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/cvs/deliantra/server/common/object.c
Revision: 1.9
Committed: Sun Aug 13 17:16:00 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.8: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

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 switch (ob1->type) {
219 case SCROLL:
220 if (ob1->level != ob2->level) return 0;
221 break;
222
223 }
224 if (ob1->key_values != NULL || ob2->key_values != NULL) {
225 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
227 /* One has fields, but the other one doesn't. */
228 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) {
230 return 0;
231 }
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
1550 /* Ideally, the caller figures this out. However, it complicates a lot
1551 * of areas of callers (eg, anything that uses find_free_spot would now
1552 * need extra work
1553 */
1554 op->map=get_map_from_coord(m, &op->x, &op->y);
1555 x = op->x;
1556 y = op->y;
1557
1558 /* this has to be done after we translate the coordinates.
1559 */
1560 if(op->nrof && !(flag & INS_NO_MERGE)) {
1561 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1562 if (CAN_MERGE(op,tmp)) {
1563 op->nrof+=tmp->nrof;
1564 remove_ob(tmp);
1565 free_object(tmp);
1566 }
1567 }
1568
1569 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1570 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1571 if (!QUERY_FLAG(op, FLAG_ALIVE))
1572 CLEAR_FLAG(op, FLAG_NO_STEAL);
1573
1574 if (flag & INS_BELOW_ORIGINATOR) {
1575 if (originator->map != op->map || originator->x != op->x ||
1576 originator->y != op->y) {
1577 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1578 abort();
1579 }
1580 op->above = originator;
1581 op->below = originator->below;
1582 if (op->below) op->below->above = op;
1583 else SET_MAP_OB(op->map, op->x, op->y, op);
1584 /* since *below* originator, no need to update top */
1585 originator->below = op;
1586 } else {
1587 /* If there are other objects, then */
1588 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1589 object *last=NULL;
1590 /*
1591 * If there are multiple objects on this space, we do some trickier handling.
1592 * We've already dealt with merging if appropriate.
1593 * Generally, we want to put the new object on top. But if
1594 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1595 * floor, we want to insert above that and no further.
1596 * Also, if there are spell objects on this space, we stop processing
1597 * once we get to them. This reduces the need to traverse over all of
1598 * them when adding another one - this saves quite a bit of cpu time
1599 * when lots of spells are cast in one area. Currently, it is presumed
1600 * that flying non pickable objects are spell objects.
1601 */
1602
1603 while (top != NULL) {
1604 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1605 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1606 if (QUERY_FLAG(top, FLAG_NO_PICK)
1607 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1608 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1609 {
1610 /* We insert above top, so we want this object below this */
1611 top=top->below;
1612 break;
1613 }
1614
1615 last = top;
1616 top = top->above;
1617 }
1618 /* Don't want top to be NULL, so set it to the last valid object */
1619 top = last;
1620
1621 /* We let update_position deal with figuring out what the space
1622 * looks like instead of lots of conditions here.
1623 * makes things faster, and effectively the same result.
1624 */
1625
1626 /* Have object 'fall below' other objects that block view.
1627 * Unless those objects are exits, type 66
1628 * If INS_ON_TOP is used, don't do this processing
1629 * Need to find the object that in fact blocks view, otherwise
1630 * stacking is a bit odd.
1631 */
1632 if (!(flag & INS_ON_TOP) &&
1633 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1634 (op->face && !op->face->visibility)) {
1635 for (last=top; last != floor; last=last->below)
1636 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1637 /* Check to see if we found the object that blocks view,
1638 * and make sure we have a below pointer for it so that
1639 * we can get inserted below this one, which requires we
1640 * set top to the object below us.
1641 */
1642 if (last && last->below && last != floor) top=last->below;
1643 }
1644 } /* If objects on this space */
1645 if (flag & INS_MAP_LOAD)
1646 top = GET_MAP_TOP(op->map,op->x,op->y);
1647 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1648
1649 /* Top is the object that our object (op) is going to get inserted above.
1650 */
1651
1652 /* First object on this space */
1653 if (!top) {
1654 op->above = GET_MAP_OB(op->map, op->x, op->y);
1655 if (op->above) op->above->below = op;
1656 op->below = NULL;
1657 SET_MAP_OB(op->map, op->x, op->y, op);
1658 } else { /* get inserted into the stack above top */
1659 op->above = top->above;
1660 if (op->above) op->above->below = op;
1661 op->below = top;
1662 top->above = op;
1663 }
1664 if (op->above==NULL)
1665 SET_MAP_TOP(op->map,op->x, op->y, op);
1666 } /* else not INS_BELOW_ORIGINATOR */
1667
1668 if(op->type==PLAYER)
1669 op->contr->do_los=1;
1670
1671 /* If we have a floor, we know the player, if any, will be above
1672 * it, so save a few ticks and start from there.
