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Comparing deliantra/server/common/object.C (file contents):
Revision 1.203 by root, Fri Apr 11 13:59:05 2008 UTC vs.
Revision 1.292 by root, Mon Oct 19 21:48:49 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38UUID UUID::cur; 35UUID UUID::cur;
36static uint64_t seq_next_save;
39static const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
40 39
41objectvec objects; 40objectvec objects;
42activevec actives; 41activevec actives;
43 42
44short freearr_x[SIZEOFFREE] = { 43short freearr_x[SIZEOFFREE] = {
81{ 80{
82 char filename[MAX_BUF]; 81 char filename[MAX_BUF];
83 82
84 sprintf (filename, "%s/uuid", settings.localdir); 83 sprintf (filename, "%s/uuid", settings.localdir);
85 84
85 seq_next_save = 0;
86
86 FILE *fp; 87 FILE *fp;
87 88
88 if (!(fp = fopen (filename, "r"))) 89 if (!(fp = fopen (filename, "r")))
89 { 90 {
90 if (errno == ENOENT) 91 if (errno == ENOENT)
91 { 92 {
92 LOG (llevInfo, "RESET uid to 1\n"); 93 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0; 94 UUID::cur.seq = 0;
94 write_uuid (UUID_SKIP, true); 95 write_uuid (UUID_GAP, true);
95 return; 96 return;
96 } 97 }
97 98
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 100 _exit (1);
109 _exit (1); 110 _exit (1);
110 } 111 }
111 112
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ()); 113 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 114
114 write_uuid (UUID_SKIP, true); 115 write_uuid (UUID_GAP, true);
115 fclose (fp); 116 fclose (fp);
116} 117}
117 118
118UUID 119UUID
119UUID::gen () 120UUID::gen ()
120{ 121{
121 UUID uid; 122 UUID uid;
122 123
123 uid.seq = ++cur.seq; 124 uid.seq = ++cur.seq;
124 125
125 if (expect_false (!(cur.seq & (UUID_SKIP - 1)))) 126 if (expect_false (cur.seq >= seq_next_save))
127 {
128 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
126 write_uuid (UUID_SKIP, false); 129 write_uuid (UUID_GAP, false);
130 }
131
127 132
128 return uid; 133 return uid;
129} 134}
130 135
131void 136void
133{ 138{
134 read_uuid (); 139 read_uuid ();
135} 140}
136 141
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 142/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int 143static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 144compare_ob_value_lists_one (const object *wants, const object *has)
140{ 145{
141 key_value *wants_field;
142
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see kv_get), but I'm hoping both
144 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
145 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
146 */ 149 */
147 150
148 /* For each field in wants, */ 151 /* For each field in wants, */
149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 152 for (key_value *kv = wants->key_values; kv; kv = kv->next)
150 { 153 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 154 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 155
172 /* If we get here, every field in wants has a matching field in has. */ 156 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 157 return true;
174} 158}
175 159
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 160/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 161static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 162compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 163{
180 /* However, there may be fields in has which aren't partnered in wants, 164 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 165 * so we need to run the comparison *twice*. :(
182 */ 166 */
183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 167 return compare_ob_value_lists_one (ob1, ob2)
168 && compare_ob_value_lists_one (ob2, ob1);
184} 169}
185 170
186/* Function examines the 2 objects given to it, and returns true if 171/* Function examines the 2 objects given to it, and returns true if
187 * they can be merged together. 172 * they can be merged together.
188 * 173 *
203 || ob1->speed != ob2->speed 188 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 189 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 190 || ob1->name != ob2->name)
206 return 0; 191 return 0;
207 192
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 193 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 194 * is always 0 .. 2**31-1 */
211 * used to store nrof). 195 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 196 return 0;
215 197
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 198 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 199 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 200 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 201 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 202 * flags lose any meaning.
221 */ 203 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 204 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 205 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 206
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 209
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 210 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 211 || ob1->name != ob2->name
231 || ob1->title != ob2->title 212 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 213 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 214 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 215 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 216 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 217 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 218 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 219 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id 220 || ob1->animation_id != ob2->animation_id
221 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
242 || ob1->client_type != ob2->client_type 222 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 223 || ob1->materialname != ob2->materialname
244 || ob1->lore != ob2->lore 224 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 225 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 226 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 235 return 0;
254 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_REMOVED)
240 .any ())
241 return 0;
242
255 /* This is really a spellbook check - really, we should 243 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 244 * not merge objects with real inventories, as splitting them
245 * is hard.
257 */ 246 */
258 if (ob1->inv || ob2->inv) 247 if (ob1->inv || ob2->inv)
259 { 248 {
260 if (!(ob1->inv && ob2->inv)) 249 if (!(ob1->inv && ob2->inv))
261 return 0; /* inventories differ in length */ 250 return 0; /* inventories differ in length */
262 251
263 if (ob1->inv->below || ob2->inv->below) 252 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */ 253 return 0; /* more than one object in inv */
265 254
266 if (!object::can_merge (ob1->inv, ob2->inv)) 255 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; /* inventory objexts differ */ 256 return 0; /* inventory objects differ */
268 257
269 /* inventory ok - still need to check rest of this object to see 258 /* inventory ok - still need to check rest of this object to see
270 * if it is valid. 259 * if it is valid.
271 */ 260 */
272 } 261 }
291 if (ob1->level != ob2->level) 280 if (ob1->level != ob2->level)
292 return 0; 281 return 0;
293 break; 282 break;
294 } 283 }
295 284
296 if (ob1->key_values != NULL || ob2->key_values != NULL) 285 if (ob1->key_values || ob2->key_values)
297 { 286 {
298 /* At least one of these has key_values. */ 287 /* At least one of these has key_values. */
299 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 288 if ((!ob1->key_values) != (!ob2->key_values))
300 /* One has fields, but the other one doesn't. */ 289 return 0; /* One has fields, but the other one doesn't. */
301 return 0; 290
302 else if (!compare_ob_value_lists (ob1, ob2)) 291 if (!compare_ob_value_lists (ob1, ob2))
303 return 0; 292 return 0;
304 } 293 }
305 294
306 if (ob1->self || ob2->self) 295 if (ob1->self || ob2->self)
307 { 296 {
313 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 302 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
314 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 303 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
315 304
316 if (k1 != k2) 305 if (k1 != k2)
317 return 0; 306 return 0;
307
318 else if (k1 == 0) 308 if (k1 == 0)
319 return 1; 309 return 1;
310
320 else if (!cfperl_can_merge (ob1, ob2)) 311 if (!cfperl_can_merge (ob1, ob2))
321 return 0; 312 return 0;
322 } 313 }
323 } 314 }
324 315
325 /* Everything passes, must be OK. */ 316 /* Everything passes, must be OK. */
326 return 1; 317 return 1;
327} 318}
328 319
320// find player who can see this object
321object *
322object::visible_to () const
323{
324 if (client_visible () && !flag [FLAG_REMOVED])
325 {
326 // see if we are in a container of sorts
327 if (env)
328 {
329 // the player inventory itself is always visible
330 if (env->is_player ())
331 return env;
332
333 // else a player could have our env open
334 object *envest = env->outer_env_or_self ();
335
336 // the player itself is always on a map, so we will find him here
337 // even if our inv is in a player.
338 if (envest->is_on_map ())
339 if (object *pl = envest->ms ().player ())
340 if (pl->container_ () == env)
341 return pl;
342 }
343 else
344 {
345 // maybe there is a player standing on the same mapspace
346 // this will catch the case where "this" is a player
347 if (object *pl = ms ().player ())
348 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
349 || pl->container_ () == this)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust_for (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
329/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391}
392
393/*
330 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
331 * an object is carrying. It goes through in figures out how much 395 * an object is carrying. It goes through op and figures out how much
332 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
333 */ 397 */
334long 398void
335sum_weight (object *op) 399object::update_weight ()
336{ 400{
337 long sum; 401 sint32 sum = 0;
338 object *inv;
339 402
340 for (sum = 0, inv = op->inv; inv; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
341 { 404 {
342 if (inv->inv) 405 if (op->inv)
343 sum_weight (inv); 406 op->update_weight ();
344 407
345 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
346 } 414 {
347
348 if (op->type == CONTAINER && op->stats.Str)
349 sum = (sum * (100 - op->stats.Str)) / 100;
350
351 if (op->carrying != sum)
352 op->carrying = sum; 415 carrying = sum;
353 416
354 return sum; 417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
355} 421}
356 422
357/** 423/*
358 * Return the outermost environment object for a given object. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
359 */
360
361object *
362object_get_env_recursive (object *op)
363{
364 while (op->env != NULL)
365 op = op->env;
366 return op;
367}
368
369/*
370 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
371 * Some error messages.
