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Comparing deliantra/server/common/object.C (file contents):
Revision 1.64 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.162 by root, Sat Jun 16 00:12:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
36
37#include <bitset>
34 38
35int nrofallocobjects = 0; 39int nrofallocobjects = 0;
36static UUID uuid; 40static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
38 42
39object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
40 45
41short freearr_x[SIZEOFFREE] = { 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, 46short freearr_x[SIZEOFFREE] = { 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 48};
44short freearr_y[SIZEOFFREE] = { 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, 49short freearr_y[SIZEOFFREE] = { 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,
139 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
141 */ 146 */
142 147
143 /* For each field in wants, */ 148 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 150 {
146 key_value *has_field; 151 key_value *has_field;
147 152
148 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
183 * 188 *
184 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
187 * 192 *
188 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
189 * 194 *
190 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
191 * check weight 196 * check weight
192 */ 197 */
193
194bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
195{ 199{
196 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
198 return 0; 206 return 0;
199 207
200 if (ob1->speed != ob2->speed) 208 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 211 * used to store nrof).
206 */ 212 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 224
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 227
222 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 253 return 0;
254 254
255 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 256 * check all objects in the inventory.
257 */ 257 */
260 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 262 return 0;
263 263
264 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 266 return 0;
267 267
268 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 269 * if it is valid.
270 */ 270 */
279 279
280 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
282 * check? 282 * check?
283 */ 283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 285 return 0;
286 286
287 switch (ob1->type) 287 switch (ob1->type)
288 { 288 {
289 case SCROLL: 289 case SCROLL:
325sum_weight (object *op) 325sum_weight (object *op)
326{ 326{
327 long sum; 327 long sum;
328 object *inv; 328 object *inv;
329 329
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 331 {
332 if (inv->inv) 332 if (inv->inv)
333 sum_weight (inv); 333 sum_weight (inv);
334
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 336 }
336 337
337 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 355 op = op->env;
355 return op; 356 return op;
356} 357}
357 358
358/* 359/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 361 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
377 */ 363 */
378
379char * 364char *
380dump_object (object *op) 365dump_object (object *op)
381{ 366{
382 if (!op) 367 if (!op)
383 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
384 369
385 object_freezer freezer; 370 object_freezer freezer;
386 save_object (freezer, op, 3); 371 op->write (freezer);
387 return freezer.as_string (); 372 return freezer.as_string ();
388} 373}
389 374
390/* 375/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
408} 393}
409 394
410/* 395/*
411 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
412 */ 397 */
413
414object * 398object *
415find_object (tag_t i) 399find_object (tag_t i)
416{ 400{
417 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
418 if (op->count == i) 402 if (op->count == i)
419 return op; 403 return op;
420 404
421 return 0; 405 return 0;
422} 406}
423 407
424/* 408/*
425 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
428 */ 412 */
429
430object * 413object *
431find_object_name (const char *str) 414find_object_name (const char *str)
432{ 415{
433 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
434 object *op; 417 object *op;
435 418
436 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
437 if (op->name == str_) 420 if (op->name == str_)
438 break; 421 break;
439 422
440 return op; 423 return op;
441} 424}
467 owner = owner->owner; 450 owner = owner->owner;
468 451
469 this->owner = owner; 452 this->owner = owner;
470} 453}
471 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519}
520
472/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 522 * refcounts and freeing the links.
474 */ 523 */
475static void 524static void
476free_key_values (object *op) 525free_key_values (object *op)
477{ 526{
478 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
479 { 528 {
480 key_value *next = i->next; 529 key_value *next = i->next;
481 delete i; 530 delete i;
482 531
483 i = next; 532 i = next;
484 } 533 }
485 534
486 op->key_values = 0; 535 op->key_values = 0;
487} 536}
488 537
489void object::clear () 538object &
539object::operator =(const object &src)
490{ 540{
491 attachable_base::clear (); 541 bool is_freed = flag [FLAG_FREED];
542 bool is_removed = flag [FLAG_REMOVED];
492 543
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531/*
532 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any
535 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
536 * if the first object is freed, the pointers in the new object
537 * will point at garbage.
538 */
539void
540object::copy_to (object *dst)
541{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544
545 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
546 *(object_pod *)dst = *this;
547 545
548 if (self || cb) 546 flag [FLAG_FREED] = is_freed;
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 547 flag [FLAG_REMOVED] = is_removed;
550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
557 if (speed < 0)
558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
559 548
560 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
561 if (key_values) 550 if (src.key_values)
562 { 551 {
563 key_value *tail = 0; 552 key_value *tail = 0;
564 key_value *i;
565
566 dst->key_values = 0; 553 key_values = 0;
567 554
568 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
569 { 556 {
570 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
571 558
572 new_link->next = 0; 559 new_link->next = 0;
573 new_link->key = i->key; 560 new_link->key = i->key;
574 new_link->value = i->value; 561 new_link->value = i->value;
575 562
576 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
577 if (!dst->key_values) 564 if (!key_values)
578 { 565 {
579 dst->key_values = new_link; 566 key_values = new_link;
580 tail = new_link; 567 tail = new_link;
581 } 568 }
582 else 569 else
583 { 570 {
584 tail->next = new_link; 571 tail->next = new_link;
585 tail = new_link; 572 tail = new_link;
586 } 573 }
587 } 574 }
588 } 575 }
576}
589 577
590 update_ob_speed (dst); 578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left = speed_left - rndm ();
593
594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
614}
615
616object *
617object::clone ()
618{
619 object *neu = create ();
620 copy_to (neu);
621 return neu;
591} 622}
592 623
593/* 624/*
594 * If an object with the IS_TURNABLE() flag needs to be turned due 625 * If an object with the IS_TURNABLE() flag needs to be turned due
595 * to the closest player being on the other side, this function can 626 * to the closest player being on the other side, this function can
596 * be called to update the face variable, _and_ how it looks on the map. 627 * be called to update the face variable, _and_ how it looks on the map.
