects whose kills should be
520 * accounted for the player's original skill, even if player has changed
521 * skills meanwhile.
522 */
523 void copy_owner (object *op, object *clone)
524 {
525 object *owner = get_owner (clone);
526 if (owner == NULL) {
527 /* players don't have owners - they own themselves. Update
528 * as appropriate.
529 */
530 if (clone->type == PLAYER) owner=clone;
531 else return;
532 }
533 set_owner(op, owner);
534
535 }
536
537 /*
538 * Resets vital variables in an object
539 */
540
541 void reset_object(object *op) {
542
543 op->name = NULL;
544 op->name_pl = NULL;
545 op->title = NULL;
546 op->race = NULL;
547 op->slaying = NULL;
548 op->skill = NULL;
549 op->msg = NULL;
550 op->materialname = NULL;
551 op->lore = NULL;
552 op->current_weapon_script = NULL;
553 clear_object(op);
554 }
555
556 /* Zero the key_values on op, decrementing the shared-string
557 * refcounts and freeing the links.
558 */
559 static void free_key_values(object * op) {
560 key_value * i;
561 key_value * next = NULL;
562
563 if (op->key_values == NULL) return;
564
565 for (i = op->key_values; i != NULL; i = next) {
566 /* Store next *first*. */
567 next = i->next;
568
569 if (i->key) FREE_AND_CLEAR_STR(i->key);
570 if (i->value) FREE_AND_CLEAR_STR(i->value);
571 i->next = NULL;
572 free(i);
573 }
574
575 op->key_values = NULL;
576 }
577
578
579 /*
580 * clear_object() frees everything allocated by an object, and also
581 * clears all variables and flags to default settings.
582 */
583
584 void clear_object(object *op) {
585
586 event *evt;
587 event *evt2;
588
589 /* redo this to be simpler/more efficient. Was also seeing
590 * crashes in the old code. Move this to the top - am
591 * seeing periodic crashes in this code, and would like to have
592 * as much info available as possible (eg, object name).
593 */
594 for (evt = op->events; evt; evt=evt2) {
595 evt2 = evt->next;
596
597 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
598 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
599 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
600
601 free(evt);
602 }
603 op->events = NULL;
604
605 free_key_values(op);
606
607 /* the memset will clear all these values for us, but we need
608 * to reduce the refcount on them.
609 */
610 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
611 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
612 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
613 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
614 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
615 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
616 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
617 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
618 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
619
620
621 memset((void*)((char*)op + offsetof(object, name)),
622 0, sizeof(object)-offsetof(object, name));
623 /* Below here, we clear things that are not done by the memset,
624 * or set default values that are not zero.
625 */
626 /* This is more or less true */
627 SET_FLAG(op, FLAG_REMOVED);
628
629
630 op->contr = NULL;
631 op->below=NULL;
632 op->above=NULL;
633 op->inv=NULL;
634 op->events=NULL;
635 op->container=NULL;
636 op->env=NULL;
637 op->more=NULL;
638 op->head=NULL;
639 op->map=NULL;
640 op->refcount=0;
641 op->active_next = NULL;
642 op->active_prev = NULL;
643 /* What is not cleared is next, prev, and count */
644
645 op->expmul=1.0;
646 op->face = blank_face;
647 op->attacked_by_count= -1;
648 if (settings.casting_time)
649 op->casting_time = -1;
650
651 }
652
653 /*
654 * copy object first frees everything allocated by the second object,
655 * and then copies the contends of the first object into the second
656 * object, allocating what needs to be allocated. Basically, any
657 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
658 * if the first object is freed, the pointers in the new object
659 * will point at garbage.
660 */
661
662 void copy_object(object *op2, object *op) {
663 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
664 event *evt, *evt2, *evt_new;
665
666 /* Decrement the refcounts, but don't bother zeroing the fields;
667 they'll be overwritten by memcpy. */
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678
679 /* Basically, same code as from clear_object() */
680 for (evt = op->events; evt; evt=evt2) {
681 evt2 = evt->next;
682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 /* op is the destination, op2 is the source. */
694 (void) memcpy((void *)((char *) op +offsetof(object,name)),
695 (void *)((char *) op2+offsetof(object,name)),
696 sizeof(object)-offsetof(object, name));
697
698 if(is_freed) SET_FLAG(op,FLAG_FREED);
699 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
700 if(op->name!=NULL) add_refcount(op->name);
701 if(op->name_pl!=NULL) add_refcount(op->name_pl);
702 if(op->title!=NULL) add_refcount(op->title);
703 if(op->race!=NULL) add_refcount(op->race);
704 if(op->slaying!=NULL) add_refcount(op->slaying);
705 if(op->skill!=NULL) add_refcount(op->skill);
706 if(op->lore!=NULL) add_refcount(op->lore);
707 if(op->msg!=NULL) add_refcount(op->msg);
708 if(op->custom_name!=NULL) add_refcount(op->custom_name);
709 if (op->materialname != NULL) add_refcount(op->materialname);
710
711 if((op2->speed<0) && !editor)
712 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
713
714 /* Copy over event information */
715 evt2 = NULL;
716 for (evt = op2->events; evt; evt=evt->next) {
717 evt_new = malloc(sizeof(event));
718 memcpy(evt_new, evt, sizeof(event));
719 if (evt_new->hook) add_refcount(evt_new->hook);
720 if (evt_new->plugin) add_refcount(evt_new->plugin);
721 if (evt_new->options) add_refcount(evt_new->options);
722 evt_new->next = NULL;
723
724 /* Try to be a little clever here, and store away the
725 * last event we copied, so that its simpler to update the
726 * pointer.
727 */
728 if (evt2)
729 evt2->next = evt_new;
730 else
731 op->events = evt_new;
732
733 evt2 = evt_new;
734 }
735 /* Copy over key_values, if any. */
736 if (op2->key_values != NULL) {
737 key_value * tail = NULL;
738 key_value * i;
739
740 op->key_values = NULL;
741
742 for (i = op2->key_values; i != NULL; i = i->next) {
743 key_value * new_link = malloc(sizeof(key_value));
744
745 new_link->next = NULL;
746 new_link->key = add_refcount(i->key);
747 if (i->value)
748 new_link->value = add_refcount(i->value);
749 else
750 new_link->value = NULL;
751
752 /* Try and be clever here, too. */
753 if (op->key_values == NULL) {
754 op->key_values = new_link;
755 tail = new_link;
756 } else {
757 tail->next = new_link;
758 tail = new_link;
759 }
760 }
761 }
762
763 update_ob_speed(op);
764 }
765
766 /*
767 * expand_objects() allocates more objects for the list of unused objects.
768 * It is called from get_object() if the unused list is empty.
769 */
770
771 void expand_objects(void) {
772 int i;
773 object *new;
774 new = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
775
776 if(new==NULL)
777 fatal(OUT_OF_MEMORY);
778 free_objects=new;
779 new[0].prev=NULL;
780 new[0].next= &new[1],
781 SET_FLAG(&(new[0]), FLAG_REMOVED);
782 SET_FLAG(&(new[0]), FLAG_FREED);
783
784 for(i=1;i<OBJ_EXPAND-1;i++) {
785 new[i].next= &new[i+1],
786 new[i].prev= &new[i-1],
787 SET_FLAG(&(new[i]), FLAG_REMOVED);
788 SET_FLAG(&(new[i]), FLAG_FREED);
789 }
790 new[OBJ_EXPAND-1].prev= &new[OBJ_EXPAND-2],
791 new[OBJ_EXPAND-1].next=NULL,
792 SET_FLAG(&(new[OBJ_EXPAND-1]), FLAG_REMOVED);
793 SET_FLAG(&(new[OBJ_EXPAND-1]), FLAG_FREED);
794
795 nrofallocobjects += OBJ_EXPAND;
796 nroffreeobjects += OBJ_EXPAND;
797 }
798
799 /*
800 * get_object() grabs an object from the list of unused objects, makes
801 * sure it is initialised, and returns it.