372 * The result of the dump is stored in the static global errmsg array.
373 */ 425 */
374char * 426char *
375dump_object (object *op) 427dump_object (object *op)
376{ 428{
377 if (!op) 429 if (!op)
380 object_freezer freezer; 432 object_freezer freezer;
381 op->write (freezer); 433 op->write (freezer);
382 return freezer.as_string (); 434 return freezer.as_string ();
383} 435}
384 436
437char *
438object::as_string ()
439{
440 return dump_object (this);
441}
442
385/* 443/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 444 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 446 * If it's not a multi-object, it is returned.
389 */ 447 */
391get_nearest_part (object *op, const object *pl) 449get_nearest_part (object *op, const object *pl)
392{ 450{
393 object *tmp, *closest; 451 object *tmp, *closest;
394 int last_dist, i; 452 int last_dist, i;
395 453
396 if (op->more == NULL) 454 if (!op->more)
397 return op; 455 return op;
456
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 457 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
458 tmp;
459 tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist) 460 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i; 461 closest = tmp, last_dist = i;
462
401 return closest; 463 return closest;
402} 464}
403 465
404/* 466/*
405 * Returns the object which has the count-variable equal to the argument. 467 * Returns the object which has the count-variable equal to the argument.
468 * VERRRY slow.
406 */ 469 */
407object * 470object *
408find_object (tag_t i) 471find_object (tag_t i)
409{ 472{
410 for_all_objects (op) 473 for_all_objects (op)
421 */ 484 */
422object * 485object *
423find_object_name (const char *str) 486find_object_name (const char *str)
424{ 487{
425 shstr_cmp str_ (str); 488 shstr_cmp str_ (str);
426 object *op;
427 489
490 if (str_)
428 for_all_objects (op) 491 for_all_objects (op)
429 if (op->name == str_) 492 if (op->name == str_)
430 break; 493 return op;
431 494
432 return op; 495 return 0;
433} 496}
434 497
435/* 498/*
436 * Sets the owner and sets the skill and exp pointers to owner's current 499 * Sets the owner and sets the skill and exp pointers to owner's current
437 * skill and experience objects. 500 * skill and experience objects.
499 update_stats (); 562 update_stats ();
500 563
501 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
502 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
503 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
504 "[You need to unapply some items first.]", &ob->name); 567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
505 return false; 569 return false;
506 } 570 }
507 571
508 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
509 } 573 }
535 } 599 }
536 600
537 op->key_values = 0; 601 op->key_values = 0;
538} 602}
539 603
540object & 604/*
541object::operator =(const object &src) 605 * copy_to first frees everything allocated by the dst object,
606 * and then copies the contents of itself into the second
607 * object, allocating what needs to be allocated. Basically, any
608 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
609 * if the first object is freed, the pointers in the new object
610 * will point at garbage.
611 */
612void
613object::copy_to (object *dst)
542{ 614{
543 bool is_freed = flag [FLAG_FREED]; 615 dst->remove ();
544 bool is_removed = flag [FLAG_REMOVED];
545
546 *(object_copy *)this = src; 616 *(object_copy *)dst = *this;
547
548 flag [FLAG_FREED] = is_freed;
549 flag [FLAG_REMOVED] = is_removed; 617 dst->flag [FLAG_REMOVED] = true;
550 618
551 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
552 if (src.key_values) 620 if (key_values)
553 { 621 {
554 key_value *tail = 0; 622 key_value *tail = 0;
555 key_values = 0; 623 dst->key_values = 0;
556 624
557 for (key_value *i = src.key_values; i; i = i->next) 625 for (key_value *i = key_values; i; i = i->next)
558 { 626 {
559 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
560 628
561 new_link->next = 0; 629 new_link->next = 0;
562 new_link->key = i->key; 630 new_link->key = i->key;
563 new_link->value = i->value; 631 new_link->value = i->value;
564 632
565 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
566 if (!key_values) 634 if (!dst->key_values)
567 { 635 {
568 key_values = new_link; 636 dst->key_values = new_link;
569 tail = new_link; 637 tail = new_link;
570 } 638 }
571 else 639 else
572 { 640 {
573 tail->next = new_link; 641 tail->next = new_link;
574 tail = new_link; 642 tail = new_link;
575 } 643 }
576 } 644 }
577 } 645 }
578}
579
580/*
581 * copy_to first frees everything allocated by the dst object,
582 * and then copies the contents of itself into the second
583 * object, allocating what needs to be allocated. Basically, any
584 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
585 * if the first object is freed, the pointers in the new object
586 * will point at garbage.
587 */
588void
589object::copy_to (object *dst)
590{
591 *dst = *this;
592 646
593 if (speed < 0) 647 if (speed < 0)
594 dst->speed_left -= rndm (); 648 dst->speed_left -= rndm ();
595 649
596 dst->set_speed (dst->speed); 650 dst->activate ();
597} 651}
598 652
599void 653void
600object::instantiate () 654object::instantiate ()
601{ 655{
618object * 672object *
619object::clone () 673object::clone ()
620{ 674{
621 object *neu = create (); 675 object *neu = create ();
622 copy_to (neu); 676 copy_to (neu);
677 neu->map = map; // not copied by copy_to
623 return neu; 678 return neu;
624} 679}
625 680
626/* 681/*
627 * If an object with the IS_TURNABLE() flag needs to be turned due 682 * If an object with the IS_TURNABLE() flag needs to be turned due
678 * UP_OBJ_FACE: only the objects face has changed. 733 * UP_OBJ_FACE: only the objects face has changed.
679 */ 734 */
680void 735void
681update_object (object *op, int action) 736update_object (object *op, int action)
682{ 737{
683 if (op == NULL) 738 if (!op)
684 { 739 {
685 /* this should never happen */ 740 /* this should never happen */
686 LOG (llevDebug, "update_object() called for NULL object.\n"); 741 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
687 return; 742 return;
688 } 743 }
689 744
690 if (op->env) 745 if (!op->is_on_map ())
691 { 746 {
692 /* Animation is currently handled by client, so nothing 747 /* Animation is currently handled by client, so nothing
693 * to do in this case. 748 * to do in this case.
694 */ 749 */
695 return; 750 return;
696 } 751 }
697
698 /* If the map is saving, don't do anything as everything is
699 * going to get freed anyways.
700 */
701 if (!op->map || op->map->in_memory == MAP_SAVING)
702 return;
703 752
704 /* make sure the object is within map boundaries */ 753 /* make sure the object is within map boundaries */
705 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 754 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
706 { 755 {
707 LOG (llevError, "update_object() called for object out of map!\n"); 756 LOG (llevError, "update_object() called for object out of map!\n");
718 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
719 { 768 {
720 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
721 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
722 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
723 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
724 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
725 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
726 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
727 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
728 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
729 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
730 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
731 * to have move_allow right now. 780 * have move_allow right now.
732 */ 781 */
733 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
734 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
735 m.flags_ = 0; 784 m.invalidate ();
736 } 785 }
737 /* if the object is being removed, we can't make intelligent 786 /* if the object is being removed, we can't make intelligent
738 * decisions, because remove_ob can't really pass the object 787 * decisions, because remove_ob can't really pass the object
739 * that is being removed. 788 * that is being removed.