597 */ 628 */
598
599void 629void
600update_turn_face (object *op) 630update_turn_face (object *op)
601{ 631{
602 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
603 return; 633 return;
634
604 SET_ANIMATION (op, op->direction); 635 SET_ANIMATION (op, op->direction);
605 update_object (op, UP_OBJ_FACE); 636 update_object (op, UP_OBJ_FACE);
606} 637}
607 638
608/* 639/*
609 * Updates the speed of an object. If the speed changes from 0 to another 640 * Updates the speed of an object. If the speed changes from 0 to another
610 * value, or vice versa, then add/remove the object from the active list. 641 * value, or vice versa, then add/remove the object from the active list.
611 * This function needs to be called whenever the speed of an object changes. 642 * This function needs to be called whenever the speed of an object changes.
612 */ 643 */
613void 644void
614update_ob_speed (object *op) 645object::set_speed (float speed)
615{ 646{
616 extern int arch_init; 647 if (flag [FLAG_FREED] && speed)
617
618 /* No reason putting the archetypes objects on the speed list,
619 * since they never really need to be updated.
620 */
621
622 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
623 { 648 {
624 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
625#ifdef MANY_CORES
626 abort ();
627#else
628 op->speed = 0; 650 speed = 0;
629#endif
630 }
631
632 if (arch_init)
633 return;
634
635 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
636 { 651 }
637 /* If already on active list, don't do anything */
638 if (op->active_next || op->active_prev || op == active_objects)
639 return;
640 652
641 /* process_events() expects us to insert the object at the beginning 653 this->speed = speed;
642 * of the list. */
643 op->active_next = active_objects;
644 654
645 if (op->active_next != NULL) 655 if (has_active_speed ())
646 op->active_next->active_prev = op; 656 activate ();
647
648 active_objects = op;
649 }
650 else 657 else
651 { 658 deactivate ();
652 /* If not on the active list, nothing needs to be done */
653 if (!op->active_next && !op->active_prev && op != active_objects)
654 return;
655
656 if (op->active_prev == NULL)
657 {
658 active_objects = op->active_next;
659
660 if (op->active_next != NULL)
661 op->active_next->active_prev = NULL;
662 }
663 else
664 {
665 op->active_prev->active_next = op->active_next;
666
667 if (op->active_next)
668 op->active_next->active_prev = op->active_prev;
669 }
670
671 op->active_next = NULL;
672 op->active_prev = NULL;
673 }
674} 659}
675 660
676/* This function removes object 'op' from the list of active
677 * objects.
678 * This should only be used for style maps or other such
679 * reference maps where you don't want an object that isn't
680 * in play chewing up cpu time getting processed.
681 * The reverse of this is to call update_ob_speed, which
682 * will do the right thing based on the speed of the object.
683 */
684void
685remove_from_active_list (object *op)
686{
687 /* If not on the active list, nothing needs to be done */
688 if (!op->active_next && !op->active_prev && op != active_objects)
689 return;
690
691 if (op->active_prev == NULL)
692 {
693 active_objects = op->active_next;
694 if (op->active_next != NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else
698 {
699 op->active_prev->active_next = op->active_next;
700 if (op->active_next)
701 op->active_next->active_prev = op->active_prev;
702 }
703 op->active_next = NULL;
704 op->active_prev = NULL;
705}
706
707/* 661/*
708 * update_object() updates the array which represents the map. 662 * update_object() updates the the map.
709 * It takes into account invisible objects (and represent squares covered 663 * It takes into account invisible objects (and represent squares covered
710 * by invisible objects by whatever is below them (unless it's another 664 * by invisible objects by whatever is below them (unless it's another
711 * invisible object, etc...) 665 * invisible object, etc...)
712 * If the object being updated is beneath a player, the look-window 666 * If the object being updated is beneath a player, the look-window
713 * of that player is updated (this might be a suboptimal way of 667 * of that player is updated (this might be a suboptimal way of
714 * updating that window, though, since update_object() is called _often_) 668 * updating that window, though, since update_object() is called _often_)
715 * 669 *
716 * action is a hint of what the caller believes need to be done. 670 * action is a hint of what the caller believes need to be done.
717 * For example, if the only thing that has changed is the face (due to
718 * an animation), we don't need to call update_position until that actually
719 * comes into view of a player. OTOH, many other things, like addition/removal
720 * of walls or living creatures may need us to update the flags now.