1673 */
1674 if (!(flag & INS_MAP_LOAD))
1675 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1676 if (tmp->type == PLAYER)
1677 tmp->contr->socket.update_look=1;
1678 }
1679
1680 /* If this object glows, it may affect lighting conditions that are
1681 * visible to others on this map. But update_all_los is really
1682 * an inefficient way to do this, as it means los for all players
1683 * on the map will get recalculated. The players could very well
1684 * be far away from this change and not affected in any way -
1685 * this should get redone to only look for players within range,
1686 * or just updating the P_NEED_UPDATE for spaces within this area
1687 * of effect may be sufficient.
1688 */
1689 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1690 update_all_los(op->map, op->x, op->y);
1691
1692
1693 /* updates flags (blocked, alive, no magic, etc) for this map space */
1694 update_object(op,UP_OBJ_INSERT);
1695
1696
1697 /* Don't know if moving this to the end will break anything. However,
1698 * we want to have update_look set above before calling this.
1699 *
1700 * check_move_on() must be after this because code called from
1701 * check_move_on() depends on correct map flags (so functions like
1702 * blocked() and wall() work properly), and these flags are updated by
1703 * update_object().
1704 */
1705
1706 /* if this is not the head or flag has been passed, don't check walk on status */
1707
1708 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1709 if (check_move_on(op, originator))
1710 return NULL;
1711
1712 /* If we are a multi part object, lets work our way through the check
1713 * walk on's.
1714 */
1715 for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1716 if (check_move_on (tmp, originator))
1717 return NULL;
1718 }
1719 return op;
1720 }
1721
1722 /* this function inserts an object in the map, but if it
1723 * finds an object of its own type, it'll remove that one first.
1724 * op is the object to insert it under: supplies x and the map.
1725 */
1726 void replace_insert_ob_in_map(const char *arch_string, object *op) {
1727 object *tmp;
1728 object *tmp1;
1729
1730 /* first search for itself and remove any old instances */
1731
1732 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1733 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1734 remove_ob(tmp);
1735 free_object(tmp);
1736 }
1737 }
1738
1739 tmp1=arch_to_object(find_archetype(arch_string));
1740
1741
1742 tmp1->x = op->x; tmp1->y = op->y;
1743 insert_ob_in_map(tmp1,op->map,op,0);
1744 }
1745
1746 /*
1747 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1748 * is returned contains nr objects, and the remaining parts contains
1749 * the rest (or is removed and freed if that number is 0).
1750 * On failure, NULL is returned, and the reason put into the
1751 * global static errmsg array.
1752 */
1753
1754 object *get_split_ob(object *orig_ob, uint32 nr) {
1755 object *newob;
1756 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1757
1758 if(orig_ob->nrof<nr) {
1759 sprintf(errmsg,"There are only %d %ss.",
1760 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1761 return NULL;
1762 }
1763 newob = object_create_clone(orig_ob);
1764 if((orig_ob->nrof-=nr)<1) {
1765 if ( ! is_removed)
1766 remove_ob(orig_ob);
1767 free_object2(orig_ob, 1);
1768 }
1769 else if ( ! is_removed) {
1770 if(orig_ob->env!=NULL)
1771 sub_weight (orig_ob->env,orig_ob->weight*nr);
1772 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1773 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1774 LOG(llevDebug,
1775 "Error, Tried to split object whose map is not in memory.\n");
1776 return NULL;
1777 }
1778 }
1779 newob->nrof=nr;
1780
1781 return newob;
1782 }
1783
1784 /*
1785 * decrease_ob_nr(object, number) decreases a specified number from
1786 * the amount of an object. If the amount reaches 0, the object
1787 * is subsequently removed and freed.
1788 *
1789 * Return value: 'op' if something is left, NULL if the amount reached 0
1790 */
1791
1792 object *decrease_ob_nr (object *op, uint32 i)
1793 {
1794 object *tmp;
1795 player *pl;
1796
1797 if (i == 0) /* objects with op->nrof require this check */
1798 return op;
1799
1800 if (i > op->nrof)
1801 i = op->nrof;
1802
1803 if (QUERY_FLAG (op, FLAG_REMOVED))
1804 {
1805 op->nrof -= i;
1806 }
1807 else if (op->env != NULL)
1808 {
1809 /* is this object in the players inventory, or sub container
1810 * therein?
1811 */
1812 tmp = is_player_inv (op->env);
1813 /* nope. Is this a container the player has opened?
1814 * If so, set tmp to that player.
1815 * IMO, searching through all the players will mostly
1816 * likely be quicker than following op->env to the map,
1817 * and then searching the map for a player.