740 */ 789 */
741 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
742 m.flags_ = 0; 791 m.invalidate ();
743 else if (action == UP_OBJ_FACE) 792 else if (action == UP_OBJ_FACE)
744 /* Nothing to do for that case */ ; 793 /* Nothing to do for that case */ ;
745 else 794 else
746 LOG (llevError, "update_object called with invalid action: %d\n", action); 795 LOG (llevError, "update_object called with invalid action: %d\n", action);
747 796
751 800
752object::object () 801object::object ()
753{ 802{
754 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
755 804
756 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
757 face = blank_face; 806 face = blank_face;
758} 807}
759 808
760object::~object () 809object::~object ()
761{ 810{
791 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
792 if (active) 841 if (active)
793 return; 842 return;
794 843
795 if (has_active_speed ()) 844 if (has_active_speed ())
845 {
846 if (flag [FLAG_FREED])
847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
848
796 actives.insert (this); 849 actives.insert (this);
850 }
797} 851}
798 852
799void 853void
800object::activate_recursive () 854object::activate_recursive ()
801{ 855{
850object::destroy_inv (bool drop_to_ground) 904object::destroy_inv (bool drop_to_ground)
851{ 905{
852 // need to check first, because the checks below might segfault 906 // need to check first, because the checks below might segfault
853 // as we might be on an invalid mapspace and crossfire code 907 // as we might be on an invalid mapspace and crossfire code
854 // is too buggy to ensure that the inventory is empty. 908 // is too buggy to ensure that the inventory is empty.
855 // corollary: if you create arrows etc. with stuff in tis inventory, 909 // corollary: if you create arrows etc. with stuff in its inventory,
856 // cf will crash below with off-map x and y 910 // cf will crash below with off-map x and y
857 if (!inv) 911 if (!inv)
858 return; 912 return;
859 913
860 /* Only if the space blocks everything do we not process - 914 /* Only if the space blocks everything do we not process -
861 * if some form of movement is allowed, let objects 915 * if some form of movement is allowed, let objects
862 * drop on that space. 916 * drop on that space.
863 */ 917 */
864 if (!drop_to_ground 918 if (!drop_to_ground
865 || !map 919 || !map
866 || map->in_memory != MAP_IN_MEMORY 920 || map->in_memory != MAP_ACTIVE
867 || map->nodrop 921 || map->no_drop
868 || ms ().move_block == MOVE_ALL) 922 || ms ().move_block == MOVE_ALL)
869 { 923 {
870 while (inv) 924 while (inv)
871 {
872 inv->destroy_inv (drop_to_ground);
873 inv->destroy (); 925 inv->destroy ();
874 }
875 } 926 }
876 else 927 else
877 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
878 while (inv) 929 while (inv)
879 { 930 {
897 object *op = new object; 948 object *op = new object;
898 op->link (); 949 op->link ();
899 return op; 950 return op;
900} 951}
901 952
953static struct freed_map : maptile
954{
955 freed_map ()
956 {
957 path = "<freed objects map>";
958 name = "/internal/freed_objects_map";
959 width = 3;
960 height = 3;
961 no_drop = 1;
962 no_reset = 1;
963
964 alloc ();
965 in_memory = MAP_ACTIVE;
966 }
967
968 ~freed_map ()
969 {
970 destroy ();
971 }
972} freed_map; // freed objects are moved here to avoid crashes
973
902void 974void
903object::do_destroy () 975object::do_destroy ()
904{ 976{
905 attachable::do_destroy ();
906
907 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
908 remove_button_link (this); 978 remove_link ();
909 979
910 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this); 981 remove_friendly_object (this);
912 982
913 if (!flag [FLAG_REMOVED])
914 remove (); 983 remove ();
915 984
916 destroy_inv (true); 985 attachable::do_destroy ();
917 986
918 deactivate (); 987 deactivate ();
919 unlink (); 988 unlink ();
920 989
921 flag [FLAG_FREED] = 1; 990 flag [FLAG_FREED] = 1;
922 991
923 // hack to ensure that freed objects still have a valid map 992 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->path = "<freed objects map>";
932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935 freed_map->nodrop = 1;
936
937 freed_map->alloc ();
938 freed_map->in_memory = MAP_IN_MEMORY;
939 }
940
941 map = freed_map; 993 map = &freed_map;
942 x = 1; 994 x = 1;
943 y = 1; 995 y = 1;
944 }
945 996
946 if (more) 997 if (more)
947 { 998 {
948 more->destroy (); 999 more->destroy ();
949 more = 0; 1000 more = 0;
957 attacked_by = 0; 1008 attacked_by = 0;
958 current_weapon = 0; 1009 current_weapon = 0;
959} 1010}
960 1011
961void 1012void
962object::destroy (bool destroy_inventory) 1013object::destroy ()
963{ 1014{
964 if (destroyed ()) 1015 if (destroyed ())
965 return; 1016 return;
966 1017
967 if (destroy_inventory) 1018 if (!is_head () && !head->destroyed ())
1019 {
1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1021 head->destroy ();
1022 return;
1023 }
1024
968 destroy_inv (false); 1025 destroy_inv (false);
969 1026
970 if (is_head ()) 1027 if (is_head ())
971 if (sound_destroy) 1028 if (sound_destroy)
972 play_sound (sound_destroy); 1029 play_sound (sound_destroy);
973 else if (flag [FLAG_MONSTER]) 1030 else if (flag [FLAG_MONSTER])
974 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1031 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
975 1032
976 attachable::destroy (); 1033 attachable::destroy ();
977}
978
979/*
980 * sub_weight() recursively (outwards) subtracts a number from the
981 * weight of an object (and what is carried by it's environment(s)).
982 */
983void
984sub_weight (object *op, signed long weight)
985{
986 while (op != NULL)
987 {
988 if (op->type == CONTAINER)
989 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
990
991 op->carrying -= weight;
992 op = op->env;
993 }
994} 1034}
995 1035
996/* op->remove (): 1036/* op->remove ():
997 * This function removes the object op from the linked list of objects 1037 * This function removes the object op from the linked list of objects
998 * which it is currently tied to. When this function is done, the 1038 * which it is currently tied to. When this function is done, the
1004object::do_remove () 1044object::do_remove ()
1005{ 1045{
1006 object *tmp, *last = 0; 1046 object *tmp, *last = 0;
1007 object *otmp; 1047 object *otmp;
1008 1048
1009 if (QUERY_FLAG (this, FLAG_REMOVED)) 1049 if (flag [FLAG_REMOVED])
1010 return; 1050 return;
1011 1051
1012 SET_FLAG (this, FLAG_REMOVED);
1013 INVOKE_OBJECT (REMOVE, this); 1052 INVOKE_OBJECT (REMOVE, this);
1053
1054 flag [FLAG_REMOVED] = true;
1014 1055
1015 if (more) 1056 if (more)
1016 more->remove (); 1057 more->remove ();
1017 1058
1018 /* 1059 /*
1019 * In this case, the object to be removed is in someones 1060 * In this case, the object to be removed is in someones
1020 * inventory. 1061 * inventory.
1021 */ 1062 */
1022 if (env) 1063 if (env)
1023 { 1064 {
1024 if (nrof) 1065 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1025 sub_weight (env, weight * nrof); 1066 if (object *pl = visible_to ())
1026 else 1067 esrv_del_item (pl->contr, count);
1027 sub_weight (env, weight + carrying); 1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1069
1070 adjust_weight (env, -total_weight ());
1071
1072 object *pl = in_player ();
1073
1074 /* we set up values so that it could be inserted into
1075 * the map, but we don't actually do that - it is up
1076 * to the caller to decide what we want to do.
1077 */
1078 map = env->map;
1079 x = env->x;
1080 y = env->y;
1081
1082 // make sure cmov optimisation is applicable
1083 *(above ? &above->below : &env->inv) = below;
1084 *(below ? &below->above : &above ) = above; // &above is just a dummy
1085
1086 above = 0;
1087 below = 0;
1088 env = 0;
1028 1089
1029 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1030 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1031 * to save cpu time. 1092 * to save cpu time.
1032 */ 1093 */
1033 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1034 otmp->update_stats (); 1097 pl->update_stats ();
1035 1098
1036 if (above) 1099 if (glow_radius && pl->is_on_map ())
1037 above->below = below; 1100 update_all_los (pl->map, pl->x, pl->y);
1038 else 1101 }
1039 env->inv = below;
1040
1041 if (below)
1042 below->above = above;
1043
1044 /* we set up values so that it could be inserted into
1045 * the map, but we don't actually do that - it is up
1046 * to the caller to decide what we want to do.
1047 */
1048 x = env->x, y = env->y;
1049 map = env->map;
1050 above = 0, below = 0;
1051 env = 0;
1052 } 1102 }
1053 else if (map) 1103 else if (map)
1054 { 1104 {
1055 if (type == PLAYER)
1056 {
1057 // leaving a spot always closes any open container on the ground
1058 if (container && !container->env)
1059 // this causes spurious floorbox updates, but it ensures
1060 // that the CLOSE event is being sent.