721 * current action are: 671 * current action are:
722 * UP_OBJ_INSERT: op was inserted 672 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed 673 * UP_OBJ_REMOVE: op was removed
724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 674 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725 * as that is easier than trying to look at what may have changed. 675 * as that is easier than trying to look at what may have changed.
726 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
727 */ 677 */
728
729void 678void
730update_object (object *op, int action) 679update_object (object *op, int action)
731{ 680{
732 int update_now = 0, flags;
733 MoveType move_on, move_off, move_block, move_slow;
734
735 if (op == NULL) 681 if (op == NULL)
736 { 682 {
737 /* this should never happen */ 683 /* this should never happen */
738 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
739 return; 685 return;
740 } 686 }
741 687
742 if (op->env != NULL) 688 if (op->env)
743 { 689 {
744 /* Animation is currently handled by client, so nothing 690 /* Animation is currently handled by client, so nothing
745 * to do in this case. 691 * to do in this case.
746 */ 692 */
747 return; 693 return;
752 */ 698 */
753 if (!op->map || op->map->in_memory == MAP_SAVING) 699 if (!op->map || op->map->in_memory == MAP_SAVING)
754 return; 700 return;
755 701
756 /* make sure the object is within map boundaries */ 702 /* make sure the object is within map boundaries */
757 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
758 { 704 {
759 LOG (llevError, "update_object() called for object out of map!\n"); 705 LOG (llevError, "update_object() called for object out of map!\n");
760#ifdef MANY_CORES 706#ifdef MANY_CORES
761 abort (); 707 abort ();
762#endif 708#endif
763 return; 709 return;
764 } 710 }
765 711
766 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 712 mapspace &m = op->ms ();
767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
772 713
714 if (!(m.flags_ & P_UPTODATE))
715 /* nop */;
773 if (action == UP_OBJ_INSERT) 716 else if (action == UP_OBJ_INSERT)
774 { 717 {
718 // this is likely overkill, TODO: revisit (schmorp)
775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
776 update_now = 1;
777
778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
779 update_now = 1; 721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
780 722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
785 update_now = 1;
786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
790 if ((move_on | op->move_on) != move_on) 725 || (m.move_on | op->move_on ) != m.move_on
791 update_now = 1;
792
793 if ((move_off | op->move_off) != move_off) 726 || (m.move_off | op->move_off ) != m.move_off
794 update_now = 1; 727 || (m.move_slow | op->move_slow) != m.move_slow
795
796 /* This isn't perfect, but I don't expect a lot of objects to 728 /* This isn't perfect, but I don't expect a lot of objects to
797 * to have move_allow right now. 729 * to have move_allow right now.
798 */ 730 */
799 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
800 update_now = 1; 732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
801 733 m.flags_ = 0;
802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
804 } 734 }
805
806 /* if the object is being removed, we can't make intelligent 735 /* if the object is being removed, we can't make intelligent
807 * decisions, because remove_ob can't really pass the object 736 * decisions, because remove_ob can't really pass the object
808 * that is being removed. 737 * that is being removed.
809 */ 738 */
810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
811 update_now = 1; 740 m.flags_ = 0;
812 else if (action == UP_OBJ_FACE) 741 else if (action == UP_OBJ_FACE)
813 /* Nothing to do for that case */ ; 742 /* Nothing to do for that case */ ;
814 else 743 else
815 LOG (llevError, "update_object called with invalid action: %d\n", action); 744 LOG (llevError, "update_object called with invalid action: %d\n", action);
816 745
817 if (update_now)
818 {
819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
820 update_position (op->map, op->x, op->y);
821 }
822
823 if (op->more != NULL) 746 if (op->more)
824 update_object (op->more, action); 747 update_object (op->more, action);
825}
826
827object::vector object::mortals;
828object::vector object::objects; // not yet used
829object *object::first;
830
831void object::free_mortals ()
832{
833 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 if ((*i)->refcnt)
835 ++i; // further delay freeing
836 else
837 {
838 delete *i;
839 mortals.erase (i);
840 }
841} 748}
842 749
843object::object () 750object::object ()
844{ 751{
845 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
848 face = blank_face; 755 face = blank_face;
849} 756}
850 757
851object::~object () 758object::~object ()
852{ 759{
760 unlink ();
761
853 free_key_values (this); 762 free_key_values (this);
854} 763}
855 764
765static int object_count;
766
856void object::link () 767void object::link ()
857{ 768{
858 count = ++ob_count; 769 assert (!index);//D
859 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
860 772
861 prev = 0; 773 refcnt_inc ();
862 next = object::first; 774 objects.insert (this);
863
864 if (object::first)
865 object::first->prev = this;
866
867 object::first = this;
868} 775}
869 776
870void object::unlink () 777void object::unlink ()
871{ 778{
872 if (this == object::first) 779 if (!index)
873 object::first = next; 780 return;
874 781
875 /* Remove this object from the list of used objects */ 782 objects.erase (this);
876 if (prev) prev->next = next; 783 refcnt_dec ();
877 if (next) next->prev = prev; 784}
878 785
879 prev = 0; 786void
880 next = 0; 787object::activate ()
788{
789 /* If already on active list, don't do anything */
790 if (active)
791 return;
792
793 if (has_active_speed ())
794 actives.insert (this);
795}
796
797void
798object::activate_recursive ()
799{
800 activate ();
801
802 for (object *op = inv; op; op = op->below)
803 op->activate_recursive ();
804}
805
806/* This function removes object 'op' from the list of active
807 * objects.