1818 */
1819 if (!tmp) {
1820 for (pl=first_player; pl; pl=pl->next)
1821 if (pl->ob->container == op->env) break;
1822 if (pl) tmp=pl->ob;
1823 else tmp=NULL;
1824 }
1825
1826 if (i < op->nrof) {
1827 sub_weight (op->env, op->weight * i);
1828 op->nrof -= i;
1829 if (tmp) {
1830 esrv_send_item(tmp, op);
1831 }
1832 } else {
1833 remove_ob (op);
1834 op->nrof = 0;
1835 if (tmp) {
1836 esrv_del_item(tmp->contr, op->count);
1837 }
1838 }
1839 }
1840 else
1841 {
1842 object *above = op->above;
1843
1844 if (i < op->nrof) {
1845 op->nrof -= i;
1846 } else {
1847 remove_ob (op);
1848 op->nrof = 0;
1849 }
1850 /* Since we just removed op, op->above is null */
1851 for (tmp = above; tmp != NULL; tmp = tmp->above)
1852 if (tmp->type == PLAYER) {
1853 if (op->nrof)
1854 esrv_send_item(tmp, op);
1855 else
1856 esrv_del_item(tmp->contr, op->count);
1857 }
1858 }
1859
1860 if (op->nrof) {
1861 return op;
1862 } else {
1863 free_object (op);
1864 return NULL;
1865 }
1866 }
1867
1868 /*
1869 * add_weight(object, weight) adds the specified weight to an object,
1870 * and also updates how much the environment(s) is/are carrying.
1871 */
1872
1873 void add_weight (object *op, signed long weight) {
1874 while (op!=NULL) {
1875 if (op->type == CONTAINER) {
1876 weight=(signed long)(weight*(100-op->stats.Str)/100);
1877 }
1878 op->carrying+=weight;
1879 op=op->env;
1880 }
1881 }
1882
1883 /*
1884 * insert_ob_in_ob(op,environment):
1885 * This function inserts the object op in the linked list
1886 * inside the object environment.
1887 *
1888 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1889 * the inventory at the last position or next to other objects of the same
1890 * type.
1891 * Frank: Now sorted by type, archetype and magic!
1892 *
1893 * The function returns now pointer to inserted item, and return value can
1894 * be != op, if items are merged. -Tero
1895 */
1896
1897 object *insert_ob_in_ob(object *op,object *where) {
1898 object *tmp, *otmp;
1899
1900 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if(where==NULL) {
1906 dump_object(op);
1907 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1908 return op;
1909 }
1910 if (where->head) {
1911 LOG(llevDebug,
1912 "Warning: Tried to insert object wrong part of multipart object.\n");
1913 where = where->head;
1914 }
1915 if (op->more) {
1916 LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1917 op->name, op->count);
1918 return op;
1919 }
1920 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1921 CLEAR_FLAG(op, FLAG_REMOVED);
1922 if(op->nrof) {
1923 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1924 if ( CAN_MERGE(tmp,op) ) {
1925 /* return the original object and remove inserted object
1926 (client needs the original object) */
1927 tmp->nrof += op->nrof;
1928 /* Weight handling gets pretty funky. Since we are adding to
1929 * tmp->nrof, we need to increase the weight.
1930 */
1931 add_weight (where, op->weight*op->nrof);
1932 SET_FLAG(op, FLAG_REMOVED);
1933 free_object(op); /* free the inserted object */
1934 op = tmp;
1935 remove_ob (op); /* and fix old object's links */
1936 CLEAR_FLAG(op, FLAG_REMOVED);
1937 break;
1938 }
1939
1940 /* I assume combined objects have no inventory
1941 * We add the weight - this object could have just been removed
1942 * (if it was possible to merge). calling remove_ob will subtract
1943 * the weight, so we need to add it in again, since we actually do
1944 * the linking below
1945 */
1946 add_weight (where, op->weight*op->nrof);
1947 } else
1948 add_weight (where, (op->weight+op->carrying));
1949
1950 otmp=is_player_inv(where);
1951 if (otmp&&otmp->contr!=NULL) {
1952 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1953 fix_player(otmp);
1954 }
1955
1956 op->map=NULL;
1957 op->env=where;
1958 op->above=NULL;
1959 op->below=NULL;
1960 op->x=0,op->y=0;
1961 op->ox=0,op->oy=0;
1962
1963 /* reset the light list and los of the players on the map */
1964 if((op->glow_radius!=0)&&where->map)
1965 {
1966 #ifdef DEBUG_LIGHTS
1967 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1968 op->name);
1969 #endif /* DEBUG_LIGHTS */
1970 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1971 }
1972
1973 /* Client has no idea of ordering so lets not bother ordering it here.
1974 * It sure simplifies this function...
1975 */
1976 if (where->inv==NULL)
1977 where->inv=op;
1978 else {
1979 op->below = where->inv;
1980 op->below->above = op;
1981 where->inv = op;
1982 }
1983 return op;
1984 }
1985
1986 /*
1987 * Checks if any objects has a move_type that matches objects
1988 * that effect this object on this space. Call apply() to process
1989 * these events.
1990 *
1991 * Any speed-modification due to SLOW_MOVE() of other present objects
1992 * will affect the speed_left of the object.
1993 *
1994 * originator: Player, monster or other object that caused 'op' to be inserted
1995 * into 'map'. May be NULL.
1996 *
1997 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1998 *
1999 * 4-21-95 added code to check if appropriate skill was readied - this will
2000 * permit faster movement by the player through this terrain. -b.t.
2001 *
2002 * MSW 2001-07-08: Check all objects on space, not just those below
2003 * object being inserted. insert_ob_in_map may not put new objects
2004 * on top.