802 * If there are no free objects, expand_objects() is called to get more.
803 */
804
805 object *get_object(void) {
806 object *op;
807
808 if(free_objects==NULL) {
809 expand_objects();
810 }
811 op=free_objects;
812 #ifdef MEMORY_DEBUG
813 /* The idea is hopefully by doing a realloc, the memory
814 * debugging program will now use the current stack trace to
815 * report leaks.
816 */
817 op = realloc(op, sizeof(object));
818 SET_FLAG(op, FLAG_REMOVED);
819 SET_FLAG(op, FLAG_FREED);
820 #endif
821
822 if(!QUERY_FLAG(op,FLAG_FREED)) {
823 LOG(llevError,"Fatal: Getting busy object.\n");
824 }
825 free_objects=op->next;
826 if(free_objects!=NULL)
827 free_objects->prev=NULL;
828 op->count= ++ob_count;
829 op->name=NULL;
830 op->name_pl=NULL;
831 op->title=NULL;
832 op->race=NULL;
833 op->slaying=NULL;
834 op->skill = NULL;
835 op->lore=NULL;
836 op->msg=NULL;
837 op->materialname=NULL;
838 op->next=objects;
839 op->prev=NULL;
840 op->active_next = NULL;
841 op->active_prev = NULL;
842 if(objects!=NULL)
843 objects->prev=op;
844 objects=op;
845 clear_object(op);
846 SET_FLAG(op,FLAG_REMOVED);
847 nroffreeobjects--;
848 return op;
849 }
850
851 /*
852 * If an object with the IS_TURNABLE() flag needs to be turned due
853 * to the closest player being on the other side, this function can
854 * be called to update the face variable, _and_ how it looks on the map.
855 */
856
857 void update_turn_face(object *op) {
858 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
859 return;
860 SET_ANIMATION(op, op->direction);
861 update_object(op,UP_OBJ_FACE);
862 }
863
864 /*
865 * Updates the speed of an object. If the speed changes from 0 to another
866 * value, or vice versa, then add/remove the object from the active list.
867 * This function needs to be called whenever the speed of an object changes.
868 */
869
870 void update_ob_speed(object *op) {
871 extern int arch_init;
872
873 /* No reason putting the archetypes objects on the speed list,
874 * since they never really need to be updated.
875 */
876
877 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
878 LOG(llevError,"Object %s is freed but has speed.\n", op->name);
879 #ifdef MANY_CORES
880 abort();
881 #else
882 op->speed = 0;
883 #endif
884 }
885 if (arch_init) {
886 return;
887 }
888 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
889 /* If already on active list, don't do anything */
890 if (op->active_next || op->active_prev || op==active_objects)
891 return;
892
893 /* process_events() expects us to insert the object at the beginning
894 * of the list. */
895 op->active_next = active_objects;
896 if (op->active_next!=NULL)
897 op->active_next->active_prev = op;
898 active_objects = op;
899 }
900 else {
901 /* If not on the active list, nothing needs to be done */
902 if (!op->active_next && !op->active_prev && op!=active_objects)
903 return;
904
905 if (op->active_prev==NULL) {
906 active_objects = op->active_next;
907 if (op->active_next!=NULL)
908 op->active_next->active_prev = NULL;
909 }
910 else {
911 op->active_prev->active_next = op->active_next;
912 if (op->active_next)
913 op->active_next->active_prev = op->active_prev;
914 }
915 op->active_next = NULL;
916 op->active_prev = NULL;
917 }
918 }
919
920 /* This function removes object 'op' from the list of active
921 * objects.
922 * This should only be used for style maps or other such
923 * reference maps where you don't want an object that isn't
924 * in play chewing up cpu time getting processed.
925 * The reverse of this is to call update_ob_speed, which
926 * will do the right thing based on the speed of the object.
927 */
928 void remove_from_active_list(object *op)
929 {
930 /* If not on the active list, nothing needs to be done */
931 if (!op->active_next && !op->active_prev && op!=active_objects)
932 return;
933
934 if (op->active_prev==NULL) {
935 active_objects = op->active_next;
936 if (op->active_next!=NULL)
937 op->active_next->active_prev = NULL;
938 }
939 else {
940 op->active_prev->active_next = op->active_next;
941 if (op->active_next)
942 op->active_next->active_prev = op->active_prev;
943 }
944 op->active_next = NULL;
945 op->active_prev = NULL;
946 }
947
948 /*
949 * update_object() updates the array which represents the map.
950 * It takes into account invisible objects (and represent squares covered
951 * by invisible objects by whatever is below them (unless it's another
952 * invisible object, etc...)
953 * If the object being updated is beneath a player, the look-window
954 * of that player is updated (this might be a suboptimal way of
955 * updating that window, though, since update_object() is called _often_)
956 *
957 * action is a hint of what the caller believes need to be done.
958 * For example, if the only thing that has changed is the face (due to
959 * an animation), we don't need to call update_position until that actually
960 * comes into view of a player. OTOH, many other things, like addition/removal
961 * of walls or living creatures may need us to update the flags now.
962 * current action are:
963 * UP_OBJ_INSERT: op was inserted
964 * UP_OBJ_REMOVE: op was removed
965 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
966 * as that is easier than trying to look at what may have changed.
967 * UP_OBJ_FACE: only the objects face has changed.
968 */
969
970 void update_object(object *op, int action) {
971 int update_now=0, flags;
972 MoveType move_on, move_off, move_block, move_slow;
973
974 if (op == NULL) {
975 /* this should never happen */
976 LOG(llevDebug,"update_object() called for NULL object.\n");
977 return;
978 }
979
980 if(op->env!=NULL) {
981 /* Animation is currently handled by client, so nothing
982 * to do in this case.
983 */
984 return;
985 }
986
987 /* If the map is saving, don't do anything as everything is
988 * going to get freed anyways.
989 */
990 if (!op->map || op->map->in_memory == MAP_SAVING) return;
991
992 /* make sure the object is within map boundaries */
993 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
994 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
995 LOG(llevError,"update_object() called for object out of map!\n");
996 #ifdef MANY_CORES
997 abort();
998 #endif
999 return;
1000 }
1001
1002 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1003 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1004 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1005 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1006 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1007 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1008
1009 if (action == UP_OBJ_INSERT) {
1010 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1011 update_now=1;
1012
1013 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1014 update_now=1;
1015
1016 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1017 update_now=1;
1018
1019 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1020 update_now=1;
1021
1022 if ((move_on | op->move_on) != move_on) update_now=1;
1023 if ((move_off | op->move_off) != move_off) update_now=1;
1024 /* This isn't perfect, but I don't expect a lot of objects to
1025 * to have move_allow right now.
1026 */
1027 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1028 update_now=1;
1029 if ((move_slow | op->move_slow) != move_slow) update_now=1;
1030 }
1031 /* if the object is being removed, we can't make intelligent
1032 * decisions, because remove_ob can't really pass the object
1033 * that is being removed.
1034 */
1035 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
1036 update_now=1;
1037 } else if (action == UP_OBJ_FACE) {
1038 /* Nothing to do for that case */
1039 }
1040 else {
1041 LOG(llevError,"update_object called with invalid action: %d\n", action);
1042 }
1043
1044 if (update_now) {
1045 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1046 update_position(op->map, op->x, op->y);
1047 }
1048
1049 if(op->more!=NULL)
1050 update_object(op->more, action);
1051 }
1052
1053
1054 /*
1055 * free_object() frees everything allocated by an object, removes
1056 * it from the list of used objects, and puts it on the list of
1057 * free objects. The IS_FREED() flag is set in the object.
1058 * The object must have been removed by remove_ob() first for
1059 * this function to succeed.
1060 *
1061 * If free_inventory is set, free inventory as well. Else drop items in
1062 * inventory to the ground.