1061 close_container ();
1062
1063 --map->players;
1064 map->touch ();
1065 }
1066
1067 map->dirty = true; 1105 map->dirty = true;
1068 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1069 1107
1108 if (object *pl = ms.player ())
1109 {
1110 if (is_player ())
1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1115 // leaving a spot always closes any open container on the ground
1116 if (container && !container->env)
1117 // this causes spurious floorbox updates, but it ensures
1118 // that the CLOSE event is being sent.
1119 close_container ();
1120
1121 --map->players;
1122 map->touch ();
1123 }
1124 else if (pl->container_ () == this)
1125 {
1126 // removing a container should close it
1127 close_container ();
1128 }
1129
1130 esrv_del_item (pl->contr, count);
1131 }
1132
1070 /* link the object above us */ 1133 /* link the object above us */
1071 if (above) 1134 // re-link, make sure compiler can easily use cmove
1072 above->below = below; 1135 *(above ? &above->below : &ms.top) = below;
1073 else 1136 *(below ? &below->above : &ms.bot) = above;
1074 ms.top = below; /* we were top, set new top */
1075
1076 /* Relink the object below us, if there is one */
1077 if (below)
1078 below->above = above;
1079 else
1080 {
1081 /* Nothing below, which means we need to relink map object for this space
1082 * use translated coordinates in case some oddness with map tiling is
1083 * evident
1084 */
1085 if (GET_MAP_OB (map, x, y) != this)
1086 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1087
1088 ms.bot = above; /* goes on above it. */
1089 }
1090 1137
1091 above = 0; 1138 above = 0;
1092 below = 0; 1139 below = 0;
1093 1140
1141 ms.invalidate ();
1142
1094 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1095 return; 1144 return;
1096 1145
1097 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1098 1147
1099 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1100 { 1149 {
1101 if (pl->container == this) 1150 if (pl->container_ () == this)
1102 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1103 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1104 * appropriately. 1153 * appropriately.
1105 */ 1154 */
1106 pl->close_container (); 1155 pl->close_container ();
1107 1156
1157 //TODO: the floorbox prev/next might need updating
1158 //esrv_del_item (pl->contr, count);
1159 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns)
1108 pl->contr->ns->floorbox_update (); 1161 pl->contr->ns->floorbox_update ();
1109 } 1162 }
1110 1163
1111 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (tmp = ms.bot; tmp; tmp = tmp->above)
1112 { 1165 {
1113 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1126 } 1179 }
1127 1180
1128 last = tmp; 1181 last = tmp;
1129 } 1182 }
1130 1183
1131 /* last == NULL if there are no objects on this space */ 1184 if (affects_los ())
1132 //TODO: this makes little sense, why only update the topmost object?
1133 if (!last)
1134 map->at (x, y).flags_ = 0;
1135 else
1136 update_object (last, UP_OBJ_REMOVE);
1137
1138 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1139 update_all_los (map, x, y); 1185 update_all_los (map, x, y);
1140 } 1186 }
1141} 1187}
1142 1188
1143/* 1189/*
1157 if (!top) 1203 if (!top)
1158 for (top = op; top && top->above; top = top->above) 1204 for (top = op; top && top->above; top = top->above)
1159 ; 1205 ;
1160 1206
1161 for (; top; top = top->below) 1207 for (; top; top = top->below)
1162 {
1163 if (top == op)
1164 continue;
1165
1166 if (object::can_merge (op, top)) 1208 if (object::can_merge (op, top))
1167 { 1209 {
1168 top->nrof += op->nrof; 1210 top->nrof += op->nrof;
1169 1211
1170/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212 if (object *pl = top->visible_to ())
1171 op->weight = 0; /* Don't want any adjustements now */ 1213 esrv_update_item (UPD_NROF, pl, top);
1214
1215 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already
1217
1172 op->destroy (); 1218 op->destroy ();
1219
1173 return top; 1220 return top;
1174 } 1221 }
1175 }
1176 1222
1177 return 0; 1223 return 0;
1178} 1224}
1179 1225
1180void 1226void
1205 * job preparing multi-part monsters. 1251 * job preparing multi-part monsters.
1206 */ 1252 */
1207object * 1253object *
1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{ 1255{
1256 op->remove ();
1257
1210 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1258 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1211 { 1259 {
1212 tmp->x = x + tmp->arch->x; 1260 tmp->x = x + tmp->arch->x;
1213 tmp->y = y + tmp->arch->y; 1261 tmp->y = y + tmp->arch->y;
1214 } 1262 }
1237 * just 'op' otherwise 1285 * just 'op' otherwise
1238 */ 1286 */
1239object * 1287object *
1240insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1288insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1241{ 1289{
1242 assert (!op->flag [FLAG_FREED]);
1243
1244 object *top, *floor = NULL;
1245
1246 op->remove (); 1290 op->remove ();
1291
1292 if (m == &freed_map)//D TODO: remove soon
1293 {//D
1294 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1295 }//D
1247 1296
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1297 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1298 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1299 * need extra work
1251 */ 1300 */
1301 maptile *newmap = m;
1252 if (!xy_normalise (m, op->x, op->y)) 1302 if (!xy_normalise (newmap, op->x, op->y))
1253 { 1303 {
1254 op->destroy (); 1304 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1255 return 0; 1305 return 0;
1256 } 1306 }
1257 1307
1258 if (object *more = op->more) 1308 if (object *more = op->more)
1259 if (!insert_ob_in_map (more, m, originator, flag)) 1309 if (!insert_ob_in_map (more, m, originator, flag))
1260 return 0; 1310 return 0;
1261 1311
1262 CLEAR_FLAG (op, FLAG_REMOVED); 1312 op->flag [FLAG_REMOVED] = false;
1263 1313 op->env = 0;
1264 op->map = m; 1314 op->map = newmap;
1315
1265 mapspace &ms = op->ms (); 1316 mapspace &ms = op->ms ();
1266 1317
1267 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1268 */ 1319 */
1269 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1270 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1271 if (object::can_merge (op, tmp)) 1322 if (object::can_merge (op, tmp))
1272 { 1323 {
1324 // TODO: we actually want to update tmp, not op,
1325 // but some caller surely breaks when we return tmp
1326 // from here :/
1273 op->nrof += tmp->nrof; 1327 op->nrof += tmp->nrof;
1274 tmp->destroy (); 1328 tmp->destroy ();
1275 } 1329 }
1276 1330
1277 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1286 { 1340 {
1287 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1341 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1288 abort (); 1342 abort ();
1289 } 1343 }
1290 1344
1345 if (!originator->is_on_map ())
1346 {
1347 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1348 op->debug_desc (), originator->debug_desc ());
1349 abort ();
1350 }
1351
1291 op->above = originator; 1352 op->above = originator;
1292 op->below = originator->below; 1353 op->below = originator->below;
1293
1294 if (op->below)
1295 op->below->above = op;
1296 else
1297 ms.bot = op;
1298
1299 /* since *below* originator, no need to update top */
1300 originator->below = op; 1354 originator->below = op;
1355
1356 *(op->below ? &op->below->above : &ms.bot) = op;
1301 } 1357 }
1302 else 1358 else
1303 { 1359 {
1304 top = ms.bot; 1360 object *floor = 0;
1361 object *top = ms.top;
1305 1362
1306 /* If there are other objects, then */ 1363 /* If there are other objects, then */
1307 if (top) 1364 if (top)
1308 { 1365 {
1309 object *last = 0;
1310
1311 /* 1366 /*
1312 * If there are multiple objects on this space, we do some trickier handling. 1367 * If there are multiple objects on this space, we do some trickier handling.
1313 * We've already dealt with merging if appropriate. 1368 * We've already dealt with merging if appropriate.
1314 * Generally, we want to put the new object on top. But if 1369 * Generally, we want to put the new object on top. But if
1315 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1370 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1318 * once we get to them. This reduces the need to traverse over all of 1373 * once we get to them. This reduces the need to traverse over all of
1319 * them when adding another one - this saves quite a bit of cpu time 1374 * them when adding another one - this saves quite a bit of cpu time
1320 * when lots of spells are cast in one area. Currently, it is presumed 1375 * when lots of spells are cast in one area. Currently, it is presumed
1321 * that flying non pickable objects are spell objects. 1376 * that flying non pickable objects are spell objects.