2005 */
2006
2007 int check_move_on (object *op, object *originator)
2008 {
2009 object *tmp;
2010 tag_t tag;
2011 mapstruct *m=op->map;
2012 int x=op->x, y=op->y;
2013 MoveType move_on, move_slow, move_block;
2014
2015 if(QUERY_FLAG(op,FLAG_NO_APPLY))
2016 return 0;
2017
2018 tag = op->count;
2019
2020 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2021 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2022 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2023
2024 /* if nothing on this space will slow op down or be applied,
2025 * no need to do checking below. have to make sure move_type
2026 * is set, as lots of objects don't have it set - we treat that
2027 * as walking.
2028 */
2029 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2030 return 0;
2031
2032 /* This is basically inverse logic of that below - basically,
2033 * if the object can avoid the move on or slow move, they do so,
2034 * but can't do it if the alternate movement they are using is
2035 * blocked. Logic on this seems confusing, but does seem correct.
2036 */
2037 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2038 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2039
2040 /* The objects have to be checked from top to bottom.
2041 * Hence, we first go to the top:
2042 */
2043
2044 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2045 tmp->above!=NULL; tmp=tmp->above) {
2046 /* Trim the search when we find the first other spell effect
2047 * this helps performance so that if a space has 50 spell objects,
2048 * we don't need to check all of them.
2049 */
2050 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2051 }
2052 for(;tmp!=NULL; tmp=tmp->below) {
2053 if (tmp == op) continue; /* Can't apply yourself */
2054
2055 /* Check to see if one of the movement types should be slowed down.
2056 * Second check makes sure that the movement types not being slowed
2057 * (~slow_move) is not blocked on this space - just because the
2058 * space doesn't slow down swimming (for example), if you can't actually
2059 * swim on that space, can't use it to avoid the penalty.
2060 */
2061 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2062 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2063 ((op->move_type & tmp->move_slow) &&
2064 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2065
2066 float diff;
2067
2068 diff = tmp->move_slow_penalty*FABS(op->speed);
2069 if (op->type == PLAYER) {
2070 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2071 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2072 diff /= 4.0;
2073 }
2074 }
2075 op->speed_left -= diff;
2076 }
2077 }
2078
2079 /* Basically same logic as above, except now for actual apply. */
2080 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2081 ((op->move_type & tmp->move_on) &&
2082 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2083
2084 move_apply(tmp, op, originator);
2085 if (was_destroyed (op, tag))
2086 return 1;
2087
2088 /* what the person/creature stepped onto has moved the object
2089 * someplace new. Don't process any further - if we did,
2090 * have a feeling strange problems would result.
2091 */
2092 if (op->map != m || op->x != x || op->y != y) return 0;
2093 }
2094 }
2095 return 0;
2096 }
2097
2098 /*
2099 * present_arch(arch, map, x, y) searches for any objects with
2100 * a matching archetype at the given map and coordinates.
2101 * The first matching object is returned, or NULL if none.
2102 */
2103
2104 object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
2105 object *tmp;
2106 if(m==NULL || out_of_map(m,x,y)) {
2107 LOG(llevError,"Present_arch called outside map.\n");
2108 return NULL;
2109 }
2110 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
2111 if(tmp->arch == at)
2112 return tmp;
2113 return NULL;
2114 }
2115
2116 /*
2117 * present(type, map, x, y) searches for any objects with
2118 * a matching type variable at the given map and coordinates.
2119 * The first matching object is returned, or NULL if none.
2120 */
2121
2122 object *present(unsigned char type,mapstruct *m, int x,int y) {
2123 object *tmp;
2124 if(out_of_map(m,x,y)) {
2125 LOG(llevError,"Present called outside map.\n");
2126 return NULL;
2127 }
2128 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
2129 if(tmp->type==type)
2130 return tmp;
2131 return NULL;
2132 }
2133
2134 /*
2135 * present_in_ob(type, object) searches for any objects with
2136 * a matching type variable in the inventory of the given object.
2137 * The first matching object is returned, or NULL if none.
2138 */
2139
2140 object *present_in_ob(unsigned char type, const object *op) {
2141 object *tmp;
2142 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2143 if(tmp->type==type)
2144 return tmp;
2145 return NULL;
2146 }
2147
2148 /*
2149 * present_in_ob (type, str, object) searches for any objects with
2150 * a matching type & name variable in the inventory of the given object.
2151 * The first matching object is returned, or NULL if none.
2152 * This is mostly used by spell effect code, so that we only
2153 * have one spell effect at a time.
2154 * type can be used to narrow the search - if type is set,
2155 * the type must also match. -1 can be passed for the type,
2156 * in which case the type does not need to pass.
2157 * str is the string to match against. Note that we match against
2158 * the object name, not the archetype name. this is so that the
2159 * spell code can use one object type (force), but change it's name
2160 * to be unique.
2161 */
2162
2163 object *present_in_ob_by_name(int type, const char *str, const object *op) {
2164 object *tmp;
2165
2166 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2167 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
2168 return tmp;
2169 }
2170 return NULL;
2171 }
2172
2173 /*
2174 * present_arch_in_ob(archetype, object) searches for any objects with
2175 * a matching archetype in the inventory of the given object.
