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/cvs/deliantra/server/common/object.c
Revision: 1.4
Committed: Fri Mar 31 21:16:24 2006 UTC (18 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +0 -2 lines
Log Message:
too much debug output spoils useful log info

File Contents

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