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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

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_object_c =
3 elmex 1.3 * "$Id$";
4 root 1.1 */
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 root 1.2 void (*object_free_callback)(object *ob);
58 root 1.1
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 elmex 1.3 static int compare_ob_value_lists_one(const object * wants, const object * has) {
75 root 1.1 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 elmex 1.3 static int compare_ob_value_lists(const object * ob1, const object * ob2) {
109 root 1.1 /* 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 elmex 1.3 (ob1->move_allow != ob2->move_allow) ||
204 root 1.1 (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 root 1.5 switch (ob1->type) {
219     case SCROLL:
220     if (ob1->level != ob2->level) return 0;
221     break;
222    
223     }
224 root 1.1 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 root 1.5 } else if (!compare_ob_value_lists(ob1, ob2)) {
230     return 0;
231 root 1.1 }
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 elmex 1.3 object *get_nearest_part(object *op, const object *pl) {
392 root 1.1 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 elmex 1.3 object *find_object_name(const char *str) {
421 root 1.1 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 elmex 1.3 /* 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 root 1.1 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 root 1.2 if (object_free_callback)
1073     object_free_callback (ob);
1074    
1075 root 1.1 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 elmex 1.3 /* 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 root 1.1
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 root 1.6
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 root 1.1 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 elmex 1.8 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 root 1.1 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 root 1.7 /* Check to see if we found the object that blocks view,
1638 root 1.1 * 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 elmex 1.3 void replace_insert_ob_in_map(const char *arch_string, object *op) {
1727 root 1.1 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 elmex 1.3 object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
2105 root 1.1 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 elmex 1.3 object *present_in_ob(unsigned char type, const object *op) {
2141 root 1.1 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 elmex 1.3 object *present_in_ob_by_name(int type, const char *str, const object *op) {
2164 root 1.1 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 elmex 1.3 object *present_arch_in_ob(const archetype *at, const object *op) {
2180 root 1.1 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 elmex 1.3 int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2244 root 1.1 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 elmex 1.3 int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2275 root 1.1 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 elmex 1.3 int distance(const object *ob1, const object *ob2) {
2386 root 1.1 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 root 1.7
2401     if(y)
2402     q=x*100/y;
2403     else if (x)
2404 root 1.1 q= -300*x;
2405     else
2406 root 1.7 return 0;
2407    
2408 root 1.1 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 root 1.7
2420 root 1.1 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 root 1.7
2429 root 1.1 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 elmex 1.3 int can_pick(const object *who, const object *item) {
2567 root 1.1 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 elmex 1.3 int was_destroyed (const object *op, tag_t old_tag)
2612 root 1.1 {
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 elmex 1.3 object* load_object_str(const char *obstr)
2626 root 1.1 {
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 elmex 1.3 object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2660 root 1.1 {
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 elmex 1.3 key_value * get_ob_key_link(const object * ob, const char * key) {
2676 root 1.1 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 elmex 1.3 const char * get_ob_key_value(const object * op, const char * const key) {
2695 root 1.1 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     }