2176 * The first matching object is returned, or NULL if none.
2177 */
2178
2179 object *present_arch_in_ob(const archetype *at, const object *op) {
2180 object *tmp;
2181 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2182 if( tmp->arch == at)
2183 return tmp;
2184 return NULL;
2185 }
2186
2187 /*
2188 * activate recursively a flag on an object inventory
2189 */
2190 void flag_inv(object*op, int flag){
2191 object *tmp;
2192 if(op->inv)
2193 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2194 SET_FLAG(tmp, flag);
2195 flag_inv(tmp,flag);
2196 }
2197 }/*
2198 * desactivate recursively a flag on an object inventory
2199 */
2200 void unflag_inv(object*op, int flag){
2201 object *tmp;
2202 if(op->inv)
2203 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2204 CLEAR_FLAG(tmp, flag);
2205 unflag_inv(tmp,flag);
2206 }
2207 }
2208
2209 /*
2210 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2211 * all it's inventory (recursively).
2212 * If checksums are used, a player will get set_cheat called for
2213 * him/her-self and all object carried by a call to this function.
2214 */
2215
2216 void set_cheat(object *op) {
2217 SET_FLAG(op, FLAG_WAS_WIZ);
2218 flag_inv(op, FLAG_WAS_WIZ);
2219 }
2220
2221 /*
2222 * find_free_spot(object, map, x, y, start, stop) will search for
2223 * a spot at the given map and coordinates which will be able to contain
2224 * the given object. start and stop specifies how many squares
2225 * to search (see the freearr_x/y[] definition).
2226 * It returns a random choice among the alternatives found.
2227 * start and stop are where to start relative to the free_arr array (1,9
2228 * does all 4 immediate directions). This returns the index into the
2229 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2230 * Note - this only checks to see if there is space for the head of the
2231 * object - if it is a multispace object, this should be called for all
2232 * pieces.
2233 * Note2: This function does correctly handle tiled maps, but does not
2234 * inform the caller. However, insert_ob_in_map will update as
2235 * necessary, so the caller shouldn't need to do any special work.
2236 * Note - updated to take an object instead of archetype - this is necessary
2237 * because arch_blocked (now ob_blocked) needs to know the movement type
2238 * to know if the space in question will block the object. We can't use
2239 * the archetype because that isn't correct if the monster has been
2240 * customized, changed states, etc.
2241 */
2242
2243 int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2244 int i,index=0, flag;
2245 static int altern[SIZEOFFREE];
2246
2247 for(i=start;i<stop;i++) {
2248 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2249 if(!flag)
2250 altern[index++]=i;
2251
2252 /* Basically, if we find a wall on a space, we cut down the search size.
2253 * In this way, we won't return spaces that are on another side of a wall.
2254 * This mostly work, but it cuts down the search size in all directions -
2255 * if the space being examined only has a wall to the north and empty
2256 * spaces in all the other directions, this will reduce the search space
2257 * to only the spaces immediately surrounding the target area, and
2258 * won't look 2 spaces south of the target space.
2259 */
2260 else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2261 stop=maxfree[i];
2262 }
2263 if(!index) return -1;
2264 return altern[RANDOM()%index];
2265 }
2266
2267 /*
2268 * find_first_free_spot(archetype, mapstruct, x, y) works like
2269 * find_free_spot(), but it will search max number of squares.
2270 * But it will return the first available spot, not a random choice.
2271 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2272 */
2273
2274 int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2275 int i;
2276 for(i=0;i<SIZEOFFREE;i++) {
2277 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2278 return i;
2279 }
2280 return -1;
2281 }
2282
2283 /*
2284 * The function permute(arr, begin, end) randomly reorders the array
2285 * arr[begin..end-1].
2286 */
2287 static void permute(int *arr, int begin, int end)
2288 {
2289 int i, j, tmp, len;
2290
2291 len = end-begin;
2292 for(i = begin; i < end; i++)
2293 {
2294 j = begin+RANDOM()%len;
2295
2296 tmp = arr[i];
2297 arr[i] = arr[j];
2298 arr[j] = tmp;
2299 }
2300 }
2301
2302 /* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of
2304 * the spaces to find monsters. In this way, it won't always look for
2305 * monsters to the north first. However, the size of the array passed
2306 * covers all the spaces, so within that size, all the spaces within
2307 * the 3x3 area will be searched, just not in a predictable order.
2308 */
2309 void get_search_arr(int *search_arr)
2310 {
2311 int i;
2312
2313 for(i = 0; i < SIZEOFFREE; i++)
2314 {
2315 search_arr[i] = i;
2316 }
2317
2318 permute(search_arr, 1, SIZEOFFREE1+1);
2319 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2320 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2321 }
2322
2323 /*
2324 * find_dir(map, x, y, exclude) will search some close squares in the
2325 * given map at the given coordinates for live objects.