1322 */ 1377 */
1323 for (top = ms.bot; top; top = top->above) 1378 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1324 { 1379 {
1325 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1380 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1326 floor = top; 1381 floor = tmp;
1327 1382
1328 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1383 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1329 { 1384 {
1330 /* We insert above top, so we want this object below this */ 1385 /* We insert above top, so we want this object below this */
1331 top = top->below; 1386 top = tmp->below;
1332 break; 1387 break;
1333 } 1388 }
1334 1389
1335 last = top; 1390 top = tmp;
1336 } 1391 }
1337
1338 /* Don't want top to be NULL, so set it to the last valid object */
1339 top = last;
1340 1392
1341 /* We let update_position deal with figuring out what the space 1393 /* We let update_position deal with figuring out what the space
1342 * looks like instead of lots of conditions here. 1394 * looks like instead of lots of conditions here.
1343 * makes things faster, and effectively the same result. 1395 * makes things faster, and effectively the same result.
1344 */ 1396 */
1351 */ 1403 */
1352 if (!(flag & INS_ON_TOP) 1404 if (!(flag & INS_ON_TOP)
1353 && ms.flags () & P_BLOCKSVIEW 1405 && ms.flags () & P_BLOCKSVIEW
1354 && (op->face && !faces [op->face].visibility)) 1406 && (op->face && !faces [op->face].visibility))
1355 { 1407 {
1408 object *last;
1409
1356 for (last = top; last != floor; last = last->below) 1410 for (last = top; last != floor; last = last->below)
1357 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1411 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1358 break; 1412 break;
1359 1413
1360 /* Check to see if we found the object that blocks view, 1414 /* Check to see if we found the object that blocks view,
1368 } /* If objects on this space */ 1422 } /* If objects on this space */
1369 1423
1370 if (flag & INS_ABOVE_FLOOR_ONLY) 1424 if (flag & INS_ABOVE_FLOOR_ONLY)
1371 top = floor; 1425 top = floor;
1372 1426
1373 /* Top is the object that our object (op) is going to get inserted above. 1427 // insert object above top, or bottom-most if top = 0
1374 */
1375
1376 /* First object on this space */
1377 if (!top) 1428 if (!top)
1378 { 1429 {
1430 op->below = 0;
1379 op->above = ms.bot; 1431 op->above = ms.bot;
1380
1381 if (op->above)
1382 op->above->below = op;
1383
1384 op->below = 0;
1385 ms.bot = op; 1432 ms.bot = op;
1433
1434 *(op->above ? &op->above->below : &ms.top) = op;
1386 } 1435 }
1387 else 1436 else
1388 { /* get inserted into the stack above top */ 1437 {
1389 op->above = top->above; 1438 op->above = top->above;
1390
1391 if (op->above)
1392 op->above->below = op; 1439 top->above = op;
1393 1440
1394 op->below = top; 1441 op->below = top;
1395 top->above = op; 1442 *(op->above ? &op->above->below : &ms.top) = op;
1396 } 1443 }
1444 }
1397 1445
1398 if (!op->above) 1446 if (op->is_player ())
1399 ms.top = op;
1400 } /* else not INS_BELOW_ORIGINATOR */
1401
1402 if (op->type == PLAYER)
1403 { 1447 {
1404 op->contr->do_los = 1; 1448 op->contr->do_los = 1;
1405 ++op->map->players; 1449 ++op->map->players;
1406 op->map->touch (); 1450 op->map->touch ();
1407 } 1451 }
1408 1452
1409 op->map->dirty = true; 1453 op->map->dirty = true;
1410 1454
1411 if (object *pl = ms.player ()) 1455 if (object *pl = ms.player ())
1456 //TODO: the floorbox prev/next might need updating
1457 //esrv_send_item (pl, op);
1458 //TODO: update floorbox to preserve ordering
1459 if (pl->contr->ns)
1412 pl->contr->ns->floorbox_update (); 1460 pl->contr->ns->floorbox_update ();
1413 1461
1414 /* If this object glows, it may affect lighting conditions that are 1462 /* If this object glows, it may affect lighting conditions that are
1415 * visible to others on this map. But update_all_los is really 1463 * visible to others on this map. But update_all_los is really
1416 * an inefficient way to do this, as it means los for all players 1464 * an inefficient way to do this, as it means los for all players
1417 * on the map will get recalculated. The players could very well 1465 * on the map will get recalculated. The players could very well
1418 * be far away from this change and not affected in any way - 1466 * be far away from this change and not affected in any way -
1419 * this should get redone to only look for players within range, 1467 * this should get redone to only look for players within range,
1420 * or just updating the P_UPTODATE for spaces within this area 1468 * or just updating the P_UPTODATE for spaces within this area
1421 * of effect may be sufficient. 1469 * of effect may be sufficient.
1422 */ 1470 */
1423 if (op->map->darkness && (op->glow_radius != 0)) 1471 if (op->affects_los ())
1472 {
1473 op->ms ().invalidate ();
1424 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1475 }
1425 1476
1426 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1477 /* updates flags (blocked, alive, no magic, etc) for this map space */
1427 update_object (op, UP_OBJ_INSERT); 1478 update_object (op, UP_OBJ_INSERT);
1428 1479
1429 INVOKE_OBJECT (INSERT, op); 1480 INVOKE_OBJECT (INSERT, op);
1436 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1437 * update_object(). 1488 * update_object().
1438 */ 1489 */
1439 1490
1440 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* if this is not the head or flag has been passed, don't check walk on status */
1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1442 { 1493 {
1443 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1444 return 0; 1495 return 0;
1445 1496
1446 /* If we are a multi part object, lets work our way through the check 1497 /* If we are a multi part object, lets work our way through the check
1457/* this function inserts an object in the map, but if it 1508/* this function inserts an object in the map, but if it
1458 * finds an object of its own type, it'll remove that one first. 1509 * finds an object of its own type, it'll remove that one first.
1459 * op is the object to insert it under: supplies x and the map. 1510 * op is the object to insert it under: supplies x and the map.
1460 */ 1511 */
1461void 1512void
1462replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (shstr_tmp archname, object *op)
1463{ 1514{
1464 object *tmp, *tmp1;
1465
1466 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1467 1516
1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1518 if (tmp->arch->archname == archname) /* same archetype */
1470 tmp->destroy (); 1519 tmp->destroy ();
1471 1520
1472 tmp1 = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (archname));
1473 1522
1474 tmp1->x = op->x; 1523 tmp->x = op->x;
1475 tmp1->y = op->y; 1524 tmp->y = op->y;
1525
1476 insert_ob_in_map (tmp1, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1477} 1527}
1478 1528
1479object * 1529object *
1480object::insert_at (object *where, object *originator, int flags) 1530object::insert_at (object *where, object *originator, int flags)
1481{ 1531{
1532 if (where->env)
1533 return where->env->insert (this);
1534 else
1482 return where->map->insert (this, where->x, where->y, originator, flags); 1535 return where->map->insert (this, where->x, where->y, originator, flags);
1483} 1536}
1484 1537
1485/* 1538/*
1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1487 * is returned contains nr objects, and the remaining parts contains
1488 * the rest (or is removed and freed if that number is 0).
1489 * On failure, NULL is returned, and the reason put into the
1490 * global static errmsg array.
1491 */
1492object *
1493get_split_ob (object *orig_ob, uint32 nr)
1494{
1495 object *newob;
1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497
1498 if (orig_ob->nrof < nr)
1499 {
1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501 return NULL;
1502 }
1503
1504 newob = object_create_clone (orig_ob);
1505
1506 if ((orig_ob->nrof -= nr) < 1)
1507 orig_ob->destroy (1);
1508 else if (!is_removed)
1509 {
1510 if (orig_ob->env != NULL)
1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513 {
1514 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1515 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1516 return NULL;
1517 }
1518 }
1519
1520 newob->nrof = nr;
1521
1522 return newob;
1523}
1524
1525/*
1526 * decrease_ob_nr(object, number) decreases a specified number from 1539 * decrease(object, number) decreases a specified number from
1527 * the amount of an object. If the amount reaches 0, the object 1540 * the amount of an object. If the amount reaches 0, the object
1528 * is subsequently removed and freed. 1541 * is subsequently removed and freed.