1063 */
1064
1065 void free_object(object *ob) {
1066 free_object2(ob, 0);
1067 }
1068 void free_object2(object *ob, int free_inventory) {
1069 object *tmp,*op;
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1072 LOG(llevDebug,"Free object called with non removed object\n");
1073 dump_object(ob);
1074 #ifdef MANY_CORES
1075 abort();
1076 #endif
1077 }
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1080 remove_friendly_object(ob);
1081 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) {
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return;
1086 }
1087 if(ob->more!=NULL) {
1088 free_object2(ob->more, free_inventory);
1089 ob->more=NULL;
1090 }
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects
1094 * drop on that space.
1095 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1098 {
1099 op=ob->inv;
1100 while(op!=NULL) {
1101 tmp=op->below;
1102 remove_ob(op);
1103 free_object2(op, free_inventory);
1104 op=tmp;
1105 }
1106 }
1107 else { /* Put objects in inventory onto this space */
1108 op=ob->inv;
1109 while(op!=NULL) {
1110 tmp=op->below;
1111 remove_ob(op);
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1114 free_object(op);
1115 else {
1116 op->x=ob->x;
1117 op->y=ob->y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1119 }
1120 op=tmp;
1121 }
1122 }
1123 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127
1128 SET_FLAG(ob, FLAG_FREED);
1129 ob->count = 0;
1130
1131 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) {
1133 objects=ob->next;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152
1153
1154 /* Why aren't events freed? */
1155 free_key_values(ob);
1156
1157 #if 0 /* MEMORY_DEBUG*/
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1159 * presumes the freed_object will stick around for at least a little
1160 * bit
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
1167 */
1168 free(ob);
1169 #else
1170
1171 /* Now link it with the free_objects list: */
1172 ob->prev=NULL;
1173 ob->next=free_objects;
1174 if(free_objects!=NULL)
1175 free_objects->prev=ob;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178 #endif
1179 }
1180
1181 /*
1182 * count_free() returns the number of objects on the list of free objects.
1183 */
1184
1185 int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects;
1188 while(tmp!=NULL)
1189 tmp=tmp->next, i++;
1190 return i;
1191 }
1192
1193 /*
1194 * count_used() returns the number of objects on the list of used objects.
1195 */
1196
1197 int count_used(void) {
1198 int i=0;
1199 object *tmp=objects;
1200 while(tmp!=NULL)
1201 tmp=tmp->next, i++;
1202 return i;
1203 }
1204
1205 /*
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209 int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215 }
1216
1217 /*
1218 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)).
1220 */
1221
1222 void sub_weight (object *op, signed long weight) {
1223 while (op != NULL) {
1224 if (op->type == CONTAINER) {
1225 weight=(signed long)(weight*(100-op->stats.Str)/100);
1226 }
1227 op->carrying-=weight;
1228 op = op->env;
1229 }
1230 }
1231
1232 /* remove_ob(op):
1233 * This function removes the object op from the linked list of objects
1234 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to
1237 * the previous environment.
1238 * Beware: This function is called from the editor as well!
1239 */
1240
1241 void remove_ob(object *op) {
1242 object *tmp,*last=NULL;
1243 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1251 dump_object(op);
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */
1264 abort();
1265 }
1266 if(op->more!=NULL)
1267 remove_ob(op->more);
1268
1269 SET_FLAG(op, FLAG_REMOVED);
1270
1271 /*
1272 * In this case, the object to be removed is in someones
1273 * inventory.
1274 */
1275 if(op->env!=NULL) {
1276 if(op->nrof)
1277 sub_weight(op->env, op->weight*op->nrof);
1278 else
1279 sub_weight(op->env, op->weight+op->carrying);
1280
1281 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call
1283 * to save cpu time.
1284 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287 fix_player(otmp);
1288
1289 if(op->above!=NULL)
1290 op->above->below=op->below;
1291 else
1292 op->env->inv=op->below;
1293
1294 if(op->below!=NULL)
1295 op->below->above=op->above;
1296
1297 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do.
1300 */
1301 op->x=op->env->x,op->y=op->env->y;
1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map;
1304 op->above=NULL,op->below=NULL;
1305 op->env=NULL;
1306 return;
1307 }
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about
1332 */
1333
1334 /* link the object above us */
1335 if (op->above)
1336 op->above->below=op->below;
1337 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1339
1340 /* Relink the object below us, if there is one */
1341 if(op->below) {
1342 op->below->above=op->above;
1343 } else {
1344 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is
1346 * evident
1347 */
1348 if(GET_MAP_OB(m,x,y)!=op) {
1349 dump_object(op);
1350 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1351 dump_object(GET_MAP_OB(m,x,y));
1352 LOG(llevError,"%s\n",errmsg);
1353 }
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 }
1356 op->above=NULL;
1357 op->below=NULL;
1358
1359 if (op->map->in_memory == MAP_SAVING)
1360 return;
1361
1362 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1365 /* No point updating the players look faces if he is the object
1366 * being removed.
1367 */
1368
1369 if(tmp->type==PLAYER && tmp!=op) {
1370 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view
1372 * appropriately.
1373 */
1374 if (tmp->container==op) {
1375 CLEAR_FLAG(op, FLAG_APPLIED);
1376 tmp->container=NULL;
1377 }
1378 tmp->contr->socket.update_look=1;
1379 }
1380 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1383
1384 move_apply(tmp, op, NULL);
1385 if (was_destroyed (op, tag)) {
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392
1393 if(tmp->above == tmp)
1394 tmp->above = NULL;
1395 last=tmp;
1396 }
1397 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else
1408 update_object(last, UP_OBJ_REMOVE);
1409
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1411 update_all_los(op->map, op->x, op->y);
1412
1413 }
1414
1415 /*
1416 * merge_ob(op,top):
1417 *
1418 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object.
1420 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */
1423
1424 object *merge_ob(object *op, object *top) {
1425 if(!op->nrof)
1426 return 0;
1427 if(top==NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1429 for(;top!=NULL;top=top->below) {
1430 if(top==op)
1431 continue;
1432 if (CAN_MERGE(op,top))
1433 {
1434 top->nrof+=op->nrof;
1435 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op);
1438 free_object(op);
1439 return top;
1440 }
1441 }
1442 return NULL;
1443 }
1444
1445 /*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters
1448 */
1449 object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1450 object* tmp;
1451 if (op->head)
1452 op=op->head;
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y;
1456 }
1457 return insert_ob_in_map (op, m, originator, flag);
1458 }
1459
1460 /*
1461 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list
1463 * which represents what is on a map.
1464 * The second argument specifies the map, and the x and y variables
1465 * in the object about to be inserted specifies the position.
1466 *
1467 * originator: Player, monster or other object that caused 'op' to be inserted
1468 * into 'map'. May be NULL.
1469 *
1470 * flag is a bitmask about special things to do (or not do) when this
1471 * function is called. see the object.h file for the INS_ values.
1472 * Passing 0 for flag gives proper default values, so flag really only needs
1473 * to be set if special handling is needed.
1474 *
1475 * Return value:
1476 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed
1478 * just 'op' otherwise
1479 */
1480
1481 object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1482 {
1483 object *tmp, *top, *floor=NULL;
1484 sint16 x,y;
1485
1486 if (QUERY_FLAG (op, FLAG_FREED)) {
1487 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL;
1489 }
1490 if(m==NULL) {
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1493 return op;
1494 }
1495 if(out_of_map(m,op->x,op->y)) {
1496 dump_object(op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1498 #ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted.
1502 */
1503 abort();
1504 #endif
1505 return op;
1506 }
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1508 dump_object(op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1510 return op;
1511 }
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */
1514
1515 object *more = op->more;
1516
1517 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it.
1521 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y);
1527 } else if (!more->map) {
1528 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent.
1530 */
1531 more->map = m;
1532 }
1533
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1535 if ( ! op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL;
1538 }
1539 }
1540 CLEAR_FLAG(op,FLAG_REMOVED);
1541
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545 x = op->x;
1546 y = op->y;
1547 op->map=get_map_from_coord(m, &x, &y);
1548
1549 /* this has to be done after we translate the coordinates.