2326 * It will not considered the object given as exclude among possible
2327 * live objects.
2328 * It returns the direction toward the first/closest live object if finds
2329 * any, otherwise 0.
2330 * Perhaps incorrectly, but I'm making the assumption that exclude
2331 * is actually want is going to try and move there. We need this info
2332 * because we have to know what movement the thing looking to move
2333 * there is capable of.
2334 */
2335
2336 int find_dir(mapstruct *m, int x, int y, object *exclude) {
2337 int i,max=SIZEOFFREE, mflags;
2338 sint16 nx, ny;
2339 object *tmp;
2340 mapstruct *mp;
2341 MoveType blocked, move_type;
2342
2343 if (exclude && exclude->head) {
2344 exclude = exclude->head;
2345 move_type = exclude->move_type;
2346 } else {
2347 /* If we don't have anything, presume it can use all movement types. */
2348 move_type=MOVE_ALL;
2349 }
2350
2351 for(i=1;i<max;i++) {
2352 mp = m;
2353 nx = x + freearr_x[i];
2354 ny = y + freearr_y[i];
2355
2356 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2357 if (mflags & P_OUT_OF_MAP) {
2358 max = maxfree[i];
2359 } else {
2360 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2361
2362 if ((move_type & blocked) == move_type) {
2363 max=maxfree[i];
2364 } else if (mflags & P_IS_ALIVE) {
2365 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2366 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2367 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2368 break;
2369 }
2370 }
2371 if(tmp) {
2372 return freedir[i];
2373 }
2374 }
2375 }
2376 }
2377 return 0;
2378 }
2379
2380 /*
2381 * distance(object 1, object 2) will return the square of the
2382 * distance between the two given objects.
2383 */
2384
2385 int distance(const object *ob1, const object *ob2) {
2386 int i;
2387 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2388 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2389 return i;
2390 }
2391
2392 /*
2393 * find_dir_2(delta-x,delta-y) will return a direction in which
2394 * an object which has subtracted the x and y coordinates of another
2395 * object, needs to travel toward it.
2396 */
2397
2398 int find_dir_2(int x, int y) {
2399 int q;
2400
2401 if(y)
2402 q=x*100/y;
2403 else if (x)
2404 q= -300*x;
2405 else
2406 return 0;
2407
2408 if(y>0) {
2409 if(q < -242)
2410 return 3 ;
2411 if (q < -41)
2412 return 2 ;
2413 if (q < 41)
2414 return 1 ;
2415 if (q < 242)
2416 return 8 ;
2417 return 7 ;
2418 }
2419
2420 if (q < -242)
2421 return 7 ;
2422 if (q < -41)
2423 return 6 ;
2424 if (q < 41)
2425 return 5 ;
2426 if (q < 242)
2427 return 4 ;
2428
2429 return 3 ;
2430 }
2431
2432 /*
2433 * absdir(int): Returns a number between 1 and 8, which represent
2434 * the "absolute" direction of a number (it actually takes care of
2435 * "overflow" in previous calculations of a direction).
2436 */
2437
2438 int absdir(int d) {
2439 while(d<1) d+=8;
2440 while(d>8) d-=8;
2441 return d;
2442 }
2443
2444 /*
2445 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2446 * between two directions (which are expected to be absolute (see absdir())
2447 */
2448
2449 int dirdiff(int dir1, int dir2) {
2450 int d;
2451 d = abs(dir1 - dir2);
2452 if(d>4)
2453 d = 8 - d;
2454 return d;
2455 }
2456
2457 /* peterm:
2458 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2459 * Basically, this is a table of directions, and what directions
2460 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2461 * This basically means that if direction is 15, then it could either go
2462 * direction 4, 14, or 16 to get back to where we are.
2463 * Moved from spell_util.c to object.c with the other related direction
2464 * functions.