1529 * 1542 *
1530 * Return value: 'op' if something is left, NULL if the amount reached 0 1543 * Return value: 'op' if something is left, NULL if the amount reached 0
1531 */ 1544 */
1545bool
1546object::decrease (sint32 nr)
1547{
1548 if (!nr)
1549 return true;
1550
1551 nr = min (nr, nrof);
1552
1553 if (nrof > nr)
1554 {
1555 nrof -= nr;
1556 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557
1558 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this);
1560
1561 return true;
1562 }
1563 else
1564 {
1565 destroy ();
1566 return false;
1567 }
1568}
1569
1570/*
1571 * split(ob,nr) splits up ob into two parts. The part which
1572 * is returned contains nr objects, and the remaining parts contains
1573 * the rest (or is removed and returned if that number is 0).
1574 * On failure, NULL is returned.
1575 */
1532object * 1576object *
1533decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1534{ 1578{
1535 object *tmp; 1579 int have = number_of ();
1536 1580
1537 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1538 return op; 1582 return 0;
1539 1583 else if (have == nr)
1540 if (i > op->nrof)
1541 i = op->nrof;
1542
1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1544 op->nrof -= i;
1545 else if (op->env)
1546 { 1584 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = op->in_player ();
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp)
1558 for_all_players (pl)
1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1562 break;
1563 }
1564
1565 if (i < op->nrof)
1566 {
1567 sub_weight (op->env, op->weight * i);
1568 op->nrof -= i;
1569 if (tmp)
1570 esrv_send_item (tmp, op);
1571 }
1572 else
1573 {
1574 op->remove (); 1585 remove ();
1575 op->nrof = 0; 1586 return this;
1576 if (tmp)
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 } 1587 }
1580 else 1588 else
1581 { 1589 {
1582 object *above = op->above; 1590 decrease (nr);
1583 1591
1584 if (i < op->nrof) 1592 object *op = deep_clone ();
1585 op->nrof -= i; 1593 op->nrof = nr;
1586 else
1587 {
1588 op->remove ();
1589 op->nrof = 0;
1590 }
1591
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER)
1595 {
1596 if (op->nrof)
1597 esrv_send_item (tmp, op);
1598 else
1599 esrv_del_item (tmp->contr, op->count);
1600 }
1601 }
1602
1603 if (op->nrof)
1604 return op; 1594 return op;
1605 else
1606 {
1607 op->destroy ();
1608 return 0;
1609 }
1610}
1611
1612/*
1613 * add_weight(object, weight) adds the specified weight to an object,
1614 * and also updates how much the environment(s) is/are carrying.
1615 */
1616void
1617add_weight (object *op, signed long weight)
1618{
1619 while (op != NULL)
1620 {
1621 if (op->type == CONTAINER)
1622 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1623
1624 op->carrying += weight;
1625 op = op->env;
1626 } 1595 }
1627} 1596}
1628 1597
1629object * 1598object *
1630insert_ob_in_ob (object *op, object *where) 1599insert_ob_in_ob (object *op, object *where)
1655 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1656 */ 1625 */
1657object * 1626object *
1658object::insert (object *op) 1627object::insert (object *op)
1659{ 1628{
1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 op->remove ();
1662
1663 if (op->more) 1629 if (op->more)
1664 { 1630 {
1665 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1666 return op; 1632 return op;
1667 } 1633 }
1668 1634
1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 op->remove ();
1670 CLEAR_FLAG (op, FLAG_REMOVED); 1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1671 1638
1672 if (op->nrof) 1639 if (op->nrof)
1673 {
1674 for (object *tmp = inv; tmp; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 if (object::can_merge (tmp, op)) 1641 if (object::can_merge (tmp, op))
1676 { 1642 {
1677 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1678 (client needs the original object) */ 1644 (client needs the original object) */
1679 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1680 /* Weight handling gets pretty funky. Since we are adding to 1646
1681 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1682 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1649
1683 add_weight (this, op->weight * op->nrof); 1650 adjust_weight (this, op->total_weight ());
1684 SET_FLAG (op, FLAG_REMOVED); 1651
1685 op->destroy (); /* free the inserted object */ 1652 op->destroy ();
1686 op = tmp; 1653 op = tmp;
1687 op->remove (); /* and fix old object's links */ 1654 goto inserted;
1688 CLEAR_FLAG (op, FLAG_REMOVED);
1689 break;
1690 } 1655 }
1691 1656
1692 /* I assume combined objects have no inventory
1693 * We add the weight - this object could have just been removed
1694 * (if it was possible to merge). calling remove_ob will subtract
1695 * the weight, so we need to add it in again, since we actually do
1696 * the linking below
1697 */
1698 add_weight (this, op->weight * op->nrof);
1699 }
1700 else
1701 add_weight (this, (op->weight + op->carrying));
1702
1703 if (object *otmp = this->in_player ())
1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1705 otmp->update_stats ();
1706
1707 op->owner = 0; // its his/hers now. period. 1657 op->owner = 0; // it's his/hers now. period.
1708 op->map = 0; 1658 op->map = 0;
1659 op->x = 0;
1660 op->y = 0;
1661
1662 op->above = 0;
1663 op->below = inv;
1709 op->env = this; 1664 op->env = this;
1710 op->above = 0;
1711 op->below = 0;
1712 op->x = op->y = 0;
1713 1665
1666 if (inv)
1667 inv->above = op;
1668
1669 inv = op;
1670
1671 op->flag [FLAG_REMOVED] = 0;
1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1676 adjust_weight (this, op->total_weight ());
1677
1678inserted:
1714 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1715 if (op->glow_radius && map) 1680 if (op->glow_radius && is_on_map ())
1716 { 1681 {
1717#ifdef DEBUG_LIGHTS 1682 update_stats ();
1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1719#endif /* DEBUG_LIGHTS */
1720 if (map->darkness)
1721 update_all_los (map, x, y); 1683 update_all_los (map, x, y);
1722 }
1723
1724 /* Client has no idea of ordering so lets not bother ordering it here.
1725 * It sure simplifies this function...
1726 */
1727 if (!inv)
1728 inv = op;
1729 else
1730 { 1684 }
1731 op->below = inv; 1685 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1732 op->below->above = op; 1686 // if this is a player's inventory, update stats
1733 inv = op; 1687 update_stats ();
1734 }
1735 1688
1736 INVOKE_OBJECT (INSERT, this); 1689 INVOKE_OBJECT (INSERT, this);
1737 1690
1738 return op; 1691 return op;
1739} 1692}
1759 * on top. 1712 * on top.
1760 */ 1713 */
1761int 1714int
1762check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1763{ 1716{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1764 object *tmp; 1720 object *tmp;
1765 maptile *m = op->map; 1721 maptile *m = op->map;
1766 int x = op->x, y = op->y; 1722 int x = op->x, y = op->y;
1767 1723
1768 MoveType move_on, move_slow, move_block; 1724 mapspace &ms = m->at (x, y);
1769 1725
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1726 ms.update ();
1771 return 0;
1772 1727
1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1728 MoveType move_on = ms.move_on;
1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1729 MoveType move_slow = ms.move_slow;
1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1730 MoveType move_block = ms.move_block;
1776 1731
1777 /* if nothing on this space will slow op down or be applied, 1732 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 1733 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 1734 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1735 * as walking.
1791 return 0; 1746 return 0;
1792 1747
1793 /* The objects have to be checked from top to bottom. 1748 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1749 * Hence, we first go to the top:
1795 */ 1750 */
1796 1751 for (object *next, *tmp = ms.top; tmp; tmp = next)
1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 {
1799 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them.
1802 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1804 break;
1805 } 1752 {
1753 next = tmp->below;
1806 1754
1807 for (; tmp; tmp = tmp->below)
1808 {
1809 if (tmp == op) 1755 if (tmp == op)
1810 continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1811 1757
1812 /* Check to see if one of the movement types should be slowed down. 1758 /* Check to see if one of the movement types should be slowed down.