1550 */
1551 if(op->nrof && !(flag & INS_NO_MERGE)) {
1552 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1553 if (CAN_MERGE(op,tmp)) {
1554 op->nrof+=tmp->nrof;
1555 remove_ob(tmp);
1556 free_object(tmp);
1557 }
1558 }
1559
1560 /* Ideally, the caller figures this out. However, it complicates a lot
1561 * of areas of callers (eg, anything that uses find_free_spot would now
1562 * need extra work
1563 */
1564 if (op->map != m) {
1565 /* coordinates should not change unless map also changes */
1566 op->x = x;
1567 op->y = y;
1568 }
1569
1570 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1571 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1572 if (!QUERY_FLAG(op, FLAG_ALIVE))
1573 CLEAR_FLAG(op, FLAG_NO_STEAL);
1574
1575 if (flag & INS_BELOW_ORIGINATOR) {
1576 if (originator->map != op->map || originator->x != op->x ||
1577 originator->y != op->y) {
1578 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1579 abort();
1580 }
1581 op->above = originator;
1582 op->below = originator->below;
1583 if (op->below) op->below->above = op;
1584 else SET_MAP_OB(op->map, op->x, op->y, op);
1585 /* since *below* originator, no need to update top */
1586 originator->below = op;
1587 } else {
1588 /* If there are other objects, then */
1589 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1590 object *last=NULL;
1591 /*
1592 * If there are multiple objects on this space, we do some trickier handling.
1593 * We've already dealt with merging if appropriate.
1594 * Generally, we want to put the new object on top. But if
1595 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1596 * floor, we want to insert above that and no further.
1597 * Also, if there are spell objects on this space, we stop processing
1598 * once we get to them. This reduces the need to traverse over all of
1599 * them when adding another one - this saves quite a bit of cpu time
1600 * when lots of spells are cast in one area. Currently, it is presumed
1601 * that flying non pickable objects are spell objects.
1602 */
1603
1604 while (top != NULL) {
1605 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1606 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1607 if (QUERY_FLAG(top, FLAG_NO_PICK) &&
1608 (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))) {
1609 /* We insert above top, so we want this object below this */
1610 top=top->below;
1611 break;
1612 }
1613 last = top;
1614 top = top->above;
1615 }
1616 /* Don't want top to be NULL, so set it to the last valid object */
1617 top = last;
1618
1619 /* We let update_position deal with figuring out what the space
1620 * looks like instead of lots of conditions here.
1621 * makes things faster, and effectively the same result.
1622 */
1623
1624 /* Have object 'fall below' other objects that block view.
1625 * Unless those objects are exits, type 66
1626 * If INS_ON_TOP is used, don't do this processing
1627 * Need to find the object that in fact blocks view, otherwise
1628 * stacking is a bit odd.
1629 */
1630 if (!(flag & INS_ON_TOP) &&
1631 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1632 (op->face && !op->face->visibility)) {
1633 for (last=top; last != floor; last=last->below)
1634 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1635 /* Check to see i we found the object that blocks view,
1636 * and make sure we have a below pointer for it so that
1637 * we can get inserted below this one, which requires we
1638 * set top to the object below us.
1639 */
1640 if (last && last->below && last != floor) top=last->below;
1641 }
1642 } /* If objects on this space */
1643 if (flag & INS_MAP_LOAD)
1644 top = GET_MAP_TOP(op->map,op->x,op->y);
1645 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1646
1647 /* Top is the object that our object (op) is going to get inserted above.
1648 */
1649
1650 /* First object on this space */
1651 if (!top) {
1652 op->above = GET_MAP_OB(op->map, op->x, op->y);
1653 if (op->above) op->above->below = op;
1654 op->below = NULL;
1655 SET_MAP_OB(op->map, op->x, op->y, op);
1656 } else { /* get inserted into the stack above top */
1657 op->above = top->above;
1658 if (op->above) op->above->below = op;
1659 op->below = top;
1660 top->above = op;
1661 }
1662 if (op->above==NULL)
1663 SET_MAP_TOP(op->map,op->x, op->y, op);
1664 } /* else not INS_BELOW_ORIGINATOR */
1665
1666 if(op->type==PLAYER)
1667 op->contr->do_los=1;
1668
1669 /* If we have a floor, we know the player, if any, will be above
1670 * it, so save a few ticks and start from there.
1671 */
1672 if (!(flag & INS_MAP_LOAD))
1673 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1674 if (tmp->type == PLAYER)
1675 tmp->contr->socket.update_look=1;
1676 }
1677
1678 /* If this object glows, it may affect lighting conditions that are
1679 * visible to others on this map. But update_all_los is really
1680 * an inefficient way to do this, as it means los for all players
1681 * on the map will get recalculated. The players could very well
1682 * be far away from this change and not affected in any way -
1683 * this should get redone to only look for players within range,
1684 * or just updating the P_NEED_UPDATE for spaces within this area
1685 * of effect may be sufficient.
1686 */
1687 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1688 update_all_los(op->map, op->x, op->y);
1689
1690
1691 /* updates flags (blocked, alive, no magic, etc) for this map space */
1692 update_object(op,UP_OBJ_INSERT);
1693
1694
1695 /* Don't know if moving this to the end will break anything. However,
1696 * we want to have update_look set above before calling this.
1697 *
1698 * check_move_on() must be after this because code called from
1699 * check_move_on() depends on correct map flags (so functions like
1700 * blocked() and wall() work properly), and these flags are updated by
1701 * update_object().
1702 */
1703
1704 /* if this is not the head or flag has been passed, don't check walk on status */
1705
1706 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1707 if (check_move_on(op, originator))
1708 return NULL;
1709
1710 /* If we are a multi part object, lets work our way through the check
1711 * walk on's.
1712 */
1713 for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1714 if (check_move_on (tmp, originator))
1715 return NULL;
1716 }
1717 return op;
1718 }
1719
1720 /* this function inserts an object in the map, but if it
1721 * finds an object of its own type, it'll remove that one first.
1722 * op is the object to insert it under: supplies x and the map.
1723 */
1724 void replace_insert_ob_in_map(const char *arch_string, object *op) {
1725 object *tmp;
1726 object *tmp1;
1727
1728 /* first search for itself and remove any old instances */
1729
1730 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1731 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1732 remove_ob(tmp);
1733 free_object(tmp);
1734 }
1735 }
1736
1737 tmp1=arch_to_object(find_archetype(arch_string));
1738
1739
1740 tmp1->x = op->x; tmp1->y = op->y;
1741 insert_ob_in_map(tmp1,op->map,op,0);
1742 }
1743
1744 /*
1745 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1746 * is returned contains nr objects, and the remaining parts contains
1747 * the rest (or is removed and freed if that number is 0).
1748 * On failure, NULL is returned, and the reason put into the
1749 * global static errmsg array.
1750 */
1751
1752 object *get_split_ob(object *orig_ob, uint32 nr) {
1753 object *newob;
1754 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1755
1756 if(orig_ob->nrof<nr) {
1757 sprintf(errmsg,"There are only %d %ss.",
1758 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1759 return NULL;
1760 }
1761 newob = object_create_clone(orig_ob);
1762 if((orig_ob->nrof-=nr)<1) {
1763 if ( ! is_removed)
1764 remove_ob(orig_ob);
1765 free_object2(orig_ob, 1);
1766 }
1767 else if ( ! is_removed) {
1768 if(orig_ob->env!=NULL)
1769 sub_weight (orig_ob->env,orig_ob->weight*nr);
1770 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1771 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1772 LOG(llevDebug,
1773 "Error, Tried to split object whose map is not in memory.\n");
1774 return NULL;
1775 }
1776 }
1777 newob->nrof=nr;
1778
1779 return newob;
1780 }
1781
1782 /*
1783 * decrease_ob_nr(object, number) decreases a specified number from
1784 * the amount of an object. If the amount reaches 0, the object
1785 * is subsequently removed and freed.