2465 */
2466
2467 int reduction_dir[SIZEOFFREE][3] = {
2468 {0,0,0}, /* 0 */
2469 {0,0,0}, /* 1 */
2470 {0,0,0}, /* 2 */
2471 {0,0,0}, /* 3 */
2472 {0,0,0}, /* 4 */
2473 {0,0,0}, /* 5 */
2474 {0,0,0}, /* 6 */
2475 {0,0,0}, /* 7 */
2476 {0,0,0}, /* 8 */
2477 {8,1,2}, /* 9 */
2478 {1,2,-1}, /* 10 */
2479 {2,10,12}, /* 11 */
2480 {2,3,-1}, /* 12 */
2481 {2,3,4}, /* 13 */
2482 {3,4,-1}, /* 14 */
2483 {4,14,16}, /* 15 */
2484 {5,4,-1}, /* 16 */
2485 {4,5,6}, /* 17 */
2486 {6,5,-1}, /* 18 */
2487 {6,20,18}, /* 19 */
2488 {7,6,-1}, /* 20 */
2489 {6,7,8}, /* 21 */
2490 {7,8,-1}, /* 22 */
2491 {8,22,24}, /* 23 */
2492 {8,1,-1}, /* 24 */
2493 {24,9,10}, /* 25 */
2494 {9,10,-1}, /* 26 */
2495 {10,11,-1}, /* 27 */
2496 {27,11,29}, /* 28 */
2497 {11,12,-1}, /* 29 */
2498 {12,13,-1}, /* 30 */
2499 {12,13,14}, /* 31 */
2500 {13,14,-1}, /* 32 */
2501 {14,15,-1}, /* 33 */
2502 {33,15,35}, /* 34 */
2503 {16,15,-1}, /* 35 */
2504 {17,16,-1}, /* 36 */
2505 {18,17,16}, /* 37 */
2506 {18,17,-1}, /* 38 */
2507 {18,19,-1}, /* 39 */
2508 {41,19,39}, /* 40 */
2509 {19,20,-1}, /* 41 */
2510 {20,21,-1}, /* 42 */
2511 {20,21,22}, /* 43 */
2512 {21,22,-1}, /* 44 */
2513 {23,22,-1}, /* 45 */
2514 {45,47,23}, /* 46 */
2515 {23,24,-1}, /* 47 */
2516 {24,9,-1}}; /* 48 */
2517
2518 /* Recursive routine to step back and see if we can
2519 * find a path to that monster that we found. If not,
2520 * we don't bother going toward it. Returns 1 if we
2521 * can see a direct way to get it
2522 * Modified to be map tile aware -.MSW
2523 */
2524
2525
2526 int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2527 sint16 dx, dy;
2528 int mflags;
2529
2530 if(dir<0) return 0; /* exit condition: invalid direction */
2531
2532 dx = x + freearr_x[dir];
2533 dy = y + freearr_y[dir];
2534
2535 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2536
2537 /* This functional arguably was incorrect before - it was
2538 * checking for P_WALL - that was basically seeing if
2539 * we could move to the monster - this is being more
2540 * literal on if we can see it. To know if we can actually
2541 * move to the monster, we'd need the monster passed in or
2542 * at least its move type.
2543 */
2544 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2545
2546 /* yes, can see. */
2547 if(dir < 9) return 1;
2548 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2549 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2550 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2551 }
2552
2553
2554
2555 /*
2556 * can_pick(picker, item): finds out if an object is possible to be
2557 * picked up by the picker. Returnes 1 if it can be
2558 * picked up, otherwise 0.
2559 *
2560 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2561 * core dumps if they do.
2562 *
2563 * Add a check so we can't pick up invisible objects (0.93.8)
2564 */
2565
2566 int can_pick(const object *who, const object *item) {
2567 return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2568 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2569 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2570 (who->type==PLAYER||item->weight<who->weight/3));
2571 }
2572
2573
2574 /*
2575 * create clone from object to another
2576 */
2577 object *object_create_clone (object *asrc) {
2578 object *dst = NULL,*tmp,*src,*part,*prev, *item;
2579
2580 if(!asrc) return NULL;
2581 src = asrc;
2582 if(src->head)
2583 src = src->head;
2584
2585 prev = NULL;
2586 for(part = src; part; part = part->more) {
2587 tmp = get_object();
2588 copy_object(part,tmp);
2589 tmp->x -= src->x;
2590 tmp->y -= src->y;
2591 if(!part->head) {
2592 dst = tmp;
2593 tmp->head = NULL;
2594 } else {
2595 tmp->head = dst;
2596 }
2597 tmp->more = NULL;
2598 if(prev)
2599 prev->more = tmp;
2600 prev = tmp;
2601 }
2602 /*** copy inventory ***/
2603 for(item = src->inv; item; item = item->below) {
2604 (void) insert_ob_in_ob(object_create_clone(item),dst);
2605 }
2606
2607 return dst;
2608 }
2609
2610 /* return true if the object was destroyed, 0 otherwise */
2611 int was_destroyed (const object *op, tag_t old_tag)
2612 {
2613 /* checking for FLAG_FREED isn't necessary, but makes this function more
2614 * robust */
2615 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2616 }
2617
2618 /* GROS - Creates an object using a string representing its content. */
2619 /* Basically, we save the content of the string to a temp file, then call */
2620 /* load_object on it. I admit it is a highly inefficient way to make things, */
2621 /* but it was simple to make and allows reusing the load_object function. */
2622 /* Remember not to use load_object_str in a time-critical situation. */
2623 /* Also remember that multiparts objects are not supported for now. */
2624
2625 object* load_object_str(const char *obstr)
2626 {
2627 object *op;
2628 FILE *tempfile;
2629 char filename[MAX_BUF];
2630 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2631 tempfile=fopen(filename,"w");
2632 if (tempfile == NULL)
2633 {
2634 LOG(llevError,"Error - Unable to access load object temp file\n");
2635 return NULL;
2636 };
2637 fprintf(tempfile,obstr);
2638 fclose(tempfile);
2639
2640 op=get_object();
2641
2642 tempfile=fopen(filename,"r");
2643 if (tempfile == NULL)
2644 {
2645 LOG(llevError,"Error - Unable to read object temp file\n");
2646 return NULL;
2647 };
2648 load_object(tempfile,op,LO_NEWFILE,0);
2649 LOG(llevDebug," load str completed, object=%s\n",op->name);
2650 CLEAR_FLAG(op,FLAG_REMOVED);
2651 fclose(tempfile);
2652 return op;
2653 }
2654
2655 /* This returns the first object in who's inventory that
2656 * has the same type and subtype match.