808 * This should only be used for style maps or other such
809 * reference maps where you don't want an object that isn't
810 * in play chewing up cpu time getting processed.
811 * The reverse of this is to call update_ob_speed, which
812 * will do the right thing based on the speed of the object.
813 */
814void
815object::deactivate ()
816{
817 /* If not on the active list, nothing needs to be done */
818 if (!active)
819 return;
820
821 actives.erase (this);
822}
823
824void
825object::deactivate_recursive ()
826{
827 for (object *op = inv; op; op = op->below)
828 op->deactivate_recursive ();
829
830 deactivate ();
831}
832
833void
834object::set_flag_inv (int flag, int value)
835{
836 for (object *op = inv; op; op = op->below)
837 {
838 op->flag [flag] = value;
839 op->set_flag_inv (flag, value);
840 }
841}
842
843/*
844 * Remove and free all objects in the inventory of the given object.
845 * object.c ?
846 */
847void
848object::destroy_inv (bool drop_to_ground)
849{
850 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory,
854 // cf will crash below with off-map x and y
855 if (!inv)
856 return;
857
858 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects
860 * drop on that space.
861 */
862 if (!drop_to_ground
863 || !map
864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
866 || ms ().move_block == MOVE_ALL)
867 {
868 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy ();
872 }
873 }
874 else
875 { /* Put objects in inventory onto this space */
876 while (inv)
877 {
878 object *op = inv;
879
880 if (op->flag [FLAG_STARTEQUIP]
881 || op->flag [FLAG_NO_DROP]
882 || op->type == RUNE
883 || op->type == TRAP
884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
886 op->destroy ();
887 else
888 map->insert (op, x, y);
889 }
890 }
881} 891}
882 892
883object *object::create () 893object *object::create ()
884{ 894{
885 object *op = new object; 895 object *op = new object;
886 op->link (); 896 op->link ();
887 return op; 897 return op;
888} 898}
889 899
890/* 900void
891 * free_object() frees everything allocated by an object, removes 901object::do_destroy ()
892 * it from the list of used objects, and puts it on the list of
893 * free objects. The IS_FREED() flag is set in the object.
894 * The object must have been removed by remove_ob() first for
895 * this function to succeed.
896 *
897 * If destroy_inventory is set, free inventory as well. Else drop items in
898 * inventory to the ground.
899 */
900void object::destroy (bool destroy_inventory)
901{ 902{
902 if (QUERY_FLAG (this, FLAG_FREED)) 903 attachable::do_destroy ();
903 return;
904 904
905 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 905 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this);
907
908 if (flag [FLAG_FRIENDLY])
906 remove_friendly_object (this); 909 remove_friendly_object (this);
907 910
908 if (!QUERY_FLAG (this, FLAG_REMOVED)) 911 if (!flag [FLAG_REMOVED])
909 remove (); 912 remove ();
910 913
911 SET_FLAG (this, FLAG_FREED); 914 destroy_inv (true);
912 915
913 if (more) 916 deactivate ();
914 { 917 unlink ();
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918 918
919 if (inv) 919 flag [FLAG_FREED] = 1;
920 {
921 /* Only if the space blocks everything do we not process -
922 * if some form of movement is allowed, let objects
923 * drop on that space.
924 */
925 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
926 {
927 object *op = inv;
928
929 while (op)
930 {
931 object *tmp = op->below;
932 op->destroy (destroy_inventory);
933 op = tmp;
934 }
935 }
936 else
937 { /* Put objects in inventory onto this space */
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943
944 op->remove ();
945
946 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
947 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
948 op->destroy ();
949 else
950 {
951 op->x = x;
952 op->y = y;
953 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
954 }
955
956 op = tmp;
957 }
958 }
959 }
960 920
961 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
962 { 922 {
963 static maptile *freed_map; // freed objects are moved here to avoid crashes 923 static maptile *freed_map; // freed objects are moved here to avoid crashes
964 924
968 928
969 freed_map->name = "/internal/freed_objects_map"; 929 freed_map->name = "/internal/freed_objects_map";
970 freed_map->width = 3; 930 freed_map->width = 3;
971 freed_map->height = 3; 931 freed_map->height = 3;
972 932
973 freed_map->allocate (); 933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
974 } 935 }
975 936
976 map = freed_map; 937 map = freed_map;
977 x = 1; 938 x = 1;
978 y = 1; 939 y = 1;
979 } 940 }
980 941
942 if (more)
943 {
944 more->destroy ();
945 more = 0;
946 }
947
948 head = 0;
949
981 // clear those pointers that likely might have circular references to us 950 // clear those pointers that likely might cause circular references
982 owner = 0; 951 owner = 0;
983 enemy = 0; 952 enemy = 0;
984 attacked_by = 0; 953 attacked_by = 0;
954 current_weapon = 0;
955}
985 956
986 // only relevant for players(?), but make sure of it anyways 957void
987 contr = 0; 958object::destroy (bool destroy_inventory)
959{
960 if (destroyed ())
961 return;
988 962
989 /* Remove object from the active list */ 963 if (destroy_inventory)
990 speed = 0; 964 destroy_inv (false);
991 update_ob_speed (this);
992 965
993 unlink (); 966 attachable::destroy ();
994
995 mortals.push_back (this);
996} 967}
997 968
998/* 969/*
999 * sub_weight() recursively (outwards) subtracts a number from the 970 * sub_weight() recursively (outwards) subtracts a number from the
1000 * weight of an object (and what is carried by it's environment(s)). 971 * weight of an object (and what is carried by it's environment(s)).