1786 *
1787 * Return value: 'op' if something is left, NULL if the amount reached 0
1788 */
1789
1790 object *decrease_ob_nr (object *op, uint32 i)
1791 {
1792 object *tmp;
1793 player *pl;
1794
1795 if (i == 0) /* objects with op->nrof require this check */
1796 return op;
1797
1798 if (i > op->nrof)
1799 i = op->nrof;
1800
1801 if (QUERY_FLAG (op, FLAG_REMOVED))
1802 {
1803 op->nrof -= i;
1804 }
1805 else if (op->env != NULL)
1806 {
1807 /* is this object in the players inventory, or sub container
1808 * therein?
1809 */
1810 tmp = is_player_inv (op->env);
1811 /* nope. Is this a container the player has opened?
1812 * If so, set tmp to that player.
1813 * IMO, searching through all the players will mostly
1814 * likely be quicker than following op->env to the map,
1815 * and then searching the map for a player.
1816 */
1817 if (!tmp) {
1818 for (pl=first_player; pl; pl=pl->next)
1819 if (pl->ob->container == op->env) break;
1820 if (pl) tmp=pl->ob;
1821 else tmp=NULL;
1822 }
1823
1824 if (i < op->nrof) {
1825 sub_weight (op->env, op->weight * i);
1826 op->nrof -= i;
1827 if (tmp) {
1828 esrv_send_item(tmp, op);
1829 }
1830 } else {
1831 remove_ob (op);
1832 op->nrof = 0;
1833 if (tmp) {
1834 esrv_del_item(tmp->contr, op->count);
1835 }
1836 }
1837 }
1838 else
1839 {
1840 object *above = op->above;
1841
1842 if (i < op->nrof) {
1843 op->nrof -= i;
1844 } else {
1845 remove_ob (op);
1846 op->nrof = 0;
1847 }
1848 /* Since we just removed op, op->above is null */
1849 for (tmp = above; tmp != NULL; tmp = tmp->above)
1850 if (tmp->type == PLAYER) {
1851 if (op->nrof)
1852 esrv_send_item(tmp, op);
1853 else
1854 esrv_del_item(tmp->contr, op->count);
1855 }
1856 }
1857
1858 if (op->nrof) {
1859 return op;
1860 } else {
1861 free_object (op);
1862 return NULL;
1863 }
1864 }
1865
1866 /*
1867 * add_weight(object, weight) adds the specified weight to an object,
1868 * and also updates how much the environment(s) is/are carrying.
1869 */
1870
1871 void add_weight (object *op, signed long weight) {
1872 while (op!=NULL) {
1873 if (op->type == CONTAINER) {
1874 weight=(signed long)(weight*(100-op->stats.Str)/100);
1875 }
1876 op->carrying+=weight;
1877 op=op->env;
1878 }
1879 }
1880
1881 /*
1882 * insert_ob_in_ob(op,environment):
1883 * This function inserts the object op in the linked list
1884 * inside the object environment.
1885 *
1886 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1887 * the inventory at the last position or next to other objects of the same
1888 * type.
1889 * Frank: Now sorted by type, archetype and magic!
1890 *
1891 * The function returns now pointer to inserted item, and return value can
1892 * be != op, if items are merged. -Tero
1893 */
1894
1895 object *insert_ob_in_ob(object *op,object *where) {
1896 object *tmp, *otmp;
1897
1898 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1899 dump_object(op);
1900 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1901 return op;
1902 }
1903 if(where==NULL) {
1904 dump_object(op);
1905 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1906 return op;
1907 }
1908 if (where->head) {
1909 LOG(llevDebug,
1910 "Warning: Tried to insert object wrong part of multipart object.\n");
1911 where = where->head;
1912 }
1913 if (op->more) {
1914 LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1915 op->name, op->count);
1916 return op;
1917 }
1918 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1919 CLEAR_FLAG(op, FLAG_REMOVED);
1920 if(op->nrof) {
1921 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1922 if ( CAN_MERGE(tmp,op) ) {
1923 /* return the original object and remove inserted object
1924 (client needs the original object) */
1925 tmp->nrof += op->nrof;
1926 /* Weight handling gets pretty funky. Since we are adding to
1927 * tmp->nrof, we need to increase the weight.
1928 */
1929 add_weight (where, op->weight*op->nrof);
1930 SET_FLAG(op, FLAG_REMOVED);
1931 free_object(op); /* free the inserted object */
1932 op = tmp;
1933 remove_ob (op); /* and fix old object's links */
1934 CLEAR_FLAG(op, FLAG_REMOVED);
1935 break;
1936 }
1937
1938 /* I assume combined objects have no inventory
1939 * We add the weight - this object could have just been removed
1940 * (if it was possible to merge). calling remove_ob will subtract
1941 * the weight, so we need to add it in again, since we actually do
1942 * the linking below
1943 */
1944 add_weight (where, op->weight*op->nrof);
1945 } else
1946 add_weight (where, (op->weight+op->carrying));
1947
1948 otmp=is_player_inv(where);
1949 if (otmp&&otmp->contr!=NULL) {
1950 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1951 fix_player(otmp);
1952 }
1953
1954 op->map=NULL;
1955 op->env=where;
1956 op->above=NULL;
1957 op->below=NULL;
1958 op->x=0,op->y=0;
1959 op->ox=0,op->oy=0;
1960
1961 /* reset the light list and los of the players on the map */
1962 if((op->glow_radius!=0)&&where->map)
1963 {
1964 #ifdef DEBUG_LIGHTS
1965 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1966 op->name);
1967 #endif /* DEBUG_LIGHTS */
1968 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1969 }
1970
1971 /* Client has no idea of ordering so lets not bother ordering it here.
1972 * It sure simplifies this function...
1973 */
1974 if (where->inv==NULL)
1975 where->inv=op;
1976 else {
1977 op->below = where->inv;
1978 op->below->above = op;
1979 where->inv = op;
1980 }
1981 return op;
1982 }
1983
1984 /*
1985 * Checks if any objects has a move_type that matches objects
1986 * that effect this object on this space. Call apply() to process
1987 * these events.
1988 *
1989 * Any speed-modification due to SLOW_MOVE() of other present objects
1990 * will affect the speed_left of the object.
1991 *
1992 * originator: Player, monster or other object that caused 'op' to be inserted
1993 * into 'map'. May be NULL.
1994 *
1995 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1996 *
1997 * 4-21-95 added code to check if appropriate skill was readied - this will
1998 * permit faster movement by the player through this terrain. -b.t.
1999 *
2000 * MSW 2001-07-08: Check all objects on space, not just those below
2001 * object being inserted. insert_ob_in_map may not put new objects
2002 * on top.
2003 */
2004
2005 int check_move_on (object *op, object *originator)
2006 {
2007 object *tmp;
2008 tag_t tag;
2009 mapstruct *m=op->map;
2010 int x=op->x, y=op->y;
2011 MoveType move_on, move_slow, move_block;
2012
2013 if(QUERY_FLAG(op,FLAG_NO_APPLY))
2014 return 0;
2015
2016 tag = op->count;
2017
2018 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2019 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2020 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2021
2022 /* if nothing on this space will slow op down or be applied,
2023 * no need to do checking below. have to make sure move_type
2024 * is set, as lots of objects don't have it set - we treat that
2025 * as walking.
2026 */
2027 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2028 return 0;
2029
2030 /* This is basically inverse logic of that below - basically,
2031 * if the object can avoid the move on or slow move, they do so,
2032 * but can't do it if the alternate movement they are using is
2033 * blocked. Logic on this seems confusing, but does seem correct.
2034 */
2035 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2036 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2037
2038 /* The objects have to be checked from top to bottom.
2039 * Hence, we first go to the top:
2040 */
2041
2042 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2043 tmp->above!=NULL; tmp=tmp->above) {
2044 /* Trim the search when we find the first other spell effect
2045 * this helps performance so that if a space has 50 spell objects,
2046 * we don't need to check all of them.