1813 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1818 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1819 { 1765 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1822 { 1768 {
1823
1824 float
1825 diff = tmp->move_slow_penalty * fabs (op->speed); 1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1826 1770
1827 if (op->type == PLAYER) 1771 if (op->is_player ())
1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1774 diff /= 4.0;
1831 1775
1832 op->speed_left -= diff; 1776 op->speed_left -= diff;
1833 } 1777 }
1834 } 1778 }
1867 LOG (llevError, "Present_arch called outside map.\n"); 1811 LOG (llevError, "Present_arch called outside map.\n");
1868 return NULL; 1812 return NULL;
1869 } 1813 }
1870 1814
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1872 if (tmp->arch == at) 1816 if (tmp->arch->archname == at->archname)
1873 return tmp; 1817 return tmp;
1874 1818
1875 return NULL; 1819 return NULL;
1876} 1820}
1877 1821
1941 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1942 */ 1886 */
1943object * 1887object *
1944present_arch_in_ob (const archetype *at, const object *op) 1888present_arch_in_ob (const archetype *at, const object *op)
1945{ 1889{
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1890 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 if (tmp->arch == at) 1891 if (tmp->arch->archname == at->archname)
1948 return tmp; 1892 return tmp;
1949 1893
1950 return NULL; 1894 return NULL;
1951} 1895}
1952 1896
2040 * head of the object should correspond for the entire object. 1984 * head of the object should correspond for the entire object.
2041 */ 1985 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1986 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue; 1987 continue;
2044 1988
2045 if (ob->blocked (m, pos.x, pos.y)) 1989 if (ob->blocked (pos.m, pos.x, pos.y))
2046 continue; 1990 continue;
2047 1991
2048 altern [index++] = i; 1992 altern [index++] = i;
2049 } 1993 }
2050 1994
2118 * there is capable of. 2062 * there is capable of.
2119 */ 2063 */
2120int 2064int
2121find_dir (maptile *m, int x, int y, object *exclude) 2065find_dir (maptile *m, int x, int y, object *exclude)
2122{ 2066{
2123 int i, max = SIZEOFFREE, mflags; 2067 int max = SIZEOFFREE, mflags;
2124
2125 sint16 nx, ny;
2126 object *tmp;
2127 maptile *mp;
2128
2129 MoveType blocked, move_type; 2068 MoveType move_type;
2130 2069
2131 if (exclude && exclude->head_ () != exclude) 2070 if (exclude && exclude->head_ () != exclude)
2132 { 2071 {
2133 exclude = exclude->head; 2072 exclude = exclude->head;
2134 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2137 { 2076 {
2138 /* If we don't have anything, presume it can use all movement types. */ 2077 /* If we don't have anything, presume it can use all movement types. */
2139 move_type = MOVE_ALL; 2078 move_type = MOVE_ALL;
2140 } 2079 }
2141 2080
2142 for (i = 1; i < max; i++) 2081 for (int i = 1; i < max; i++)
2143 { 2082 {
2144 mp = m; 2083 mapxy pos (m, x, y);
2145 nx = x + freearr_x[i]; 2084 pos.move (i);
2146 ny = y + freearr_y[i];
2147 2085
2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 if (!pos.normalise ())
2149
2150 if (mflags & P_OUT_OF_MAP)
2151 max = maxfree[i]; 2087 max = maxfree[i];
2152 else 2088 else
2153 { 2089 {
2154 mapspace &ms = mp->at (nx, ny); 2090 mapspace &ms = *pos;
2155 2091
2156 blocked = ms.move_block;
2157
2158 if ((move_type & blocked) == move_type) 2092 if ((move_type & ms.move_block) == move_type)
2159 max = maxfree[i]; 2093 max = maxfree [i];
2160 else if (mflags & P_IS_ALIVE) 2094 else if (ms.flags () & P_IS_ALIVE)
2161 { 2095 {
2162 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2165 break;
2166
2167 if (tmp)
2168 return freedir[i]; 2099 return freedir [i];
2169 } 2100 }
2170 } 2101 }
2171 } 2102 }
2172 2103
2173 return 0; 2104 return 0;
2248 * This basically means that if direction is 15, then it could either go 2179 * This basically means that if direction is 15, then it could either go
2249 * direction 4, 14, or 16 to get back to where we are. 2180 * direction 4, 14, or 16 to get back to where we are.
2250 * Moved from spell_util.c to object.c with the other related direction 2181 * Moved from spell_util.c to object.c with the other related direction
2251 * functions. 2182 * functions.
2252 */ 2183 */
2253int reduction_dir[SIZEOFFREE][3] = { 2184const int reduction_dir[SIZEOFFREE][3] = {
2254 {0, 0, 0}, /* 0 */ 2185 {0, 0, 0}, /* 0 */
2255 {0, 0, 0}, /* 1 */ 2186 {0, 0, 0}, /* 1 */
2256 {0, 0, 0}, /* 2 */ 2187 {0, 0, 0}, /* 2 */
2257 {0, 0, 0}, /* 3 */ 2188 {0, 0, 0}, /* 3 */
2258 {0, 0, 0}, /* 4 */ 2189 {0, 0, 0}, /* 4 */
2354int 2285int
2355can_pick (const object *who, const object *item) 2286can_pick (const object *who, const object *item)
2356{ 2287{
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2360} 2291}
2361 2292
2362/* 2293/*
2363 * create clone from object to another 2294 * create clone from object to another
2364 */ 2295 */
2365object * 2296object *
2366object_create_clone (object *asrc) 2297object::deep_clone ()
2367{ 2298{
2368 object *dst = 0, *tmp, *src, *prev, *item; 2299 assert (("deep_clone called on non-head object", is_head ()));
2369 2300
2370 if (!asrc) 2301 object *dst = clone ();
2371 return 0;
2372 2302
2373 src = asrc->head_ (); 2303 object *prev = dst;
2374
2375 prev = 0;
2376 for (object *part = src; part; part = part->more) 2304 for (object *part = this->more; part; part = part->more)
2377 { 2305 {
2378 tmp = part->clone (); 2306 object *tmp = part->clone ();
2379 tmp->x -= src->x;
2380 tmp->y -= src->y;
2381
2382 if (!part->head)
2383 {
2384 dst = tmp;
2385 tmp->head = 0;
2386 }
2387 else
2388 tmp->head = dst; 2307 tmp->head = dst;
2389
2390 tmp->more = 0;
2391
2392 if (prev)
2393 prev->more = tmp; 2308 prev->more = tmp;
2394
2395 prev = tmp; 2309 prev = tmp;
2396 } 2310 }
2397 2311
2398 for (item = src->inv; item; item = item->below) 2312 for (object *item = inv; item; item = item->below)
2399 insert_ob_in_ob (object_create_clone (item), dst); 2313 insert_ob_in_ob (item->deep_clone (), dst);
2400 2314
2401 return dst; 2315 return dst;
2402} 2316}
2403 2317
2404/* This returns the first object in who's inventory that 2318/* This returns the first object in who's inventory that
2413 return tmp; 2327 return tmp;
2414 2328
2415 return 0; 2329 return 0;
2416} 2330}
2417 2331
2418/* If ob has a field named key, return the link from the list, 2332shstr_tmp
2419 * otherwise return NULL. 2333object::kv_get (shstr_tmp key) const
2420 *
2421 * key must be a passed in shared string - otherwise, this won't
2422 * do the desired thing.
2423 */
2424key_value *
2425get_ob_key_link (const object *ob, const char *key)
2426{ 2334{
2427 for (key_value *link = ob->key_values; link; link = link->next) 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2428 if (link->key == key) 2336 if (kv->key == key)
2429 return link;
2430
2431 return 0;
2432}
2433
2434/*
2435 * Returns the value of op has an extra_field for key, or NULL.
2436 *
2437 * The argument doesn't need to be a shared string.
2438 *
2439 * The returned string is shared.
2440 */
2441const char *
2442get_ob_key_value (const object *op, const char *const key)
2443{
2444 key_value *link;
2445 shstr_cmp canonical_key (key);
2446
2447 if (!canonical_key)
2448 {
2449 /* 1. There being a field named key on any object
2450 * implies there'd be a shared string to find.
2451 * 2. Since there isn't, no object has this field.
2452 * 3. Therefore, *this* object doesn't have this field.
2453 */
2454 return 0;
2455 }
2456
2457 /* This is copied from get_ob_key_link() above -
2458 * only 4 lines, and saves the function call overhead.
2459 */
2460 for (link = op->key_values; link; link = link->next)
2461 if (link->key == canonical_key)
2462 return link->value; 2337 return kv->value;
2463 2338
2464 return 0; 2339 return shstr ();
2465} 2340}
2466 2341
2467/* 2342void
2468 * Updates the canonical_key in op to value. 2343object::kv_set (shstr_tmp key, shstr_tmp value)
2469 *
2470 * canonical_key is a shared string (value doesn't have to be).