1016 * This function removes the object op from the linked list of objects 987 * This function removes the object op from the linked list of objects
1017 * which it is currently tied to. When this function is done, the 988 * which it is currently tied to. When this function is done, the
1018 * object will have no environment. If the object previously had an 989 * object will have no environment. If the object previously had an
1019 * environment, the x and y coordinates will be updated to 990 * environment, the x and y coordinates will be updated to
1020 * the previous environment. 991 * the previous environment.
1021 * Beware: This function is called from the editor as well!
1022 */ 992 */
1023void 993void
1024object::remove () 994object::do_remove ()
1025{ 995{
1026 object *tmp, *last = 0; 996 object *tmp, *last = 0;
1027 object *otmp; 997 object *otmp;
1028 998
1029 int check_walk_off;
1030
1031 if (QUERY_FLAG (this, FLAG_REMOVED)) 999 if (QUERY_FLAG (this, FLAG_REMOVED))
1032 return; 1000 return;
1033 1001
1034 SET_FLAG (this, FLAG_REMOVED); 1002 SET_FLAG (this, FLAG_REMOVED);
1003 INVOKE_OBJECT (REMOVE, this);
1035 1004
1036 if (more) 1005 if (more)
1037 more->remove (); 1006 more->remove ();
1038 1007
1039 /* 1008 /*
1049 1018
1050 /* NO_FIX_PLAYER is set when a great many changes are being 1019 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 1020 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 1021 * to save cpu time.
1053 */ 1022 */
1054 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1023 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 fix_player (otmp); 1024 otmp->update_stats ();
1056 1025
1057 if (above != NULL) 1026 if (above)
1058 above->below = below; 1027 above->below = below;
1059 else 1028 else
1060 env->inv = below; 1029 env->inv = below;
1061 1030
1062 if (below != NULL) 1031 if (below)
1063 below->above = above; 1032 below->above = above;
1064 1033
1065 /* we set up values so that it could be inserted into 1034 /* we set up values so that it could be inserted into
1066 * the map, but we don't actually do that - it is up 1035 * the map, but we don't actually do that - it is up
1067 * to the caller to decide what we want to do. 1036 * to the caller to decide what we want to do.
1071 above = 0, below = 0; 1040 above = 0, below = 0;
1072 env = 0; 1041 env = 0;
1073 } 1042 }
1074 else if (map) 1043 else if (map)
1075 { 1044 {
1076 /* Re did the following section of code - it looks like it had 1045 if (type == PLAYER)
1077 * lots of logic for things we no longer care about
1078 */ 1046 {
1047 // leaving a spot always closes any open container on the ground
1048 if (container && !container->env)
1049 // this causes spurious floorbox updates, but it ensures
1050 // that the CLOSE event is being sent.
1051 close_container ();
1052
1053 --map->players;
1054 map->touch ();
1055 }
1056
1057 map->dirty = true;
1058 mapspace &ms = this->ms ();
1079 1059
1080 /* link the object above us */ 1060 /* link the object above us */
1081 if (above) 1061 if (above)
1082 above->below = below; 1062 above->below = below;
1083 else 1063 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1064 ms.top = below; /* we were top, set new top */
1085 1065
1086 /* Relink the object below us, if there is one */ 1066 /* Relink the object below us, if there is one */
1087 if (below) 1067 if (below)
1088 below->above = above; 1068 below->above = above;
1089 else 1069 else
1091 /* Nothing below, which means we need to relink map object for this space 1071 /* Nothing below, which means we need to relink map object for this space
1092 * use translated coordinates in case some oddness with map tiling is 1072 * use translated coordinates in case some oddness with map tiling is
1093 * evident 1073 * evident
1094 */ 1074 */
1095 if (GET_MAP_OB (map, x, y) != this) 1075 if (GET_MAP_OB (map, x, y) != this)
1096 {
1097 char *dump = dump_object (this);
1098 LOG (llevError,
1099 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1076 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 ());
1100 free (dump);
1101 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump);
1103 free (dump);
1104 }
1105 1077
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1078 ms.bot = above; /* goes on above it. */
1107 } 1079 }
1108 1080
1109 above = 0; 1081 above = 0;
1110 below = 0; 1082 below = 0;
1111 1083
1112 if (map->in_memory == MAP_SAVING) 1084 if (map->in_memory == MAP_SAVING)
1113 return; 1085 return;
1114 1086
1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1087 int check_walk_off = !flag [FLAG_NO_APPLY];
1116 1088
1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1089 for (tmp = ms.bot; tmp; tmp = tmp->above)
1118 { 1090 {
1119 /* No point updating the players look faces if he is the object 1091 /* No point updating the players look faces if he is the object
1120 * being removed. 1092 * being removed.