2047 */
2048 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2049 }
2050 for(;tmp!=NULL; tmp=tmp->below) {
2051 if (tmp == op) continue; /* Can't apply yourself */
2052
2053 /* Check to see if one of the movement types should be slowed down.
2054 * Second check makes sure that the movement types not being slowed
2055 * (~slow_move) is not blocked on this space - just because the
2056 * space doesn't slow down swimming (for example), if you can't actually
2057 * swim on that space, can't use it to avoid the penalty.
2058 */
2059 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2060 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2061 ((op->move_type & tmp->move_slow) &&
2062 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2063
2064 float diff;
2065
2066 diff = tmp->move_slow_penalty*FABS(op->speed);
2067 if (op->type == PLAYER) {
2068 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2069 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2070 diff /= 4.0;
2071 }
2072 }
2073 op->speed_left -= diff;
2074 }
2075 }
2076
2077 /* Basically same logic as above, except now for actual apply. */
2078 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2079 ((op->move_type & tmp->move_on) &&
2080 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2081
2082 move_apply(tmp, op, originator);
2083 if (was_destroyed (op, tag))
2084 return 1;
2085
2086 /* what the person/creature stepped onto has moved the object
2087 * someplace new. Don't process any further - if we did,
2088 * have a feeling strange problems would result.
2089 */
2090 if (op->map != m || op->x != x || op->y != y) return 0;
2091 }
2092 }
2093 return 0;
2094 }
2095
2096 /*
2097 * present_arch(arch, map, x, y) searches for any objects with
2098 * a matching archetype at the given map and coordinates.
2099 * The first matching object is returned, or NULL if none.
2100 */
2101
2102 object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
2103 object *tmp;
2104 if(m==NULL || out_of_map(m,x,y)) {
2105 LOG(llevError,"Present_arch called outside map.\n");
2106 return NULL;
2107 }
2108 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
2109 if(tmp->arch == at)
2110 return tmp;
2111 return NULL;
2112 }
2113
2114 /*
2115 * present(type, map, x, y) searches for any objects with
2116 * a matching type variable at the given map and coordinates.
2117 * The first matching object is returned, or NULL if none.
2118 */
2119
2120 object *present(unsigned char type,mapstruct *m, int x,int y) {
2121 object *tmp;
2122 if(out_of_map(m,x,y)) {
2123 LOG(llevError,"Present called outside map.\n");
2124 return NULL;
2125 }
2126 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
2127 if(tmp->type==type)
2128 return tmp;
2129 return NULL;
2130 }
2131
2132 /*
2133 * present_in_ob(type, object) searches for any objects with
2134 * a matching type variable in the inventory of the given object.
2135 * The first matching object is returned, or NULL if none.
2136 */
2137
2138 object *present_in_ob(unsigned char type, const object *op) {
2139 object *tmp;
2140 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2141 if(tmp->type==type)
2142 return tmp;
2143 return NULL;
2144 }
2145
2146 /*
2147 * present_in_ob (type, str, object) searches for any objects with
2148 * a matching type & name variable in the inventory of the given object.
2149 * The first matching object is returned, or NULL if none.
2150 * This is mostly used by spell effect code, so that we only
2151 * have one spell effect at a time.
2152 * type can be used to narrow the search - if type is set,
2153 * the type must also match. -1 can be passed for the type,
2154 * in which case the type does not need to pass.
2155 * str is the string to match against. Note that we match against
2156 * the object name, not the archetype name. this is so that the
2157 * spell code can use one object type (force), but change it's name
2158 * to be unique.
2159 */
2160
2161 object *present_in_ob_by_name(int type, const char *str, const object *op) {
2162 object *tmp;
2163
2164 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2165 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
2166 return tmp;
2167 }
2168 return NULL;
2169 }
2170
2171 /*
2172 * present_arch_in_ob(archetype, object) searches for any objects with
2173 * a matching archetype in the inventory of the given object.
2174 * The first matching object is returned, or NULL if none.
2175 */
2176
2177 object *present_arch_in_ob(const archetype *at, const object *op) {
2178 object *tmp;
2179 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2180 if( tmp->arch == at)
2181 return tmp;
2182 return NULL;
2183 }
2184
2185 /*
2186 * activate recursively a flag on an object inventory
2187 */
2188 void flag_inv(object*op, int flag){
2189 object *tmp;
2190 if(op->inv)
2191 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2192 SET_FLAG(tmp, flag);
2193 flag_inv(tmp,flag);
2194 }
2195 }/*
2196 * desactivate recursively a flag on an object inventory
2197 */
2198 void unflag_inv(object*op, int flag){
2199 object *tmp;
2200 if(op->inv)
2201 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2202 CLEAR_FLAG(tmp, flag);
2203 unflag_inv(tmp,flag);
2204 }
2205 }
2206
2207 /*
2208 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2209 * all it's inventory (recursively).
2210 * If checksums are used, a player will get set_cheat called for
2211 * him/her-self and all object carried by a call to this function.
2212 */
2213
2214 void set_cheat(object *op) {
2215 SET_FLAG(op, FLAG_WAS_WIZ);
2216 flag_inv(op, FLAG_WAS_WIZ);
2217 }
2218
2219 /*
2220 * find_free_spot(object, map, x, y, start, stop) will search for
2221 * a spot at the given map and coordinates which will be able to contain
2222 * the given object. start and stop specifies how many squares
2223 * to search (see the freearr_x/y[] definition).
2224 * It returns a random choice among the alternatives found.
2225 * start and stop are where to start relative to the free_arr array (1,9
2226 * does all 4 immediate directions). This returns the index into the
2227 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2228 * Note - this only checks to see if there is space for the head of the
2229 * object - if it is a multispace object, this should be called for all
2230 * pieces.
2231 * Note2: This function does correctly handle tiled maps, but does not
2232 * inform the caller. However, insert_ob_in_map will update as
2233 * necessary, so the caller shouldn't need to do any special work.
2234 * Note - updated to take an object instead of archetype - this is necessary
2235 * because arch_blocked (now ob_blocked) needs to know the movement type
2236 * to know if the space in question will block the object. We can't use
2237 * the archetype because that isn't correct if the monster has been
2238 * customized, changed states, etc.
2239 */
2240
2241 int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2242 int i,index=0, flag;
2243 static int altern[SIZEOFFREE];
2244
2245 for(i=start;i<stop;i++) {
2246 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2247 if(!flag)
2248 altern[index++]=i;
2249
2250 /* Basically, if we find a wall on a space, we cut down the search size.
2251 * In this way, we won't return spaces that are on another side of a wall.
2252 * This mostly work, but it cuts down the search size in all directions -
2253 * if the space being examined only has a wall to the north and empty
2254 * spaces in all the other directions, this will reduce the search space
2255 * to only the spaces immediately surrounding the target area, and
2256 * won't look 2 spaces south of the target space.
2257 */
2258 else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2259 stop=maxfree[i];
2260 }
2261 if(!index) return -1;
2262 return altern[RANDOM()%index];
2263 }
2264
2265 /*
2266 * find_first_free_spot(archetype, mapstruct, x, y) works like
2267 * find_free_spot(), but it will search max number of squares.
2268 * But it will return the first available spot, not a random choice.
2269 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2270 */
2271
2272 int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2273 int i;
2274 for(i=0;i<SIZEOFFREE;i++) {
2275 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2276 return i;
2277 }
2278 return -1;
2279 }
2280
2281 /*
2282 * The function permute(arr, begin, end) randomly reorders the array
2283 * arr[begin..end-1].
2284 */
2285 static void permute(int *arr, int begin, int end)
2286 {
2287 int i, j, tmp, len;
2288
2289 len = end-begin;
2290 for(i = begin; i < end; i++)
2291 {
2292 j = begin+RANDOM()%len;
2293
2294 tmp = arr[i];
2295 arr[i] = arr[j];
2296 arr[j] = tmp;
2297 }
2298 }
2299
2300 /* new function to make monster searching more efficient, and effective!