2471 *
2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473 * keys.
2474 *
2475 * Returns TRUE on success.
2476 */
2477int
2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{ 2344{
2480 key_value *field = NULL, *last = NULL; 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2481 2346 if (kv->key == key)
2482 for (field = op->key_values; field != NULL; field = field->next)
2483 {
2484 if (field->key != canonical_key)
2485 { 2347 {
2486 last = field; 2348 kv->value = value;
2487 continue; 2349 return;
2488 } 2350 }
2489 2351
2490 if (value) 2352 key_value *kv = new key_value;
2491 field->value = value; 2353
2492 else 2354 kv->next = key_values;
2355 kv->key = key;
2356 kv->value = value;
2357
2358 key_values = kv;
2359}
2360
2361void
2362object::kv_del (shstr_tmp key)
2363{
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key)
2493 { 2366 {
2494 /* Basically, if the archetype has this key set, 2367 key_value *kv = *kvp;
2495 * we need to store the null value so when we save 2368 *kvp = (*kvp)->next;
2496 * it, we save the empty value so that when we load, 2369 delete kv;
2497 * we get this value back again. 2370 return;
2498 */
2499 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2505 else
2506 op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 } 2371 }
2511 return TRUE;
2512 }
2513 /* IF we get here, key doesn't exist */
2514
2515 /* No field, we'll have to add it. */
2516
2517 if (!add_key)
2518 return FALSE;
2519
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL)
2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538}
2539
2540/*
2541 * Updates the key in op to value.
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int
2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551{
2552 shstr key_ (key);
2553
2554 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2372}
2556 2373
2557object::depth_iterator::depth_iterator (object *container) 2374object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container) 2375: iterator_base (container)
2559{ 2376{
2609{ 2426{
2610 char flagdesc[512]; 2427 char flagdesc[512];
2611 char info2[256 * 4]; 2428 char info2[256 * 4];
2612 char *p = info; 2429 char *p = info;
2613 2430
2614 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2431 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2615 count, 2432 count,
2616 uuid.c_str (), 2433 uuid.c_str (),
2617 &name, 2434 &name,
2618 title ? "\",title:\"" : "", 2435 title ? ",title:\"" : "",
2619 title ? (const char *)title : "", 2436 title ? (const char *)title : "",
2437 title ? "\"" : "",
2620 flag_desc (flagdesc, 512), type); 2438 flag_desc (flagdesc, 512), type);
2621 2439
2622 if (!this->flag[FLAG_REMOVED] && env) 2440 if (!flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2441 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2442
2625 if (map) 2443 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2444 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2445
2657object::open_container (object *new_container) 2475object::open_container (object *new_container)
2658{ 2476{
2659 if (container == new_container) 2477 if (container == new_container)
2660 return; 2478 return;
2661 2479
2662 if (object *old_container = container) 2480 object *old_container = container;
2481
2482 if (old_container)
2663 { 2483 {
2664 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2484 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2665 return; 2485 return;
2666 2486
2667#if 0 2487#if 0
2669 if (object *closer = old_container->inv) 2489 if (object *closer = old_container->inv)
2670 if (closer->type == CLOSE_CON) 2490 if (closer->type == CLOSE_CON)
2671 closer->destroy (); 2491 closer->destroy ();
2672#endif 2492#endif
2673 2493
2494 // make sure the container is available
2495 esrv_send_item (this, old_container);
2496
2674 old_container->flag [FLAG_APPLIED] = 0; 2497 old_container->flag [FLAG_APPLIED] = false;
2675 container = 0; 2498 container = 0;
2676 2499
2500 // client needs item update to make it work, client bug requires this to be separate
2677 esrv_update_item (UPD_FLAGS, this, old_container); 2501 esrv_update_item (UPD_FLAGS, this, old_container);
2502
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2679 play_sound (sound_find ("chest_close")); 2504 play_sound (sound_find ("chest_close"));
2680 } 2505 }
2681 2506
2682 if (new_container) 2507 if (new_container)
2683 { 2508 {
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2518 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer); 2519 new_container->insert (closer);
2695 } 2520 }
2696#endif 2521#endif
2697 2522
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2699 2524
2525 // make sure the container is available, client bug requires this to be separate
2526 esrv_send_item (this, new_container);
2527
2700 new_container->flag [FLAG_APPLIED] = 1; 2528 new_container->flag [FLAG_APPLIED] = true;
2701 container = new_container; 2529 container = new_container;
2702 2530
2531 // client needs flag change
2703 esrv_update_item (UPD_FLAGS, this, new_container); 2532 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container); 2533 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open")); 2534 play_sound (sound_find ("chest_open"));
2706 } 2535 }
2536// else if (!old_container->env && contr && contr->ns)
2537// contr->ns->floorbox_reset ();
2707} 2538}
2708 2539
2709object * 2540object *
2710object::force_find (const shstr name) 2541object::force_find (shstr_tmp name)
2711{ 2542{
2712 /* cycle through his inventory to look for the MARK we want to 2543 /* cycle through his inventory to look for the MARK we want to
2713 * place 2544 * place
2714 */ 2545 */
2715 for (object *tmp = inv; tmp; tmp = tmp->below) 2546 for (object *tmp = inv; tmp; tmp = tmp->below)
2718 2549
2719 return 0; 2550 return 0;
2720} 2551}
2721 2552
2722void 2553void
2554object::force_set_timer (int duration)
2555{
2556 this->duration = 1;
2557 this->speed_left = -1.f;
2558
2559 this->set_speed (duration ? 1.f / duration : 0.f);
2560}
2561
2562object *
2723object::force_add (const shstr name, int duration) 2563object::force_add (shstr_tmp name, int duration)
2724{ 2564{
2725 if (object *force = force_find (name)) 2565 if (object *force = force_find (name))
2726 force->destroy (); 2566 force->destroy ();
2727 2567
2728 object *force = get_archetype (FORCE_NAME); 2568 object *force = get_archetype (FORCE_NAME);
2729 2569
2730 force->slaying = name; 2570 force->slaying = name;
2731 force->stats.food = 1;
2732 force->speed_left = -1.f;
2733 2571
2734 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->force_set_timer (duration);
2735 force->flag [FLAG_IS_USED_UP] = true; 2573
2736 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2737 2575
2738 insert (force); 2576 return insert (force);
2739} 2577}
2740 2578
2741void 2579void
2742object::play_sound (faceidx sound) const 2580object::play_sound (faceidx sound) const
2743{ 2581{
2744 if (!sound) 2582 if (!sound)
2745 return; 2583 return;
2746 2584
2747 if (flag [FLAG_REMOVED]) 2585 if (is_on_map ())
2586 map->play_sound (sound, x, y);
2587 else if (object *pl = in_player ())
2588 pl->contr->play_sound (sound);
2589}
2590
2591void
2592object::say_msg (const char *msg) const
2593{
2594 if (is_on_map ())
2595 map->say_msg (msg, x, y);
2596 else if (object *pl = in_player ())
2597 pl->contr->play_sound (sound);
2598}
2599
2600void
2601object::make_noise ()
2602{
2603 // we do not model noise in the map, so instead put
2604 // a temporary light into the noise source
2605 // could use the map instead, but that's less reliable for our
2606 // goal, which is to make invisibility a bit harder to exploit
2607
2608 // currently only works sensibly for players
2609 if (!is_player ())
2748 return; 2610 return;
2749 2611
2750 if (env) 2612 // find old force, or create new one
2751 { 2613 object *force = force_find (shstr_noise_force);
2752 if (object *pl = in_player ()) 2614
2753 pl->contr->play_sound (sound); 2615 if (force)
2754 } 2616 force->speed_left = -1.f; // patch old speed up
2755 else 2617 else
2756 map->play_sound (sound, x, y); 2618 {
2757} 2619 force = archetype::get (shstr_noise_force);
2758 2620
2621 force->slaying = shstr_noise_force;
2622 force->stats.food = 1;
2623 force->speed_left = -1.f;
2624
2625 force->set_speed (1.f / 4.f);
2626 force->flag [FLAG_IS_USED_UP] = true;
2627 force->flag [FLAG_APPLIED] = true;
2628
2629 insert (force);
2630 }
2631}
2632

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