1121 */ 1093 */
1122 1094
1126 * removed (most likely destroyed), update the player view 1098 * removed (most likely destroyed), update the player view
1127 * appropriately. 1099 * appropriately.
1128 */ 1100 */
1129 if (tmp->container == this) 1101 if (tmp->container == this)
1130 { 1102 {
1131 CLEAR_FLAG (this, FLAG_APPLIED); 1103 flag [FLAG_APPLIED] = 0;
1132 tmp->container = 0; 1104 tmp->container = 0;
1133 } 1105 }
1134 1106
1135 tmp->contr->socket.update_look = 1; 1107 if (tmp->contr->ns)
1108 tmp->contr->ns->floorbox_update ();
1136 } 1109 }
1137 1110
1138 /* See if player moving off should effect something */ 1111 /* See if object moving off should effect something */
1139 if (check_walk_off 1112 if (check_walk_off
1140 && ((move_type & tmp->move_off) 1113 && ((move_type & tmp->move_off)
1141 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1114 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1142 { 1115 {
1143 move_apply (tmp, this, 0); 1116 move_apply (tmp, this, 0);
1144 1117
1145 if (destroyed ()) 1118 if (destroyed ())
1146 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1119 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1147 } 1120 }
1148 1121
1149 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1150
1151 if (tmp->above == tmp)
1152 tmp->above = 0;
1153
1154 last = tmp; 1122 last = tmp;
1155 } 1123 }
1156 1124
1157 /* last == NULL of there are no objects on this space */ 1125 /* last == NULL if there are no objects on this space */
1126 //TODO: this makes little sense, why only update the topmost object?
1158 if (!last) 1127 if (!last)
1159 { 1128 map->at (x, y).flags_ = 0;
1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1162 * those out anyways, and if there are any flags set right now, they won't
1163 * be correct anyways.
1164 */
1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1166 update_position (map, x, y);
1167 }
1168 else 1129 else
1169 update_object (last, UP_OBJ_REMOVE); 1130 update_object (last, UP_OBJ_REMOVE);
1170 1131
1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1132 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1133 update_all_los (map, x, y);
1173 } 1134 }
1174} 1135}
1175 1136
1176/* 1137/*
1185merge_ob (object *op, object *top) 1146merge_ob (object *op, object *top)
1186{ 1147{
1187 if (!op->nrof) 1148 if (!op->nrof)
1188 return 0; 1149 return 0;
1189 1150
1190 if (top == NULL) 1151 if (top)
1191 for (top = op; top != NULL && top->above != NULL; top = top->above); 1152 for (top = op; top && top->above; top = top->above)
1153 ;
1192 1154
1193 for (; top != NULL; top = top->below) 1155 for (; top; top = top->below)
1194 { 1156 {
1195 if (top == op) 1157 if (top == op)
1196 continue; 1158 continue;
1197 if (CAN_MERGE (op, top)) 1159
1160 if (object::can_merge (op, top))
1198 { 1161 {
1199 top->nrof += op->nrof; 1162 top->nrof += op->nrof;
1200 1163
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1164/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1165 op->weight = 0; /* Don't want any adjustements now */
1206 } 1169 }
1207 1170
1208 return 0; 1171 return 0;
1209} 1172}
1210 1173
1174void
1175object::expand_tail ()
1176{
1177 if (more)
1178 return;
1179
1180 object *prev = this;
1181
1182 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1183 {
1184 object *op = arch_to_object (at);
1185
1186 op->name = name;
1187 op->name_pl = name_pl;
1188 op->title = title;
1189
1190 op->head = this;
1191 prev->more = op;
1192
1193 prev = op;
1194 }
1195}
1196
1211/* 1197/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1198 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1213 * job preparing multi-part monsters 1199 * job preparing multi-part monsters.
1214 */ 1200 */
1215object * 1201object *
1216insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1202insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1217{ 1203{
1218 object *tmp;
1219
1220 if (op->head)
1221 op = op->head;
1222
1223 for (tmp = op; tmp; tmp = tmp->more) 1204 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1224 { 1205 {
1225 tmp->x = x + tmp->arch->clone.x; 1206 tmp->x = x + tmp->arch->x;
1226 tmp->y = y + tmp->arch->clone.y; 1207 tmp->y = y + tmp->arch->y;
1227 } 1208 }
1228 1209
1229 return insert_ob_in_map (op, m, originator, flag); 1210 return insert_ob_in_map (op, m, originator, flag);
1230} 1211}
1231 1212
1247 * Return value: 1228 * Return value:
1248 * new object if 'op' was merged with other object 1229 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1230 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1231 * just 'op' otherwise
1251 */ 1232 */
1252
1253object * 1233object *
1254insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1234insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1255{ 1235{
1236 assert (!op->flag [FLAG_FREED]);
1237
1256 object *tmp, *top, *floor = NULL; 1238 object *top, *floor = NULL;
1257 sint16 x, y;
1258 1239
1259 if (QUERY_FLAG (op, FLAG_FREED)) 1240 op->remove ();
1260 {
1261 LOG (llevError, "Trying to insert freed object!\n");
1262 return NULL;
1263 }
1264 1241
1265 if (m == NULL) 1242#if 0
1266 { 1243 if (!m->active != !op->active)
1267 char *dump = dump_object (op); 1244 if (m->active)
1268 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1245 op->activate_recursive ();
1269 free (dump); 1246 else
1270 return op; 1247 op->deactivate_recursive ();
1271 } 1248#endif
1272 1249
1273 if (out_of_map (m, op->x, op->y)) 1250 if (out_of_map (m, op->x, op->y))
1274 { 1251 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1252 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1277#ifdef MANY_CORES 1253#ifdef MANY_CORES
1278 /* Better to catch this here, as otherwise the next use of this object 1254 /* Better to catch this here, as otherwise the next use of this object
1279 * is likely to cause a crash. Better to find out where it is getting 1255 * is likely to cause a crash. Better to find out where it is getting
1280 * improperly inserted. 1256 * improperly inserted.