2301 * This basically returns a randomized array (in the passed pointer) of
2302 * the spaces to find monsters. In this way, it won't always look for
2303 * monsters to the north first. However, the size of the array passed
2304 * covers all the spaces, so within that size, all the spaces within
2305 * the 3x3 area will be searched, just not in a predictable order.
2306 */
2307 void get_search_arr(int *search_arr)
2308 {
2309 int i;
2310
2311 for(i = 0; i < SIZEOFFREE; i++)
2312 {
2313 search_arr[i] = i;
2314 }
2315
2316 permute(search_arr, 1, SIZEOFFREE1+1);
2317 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2318 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2319 }
2320
2321 /*
2322 * find_dir(map, x, y, exclude) will search some close squares in the
2323 * given map at the given coordinates for live objects.
2324 * It will not considered the object given as exclude among possible
2325 * live objects.
2326 * It returns the direction toward the first/closest live object if finds
2327 * any, otherwise 0.
2328 * Perhaps incorrectly, but I'm making the assumption that exclude
2329 * is actually want is going to try and move there. We need this info
2330 * because we have to know what movement the thing looking to move
2331 * there is capable of.
2332 */
2333
2334 int find_dir(mapstruct *m, int x, int y, object *exclude) {
2335 int i,max=SIZEOFFREE, mflags;
2336 sint16 nx, ny;
2337 object *tmp;
2338 mapstruct *mp;
2339 MoveType blocked, move_type;
2340
2341 if (exclude && exclude->head) {
2342 exclude = exclude->head;
2343 move_type = exclude->move_type;
2344 } else {
2345 /* If we don't have anything, presume it can use all movement types. */
2346 move_type=MOVE_ALL;
2347 }
2348
2349 for(i=1;i<max;i++) {
2350 mp = m;
2351 nx = x + freearr_x[i];
2352 ny = y + freearr_y[i];
2353
2354 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2355 if (mflags & P_OUT_OF_MAP) {
2356 max = maxfree[i];
2357 } else {
2358 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2359
2360 if ((move_type & blocked) == move_type) {
2361 max=maxfree[i];
2362 } else if (mflags & P_IS_ALIVE) {
2363 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2364 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2365 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2366 break;
2367 }
2368 }
2369 if(tmp) {
2370 return freedir[i];
2371 }
2372 }
2373 }
2374 }
2375 return 0;
2376 }
2377
2378 /*
2379 * distance(object 1, object 2) will return the square of the
2380 * distance between the two given objects.
2381 */
2382
2383 int distance(const object *ob1, const object *ob2) {
2384 int i;
2385 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2386 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2387 return i;
2388 }
2389
2390 /*
2391 * find_dir_2(delta-x,delta-y) will return a direction in which
2392 * an object which has subtracted the x and y coordinates of another
2393 * object, needs to travel toward it.
2394 */
2395
2396 int find_dir_2(int x, int y) {
2397 int q;
2398 if(!y)
2399 q= -300*x;
2400 else
2401 q=x*100/y;
2402 if(y>0) {
2403 if(q < -242)
2404 return 3 ;
2405 if (q < -41)
2406 return 2 ;
2407 if (q < 41)
2408 return 1 ;
2409 if (q < 242)
2410 return 8 ;
2411 return 7 ;
2412 }
2413 if (q < -242)
2414 return 7 ;
2415 if (q < -41)
2416 return 6 ;
2417 if (q < 41)
2418 return 5 ;
2419 if (q < 242)
2420 return 4 ;
2421 return 3 ;
2422 }
2423
2424 /*
2425 * absdir(int): Returns a number between 1 and 8, which represent
2426 * the "absolute" direction of a number (it actually takes care of
2427 * "overflow" in previous calculations of a direction).
2428 */
2429
2430 int absdir(int d) {
2431 while(d<1) d+=8;
2432 while(d>8) d-=8;
2433 return d;
2434 }
2435
2436 /*
2437 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2438 * between two directions (which are expected to be absolute (see absdir())
2439 */
2440
2441 int dirdiff(int dir1, int dir2) {
2442 int d;
2443 d = abs(dir1 - dir2);
2444 if(d>4)
2445 d = 8 - d;
2446 return d;
2447 }
2448
2449 /* peterm:
2450 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2451 * Basically, this is a table of directions, and what directions
2452 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2453 * This basically means that if direction is 15, then it could either go
2454 * direction 4, 14, or 16 to get back to where we are.
2455 * Moved from spell_util.c to object.c with the other related direction
2456 * functions.
2457 */
2458
2459 int reduction_dir[SIZEOFFREE][3] = {
2460 {0,0,0}, /* 0 */
2461 {0,0,0}, /* 1 */
2462 {0,0,0}, /* 2 */
2463 {0,0,0}, /* 3 */
2464 {0,0,0}, /* 4 */
2465 {0,0,0}, /* 5 */
2466 {0,0,0}, /* 6 */
2467 {0,0,0}, /* 7 */
2468 {0,0,0}, /* 8 */
2469 {8,1,2}, /* 9 */
2470 {1,2,-1}, /* 10 */
2471 {2,10,12}, /* 11 */
2472 {2,3,-1}, /* 12 */
2473 {2,3,4}, /* 13 */
2474 {3,4,-1}, /* 14 */
2475 {4,14,16}, /* 15 */
2476 {5,4,-1}, /* 16 */
2477 {4,5,6}, /* 17 */
2478 {6,5,-1}, /* 18 */
2479 {6,20,18}, /* 19 */
2480 {7,6,-1}, /* 20 */
2481 {6,7,8}, /* 21 */
2482 {7,8,-1}, /* 22 */
2483 {8,22,24}, /* 23 */
2484 {8,1,-1}, /* 24 */
2485 {24,9,10}, /* 25 */
2486 {9,10,-1}, /* 26 */
2487 {10,11,-1}, /* 27 */
2488 {27,11,29}, /* 28 */
2489 {11,12,-1}, /* 29 */
2490 {12,13,-1}, /* 30 */
2491 {12,13,14}, /* 31 */
2492 {13,14,-1}, /* 32 */
2493 {14,15,-1}, /* 33 */
2494 {33,15,35}, /* 34 */
2495 {16,15,-1}, /* 35 */
2496 {17,16,-1}, /* 36 */
2497 {18,17,16}, /* 37 */
2498 {18,17,-1}, /* 38 */
2499 {18,19,-1}, /* 39 */
2500 {41,19,39}, /* 40 */
2501 {19,20,-1}, /* 41 */
2502 {20,21,-1}, /* 42 */
2503 {20,21,22}, /* 43 */
2504 {21,22,-1}, /* 44 */
2505 {23,22,-1}, /* 45 */
2506 {45,47,23}, /* 46 */
2507 {23,24,-1}, /* 47 */
2508 {24,9,-1}}; /* 48 */
2509
2510 /* Recursive routine to step back and see if we can
2511 * find a path to that monster that we found. If not,
2512 * we don't bother going toward it. Returns 1 if we
2513 * can see a direct way to get it
2514 * Modified to be map tile aware -.MSW
2515 */
2516
2517
2518 int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2519 sint16 dx, dy;
2520 int mflags;
2521
2522 if(dir<0) return 0; /* exit condition: invalid direction */
2523
2524 dx = x + freearr_x[dir];
2525 dy = y + freearr_y[dir];
2526
2527 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2528
2529 /* This functional arguably was incorrect before - it was
2530 * checking for P_WALL - that was basically seeing if
2531 * we could move to the monster - this is being more
2532 * literal on if we can see it. To know if we can actually
2533 * move to the monster, we'd need the monster passed in or
2534 * at least its move type.
2535 */
2536 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2537
2538 /* yes, can see. */
2539 if(dir < 9) return 1;
2540 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2541 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2542 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2543 }
2544
2545
2546
2547 /*
2548 * can_pick(picker, item): finds out if an object is possible to be
2549 * picked up by the picker. Returnes 1 if it can be
2550 * picked up, otherwise 0.