2657 * returns NULL if no match.
2658 */
2659 object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2660 {
2661 object *tmp;
2662
2663 for (tmp=who->inv; tmp; tmp=tmp->below)
2664 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2665
2666 return NULL;
2667 }
2668
2669 /* If ob has a field named key, return the link from the list,
2670 * otherwise return NULL.
2671 *
2672 * key must be a passed in shared string - otherwise, this won't
2673 * do the desired thing.
2674 */
2675 key_value * get_ob_key_link(const object * ob, const char * key) {
2676 key_value * link;
2677
2678 for (link = ob->key_values; link != NULL; link = link->next) {
2679 if (link->key == key) {
2680 return link;
2681 }
2682 }
2683
2684 return NULL;
2685 }
2686
2687 /*
2688 * Returns the value of op has an extra_field for key, or NULL.
2689 *
2690 * The argument doesn't need to be a shared string.
2691 *
2692 * The returned string is shared.
2693 */
2694 const char * get_ob_key_value(const object * op, const char * const key) {
2695 key_value * link;
2696 const char * canonical_key;
2697
2698 canonical_key = find_string(key);
2699
2700 if (canonical_key == NULL) {
2701 /* 1. There being a field named key on any object
2702 * implies there'd be a shared string to find.
2703 * 2. Since there isn't, no object has this field.
2704 * 3. Therefore, *this* object doesn't have this field.
2705 */
2706 return NULL;
2707 }
2708
2709 /* This is copied from get_ob_key_link() above -
2710 * only 4 lines, and saves the function call overhead.
2711 */
2712 for (link = op->key_values; link != NULL; link = link->next) {
2713 if (link->key == canonical_key) {
2714 return link->value;
2715 }
2716 }
2717 return NULL;
2718 }
2719
2720
2721 /*
2722 * Updates the canonical_key in op to value.
2723 *
2724 * canonical_key is a shared string (value doesn't have to be).
2725 *
2726 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2727 * keys.
2728 *
2729 * Returns TRUE on success.
2730 */
2731 int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2732 key_value * field = NULL, *last=NULL;
2733
2734 for (field=op->key_values; field != NULL; field=field->next) {
2735 if (field->key != canonical_key) {
2736 last = field;
2737 continue;
2738 }
2739
2740 if (field->value) FREE_AND_CLEAR_STR(field->value);
2741 if (value)
2742 field->value = add_string(value);
2743 else {
2744 /* Basically, if the archetype has this key set,
2745 * we need to store the null value so when we save
2746 * it, we save the empty value so that when we load,
2747 * we get this value back again.
2748 */
2749 if (get_ob_key_link(&op->arch->clone, canonical_key))
2750 field->value = NULL;
2751 else {
2752 /* Delete this link */
2753 if (field->key) FREE_AND_CLEAR_STR(field->key);
2754 if (field->value) FREE_AND_CLEAR_STR(field->value);
2755 if (last) last->next = field->next;
2756 else op->key_values = field->next;
2757 free(field);
2758 }
2759 }
2760 return TRUE;
2761 }
2762 /* IF we get here, key doesn't exist */
2763
2764 /* No field, we'll have to add it. */
2765
2766 if (!add_key) {
2767 return FALSE;
2768 }
2769 /* There isn't any good reason to store a null
2770 * value in the key/value list. If the archetype has
2771 * this key, then we should also have it, so shouldn't
2772 * be here. If user wants to store empty strings,
2773 * should pass in ""
2774 */
2775 if (value == NULL) return TRUE;
2776
2777 field = malloc(sizeof(key_value));
2778
2779 field->key = add_refcount(canonical_key);
2780 field->value = add_string(value);
2781 /* Usual prepend-addition. */
2782 field->next = op->key_values;
2783 op->key_values = field;
2784
2785 return TRUE;
2786 }
2787
2788 /*
2789 * Updates the key in op to value.
2790 *
2791 * If add_key is FALSE, this will only update existing keys,
2792 * and not add new ones.
2793 * In general, should be little reason FALSE is ever passed in for add_key
2794 *
2795 * Returns TRUE on success.
2796 */
2797 int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2798 const char * canonical_key = NULL;
2799 int floating_ref = FALSE;
2800 int ret;
2801
2802 /* HACK This mess is to make sure set_ob_value() passes a shared string
2803 * to get_ob_key_link(), without leaving a leaked refcount.
2804 */
2805
2806 canonical_key = find_string(key);
2807 if (canonical_key == NULL) {
2808 canonical_key = add_string(key);
2809 floating_ref = TRUE;
2810 }
2811
2812 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2813
2814 if (floating_ref) {
2815 free_string(canonical_key);
2816 }
2817
2818 return ret;
2819 }