1281 */ 1257 */
1282 abort (); 1258 abort ();
1283#endif 1259#endif
1284 free (dump);
1285 return op; 1260 return op;
1286 } 1261 }
1287 1262
1288 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1263 if (object *more = op->more)
1289 { 1264 if (!insert_ob_in_map (more, m, originator, flag))
1290 char *dump = dump_object (op);
1291 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1292 free (dump);
1293 return op; 1265 return 0;
1294 }
1295
1296 if (op->more != NULL)
1297 {
1298 /* The part may be on a different map. */
1299
1300 object *more = op->more;
1301
1302 /* We really need the caller to normalize coordinates - if
1303 * we set the map, that doesn't work if the location is within
1304 * a map and this is straddling an edge. So only if coordinate
1305 * is clear wrong do we normalize it.
1306 */
1307 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1308 more->map = get_map_from_coord (m, &more->x, &more->y);
1309 else if (!more->map)
1310 {
1311 /* For backwards compatibility - when not dealing with tiled maps,
1312 * more->map should always point to the parent.
1313 */
1314 more->map = m;
1315 }
1316
1317 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318 {
1319 if (!op->head)
1320 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1321
1322 return NULL;
1323 }
1324 }
1325 1266
1326 CLEAR_FLAG (op, FLAG_REMOVED); 1267 CLEAR_FLAG (op, FLAG_REMOVED);
1327 1268
1328 /* Ideally, the caller figures this out. However, it complicates a lot 1269 /* Ideally, the caller figures this out. However, it complicates a lot
1329 * of areas of callers (eg, anything that uses find_free_spot would now 1270 * of areas of callers (eg, anything that uses find_free_spot would now
1330 * need extra work 1271 * need extra work
1331 */ 1272 */
1332 op->map = get_map_from_coord (m, &op->x, &op->y); 1273 if (!xy_normalise (m, op->x, op->y))
1333 x = op->x; 1274 return 0;
1334 y = op->y; 1275
1276 op->map = m;
1277 mapspace &ms = op->ms ();
1335 1278
1336 /* this has to be done after we translate the coordinates. 1279 /* this has to be done after we translate the coordinates.
1337 */ 1280 */
1338 if (op->nrof && !(flag & INS_NO_MERGE)) 1281 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp)) 1283 if (object::can_merge (op, tmp))
1341 { 1284 {
1342 op->nrof += tmp->nrof; 1285 op->nrof += tmp->nrof;
1343 tmp->destroy (); 1286 tmp->destroy ();
1344 } 1287 }
1345 1288
1361 op->below = originator->below; 1304 op->below = originator->below;
1362 1305
1363 if (op->below) 1306 if (op->below)
1364 op->below->above = op; 1307 op->below->above = op;
1365 else 1308 else
1366 SET_MAP_OB (op->map, op->x, op->y, op); 1309 ms.bot = op;
1367 1310
1368 /* since *below* originator, no need to update top */ 1311 /* since *below* originator, no need to update top */
1369 originator->below = op; 1312 originator->below = op;
1370 } 1313 }
1371 else 1314 else
1372 { 1315 {
1316 top = ms.bot;
1317
1373 /* If there are other objects, then */ 1318 /* If there are other objects, then */
1374 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1319 if ((!(flag & INS_MAP_LOAD)) && top)
1375 { 1320 {
1376 object *last = NULL; 1321 object *last = 0;
1377 1322
1378 /* 1323 /*
1379 * If there are multiple objects on this space, we do some trickier handling. 1324 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate. 1325 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if 1326 * Generally, we want to put the new object on top. But if
1385 * once we get to them. This reduces the need to traverse over all of 1330 * once we get to them. This reduces the need to traverse over all of
1386 * them when adding another one - this saves quite a bit of cpu time 1331 * them when adding another one - this saves quite a bit of cpu time
1387 * when lots of spells are cast in one area. Currently, it is presumed 1332 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects. 1333 * that flying non pickable objects are spell objects.