2551 *
2552 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2553 * core dumps if they do.
2554 *
2555 * Add a check so we can't pick up invisible objects (0.93.8)
2556 */
2557
2558 int can_pick(const object *who, const object *item) {
2559 return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2560 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2561 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2562 (who->type==PLAYER||item->weight<who->weight/3));
2563 }
2564
2565
2566 /*
2567 * create clone from object to another
2568 */
2569 object *object_create_clone (object *asrc) {
2570 object *dst = NULL,*tmp,*src,*part,*prev, *item;
2571
2572 if(!asrc) return NULL;
2573 src = asrc;
2574 if(src->head)
2575 src = src->head;
2576
2577 prev = NULL;
2578 for(part = src; part; part = part->more) {
2579 tmp = get_object();
2580 copy_object(part,tmp);
2581 tmp->x -= src->x;
2582 tmp->y -= src->y;
2583 if(!part->head) {
2584 dst = tmp;
2585 tmp->head = NULL;
2586 } else {
2587 tmp->head = dst;
2588 }
2589 tmp->more = NULL;
2590 if(prev)
2591 prev->more = tmp;
2592 prev = tmp;
2593 }
2594 /*** copy inventory ***/
2595 for(item = src->inv; item; item = item->below) {
2596 (void) insert_ob_in_ob(object_create_clone(item),dst);
2597 }
2598
2599 return dst;
2600 }
2601
2602 /* return true if the object was destroyed, 0 otherwise */
2603 int was_destroyed (const object *op, tag_t old_tag)
2604 {
2605 /* checking for FLAG_FREED isn't necessary, but makes this function more
2606 * robust */
2607 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2608 }
2609
2610 /* GROS - Creates an object using a string representing its content. */
2611 /* Basically, we save the content of the string to a temp file, then call */
2612 /* load_object on it. I admit it is a highly inefficient way to make things, */
2613 /* but it was simple to make and allows reusing the load_object function. */
2614 /* Remember not to use load_object_str in a time-critical situation. */
2615 /* Also remember that multiparts objects are not supported for now. */
2616
2617 object* load_object_str(const char *obstr)
2618 {
2619 object *op;
2620 FILE *tempfile;
2621 char filename[MAX_BUF];
2622 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2623 tempfile=fopen(filename,"w");
2624 if (tempfile == NULL)
2625 {
2626 LOG(llevError,"Error - Unable to access load object temp file\n");
2627 return NULL;
2628 };
2629 fprintf(tempfile,obstr);
2630 fclose(tempfile);
2631
2632 op=get_object();
2633
2634 tempfile=fopen(filename,"r");
2635 if (tempfile == NULL)
2636 {
2637 LOG(llevError,"Error - Unable to read object temp file\n");
2638 return NULL;
2639 };
2640 load_object(tempfile,op,LO_NEWFILE,0);
2641 LOG(llevDebug," load str completed, object=%s\n",op->name);
2642 CLEAR_FLAG(op,FLAG_REMOVED);
2643 fclose(tempfile);
2644 return op;
2645 }
2646
2647 /* This returns the first object in who's inventory that
2648 * has the same type and subtype match.
2649 * returns NULL if no match.
2650 */
2651 object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2652 {
2653 object *tmp;
2654
2655 for (tmp=who->inv; tmp; tmp=tmp->below)
2656 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2657
2658 return NULL;
2659 }
2660
2661 /* If ob has a field named key, return the link from the list,
2662 * otherwise return NULL.
2663 *
2664 * key must be a passed in shared string - otherwise, this won't
2665 * do the desired thing.
2666 */
2667 key_value * get_ob_key_link(const object * ob, const char * key) {
2668 key_value * link;
2669
2670 for (link = ob->key_values; link != NULL; link = link->next) {
2671 if (link->key == key) {
2672 return link;
2673 }
2674 }
2675
2676 return NULL;
2677 }
2678
2679 /*
2680 * Returns the value of op has an extra_field for key, or NULL.
2681 *
2682 * The argument doesn't need to be a shared string.
2683 *
2684 * The returned string is shared.
2685 */
2686 const char * get_ob_key_value(const object * op, const char * const key) {
2687 key_value * link;
2688 const char * canonical_key;
2689
2690 canonical_key = find_string(key);
2691
2692 if (canonical_key == NULL) {
2693 /* 1. There being a field named key on any object
2694 * implies there'd be a shared string to find.
2695 * 2. Since there isn't, no object has this field.
2696 * 3. Therefore, *this* object doesn't have this field.
2697 */
2698 return NULL;
2699 }
2700
2701 /* This is copied from get_ob_key_link() above -
2702 * only 4 lines, and saves the function call overhead.
2703 */
2704 for (link = op->key_values; link != NULL; link = link->next) {
2705 if (link->key == canonical_key) {
2706 return link->value;
2707 }
2708 }
2709 return NULL;
2710 }
2711
2712
2713 /*
2714 * Updates the canonical_key in op to value.
2715 *
2716 * canonical_key is a shared string (value doesn't have to be).
2717 *
2718 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2719 * keys.
2720 *
2721 * Returns TRUE on success.
2722 */
2723 int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2724 key_value * field = NULL, *last=NULL;
2725
2726 LOG(llevDebug, "set_ob_value_s: '%s' '%s' %d\n", canonical_key, value, add_key);
2727
2728 for (field=op->key_values; field != NULL; field=field->next) {
2729 if (field->key != canonical_key) {
2730 last = field;
2731 continue;
2732 }
2733
2734 if (field->value) FREE_AND_CLEAR_STR(field->value);
2735 if (value)
2736 field->value = add_string(value);
2737 else {
2738 /* Basically, if the archetype has this key set,
2739 * we need to store the null value so when we save
2740 * it, we save the empty value so that when we load,
2741 * we get this value back again.
2742 */
2743 if (get_ob_key_link(&op->arch->clone, canonical_key))
2744 field->value = NULL;
2745 else {
2746 /* Delete this link */
2747 if (field->key) FREE_AND_CLEAR_STR(field->key);
2748 if (field->value) FREE_AND_CLEAR_STR(field->value);
2749 if (last) last->next = field->next;
2750 else op->key_values = field->next;
2751 free(field);
2752 }
2753 }
2754 return TRUE;
2755 }
2756 /* IF we get here, key doesn't exist */
2757
2758 /* No field, we'll have to add it. */
2759
2760 if (!add_key) {
2761 return FALSE;
2762 }
2763 /* There isn't any good reason to store a null
2764 * value in the key/value list. If the archetype has
2765 * this key, then we should also have it, so shouldn't
2766 * be here. If user wants to store empty strings,
2767 * should pass in ""
2768 */
2769 if (value == NULL) return TRUE;
2770
2771 field = malloc(sizeof(key_value));
2772
2773 field->key = add_refcount(canonical_key);
2774 field->value = add_string(value);
2775 /* Usual prepend-addition. */
2776 field->next = op->key_values;
2777 op->key_values = field;
2778
2779 return TRUE;
2780 }
2781
2782 /*
2783 * Updates the key in op to value.
2784 *
2785 * If add_key is FALSE, this will only update existing keys,
2786 * and not add new ones.
2787 * In general, should be little reason FALSE is ever passed in for add_key
2788 *
2789 * Returns TRUE on success.
2790 */
2791 int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2792 const char * canonical_key = NULL;
2793 int floating_ref = FALSE;
2794 int ret;
2795
2796 /* HACK This mess is to make sure set_ob_value() passes a shared string
2797 * to get_ob_key_link(), without leaving a leaked refcount.
2798 */
2799
2800 canonical_key = find_string(key);
2801 if (canonical_key == NULL) {
2802 canonical_key = add_string(key);
2803 floating_ref = TRUE;
2804 }
2805
2806 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2807
2808 if (floating_ref) {
2809 free_string(canonical_key);
2810 }
2811
2812 return ret;
2813 }