1389 */ 1334 */
1390 1335 for (top = ms.bot; top; top = top->above)
1391 while (top != NULL)
1392 { 1336 {
1393 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1394 floor = top; 1338 floor = top;
1395 1339
1396 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1399 top = top->below; 1343 top = top->below;
1400 break; 1344 break;
1401 } 1345 }
1402 1346
1403 last = top; 1347 last = top;
1404 top = top->above;
1405 } 1348 }
1406 1349
1407 /* Don't want top to be NULL, so set it to the last valid object */ 1350 /* Don't want top to be NULL, so set it to the last valid object */
1408 top = last; 1351 top = last;
1409 1352
1411 * looks like instead of lots of conditions here. 1354 * looks like instead of lots of conditions here.
1412 * makes things faster, and effectively the same result. 1355 * makes things faster, and effectively the same result.
1413 */ 1356 */
1414 1357
1415 /* Have object 'fall below' other objects that block view. 1358 /* Have object 'fall below' other objects that block view.
1416 * Unless those objects are exits, type 66 1359 * Unless those objects are exits.
1417 * If INS_ON_TOP is used, don't do this processing 1360 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise 1361 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd. 1362 * stacking is a bit odd.
1420 */ 1363 */
1421 if (!(flag & INS_ON_TOP) && 1364 if (!(flag & INS_ON_TOP)
1422 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1365 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility))
1423 { 1367 {
1424 for (last = top; last != floor; last = last->below) 1368 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break; 1370 break;
1371
1427 /* Check to see if we found the object that blocks view, 1372 /* Check to see if we found the object that blocks view,
1428 * and make sure we have a below pointer for it so that 1373 * and make sure we have a below pointer for it so that
1429 * we can get inserted below this one, which requires we 1374 * we can get inserted below this one, which requires we
1430 * set top to the object below us. 1375 * set top to the object below us.
1431 */ 1376 */
1433 top = last->below; 1378 top = last->below;
1434 } 1379 }
1435 } /* If objects on this space */ 1380 } /* If objects on this space */
1436 1381
1437 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1438 top = GET_MAP_TOP (op->map, op->x, op->y); 1383 top = ms.top;
1439 1384
1440 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1441 top = floor; 1386 top = floor;
1442 1387
1443 /* Top is the object that our object (op) is going to get inserted above. 1388 /* Top is the object that our object (op) is going to get inserted above.
1444 */ 1389 */
1445 1390
1446 /* First object on this space */ 1391 /* First object on this space */
1447 if (!top) 1392 if (!top)
1448 { 1393 {
1449 op->above = GET_MAP_OB (op->map, op->x, op->y); 1394 op->above = ms.bot;
1450 1395
1451 if (op->above) 1396 if (op->above)
1452 op->above->below = op; 1397 op->above->below = op;
1453 1398
1454 op->below = NULL; 1399 op->below = 0;
1455 SET_MAP_OB (op->map, op->x, op->y, op); 1400 ms.bot = op;
1456 } 1401 }
1457 else 1402 else
1458 { /* get inserted into the stack above top */ 1403 { /* get inserted into the stack above top */
1459 op->above = top->above; 1404 op->above = top->above;
1460 1405
1463 1408
1464 op->below = top; 1409 op->below = top;
1465 top->above = op; 1410 top->above = op;
1466 } 1411 }
1467 1412
1468 if (op->above == NULL) 1413 if (!op->above)
1469 SET_MAP_TOP (op->map, op->x, op->y, op); 1414 ms.top = op;
1470 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1471 1416
1472 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1418 {
1473 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1420 ++op->map->players;
1421 op->map->touch ();
1422 }
1423
1424 op->map->dirty = true;
1474 1425
1475 /* If we have a floor, we know the player, if any, will be above 1426 /* If we have a floor, we know the player, if any, will be above
1476 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1477 */ 1428 */
1478 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1479 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 if (object *pl = ms.player ())
1480 if (tmp->type == PLAYER) 1431 if (pl->contr->ns)
1481 tmp->contr->socket.update_look = 1; 1432 pl->contr->ns->floorbox_update ();
1482 1433
1483 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really 1435 * visible to others on this map. But update_all_los is really
1485 * an inefficient way to do this, as it means los for all players 1436 * an inefficient way to do this, as it means los for all players
1486 * on the map will get recalculated. The players could very well 1437 * on the map will get recalculated. The players could very well
1487 * be far away from this change and not affected in any way - 1438 * be far away from this change and not affected in any way -
1488 * this should get redone to only look for players within range, 1439 * this should get redone to only look for players within range,
1489 * or just updating the P_NEED_UPDATE for spaces within this area 1440 * or just updating the P_UPTODATE for spaces within this area
1490 * of effect may be sufficient. 1441 * of effect may be sufficient.
1491 */ 1442 */
1492 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1443 if (op->map->darkness && (op->glow_radius != 0))
1493 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1494 1445
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1446 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT); 1447 update_object (op, UP_OBJ_INSERT);
1497 1448
1449 INVOKE_OBJECT (INSERT, op);
1450
1498 /* Don't know if moving this to the end will break anything. However, 1451 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have update_look set above before calling this. 1452 * we want to have floorbox_update called before calling this.
1500 * 1453 *
1501 * check_move_on() must be after this because code called from 1454 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like 1455 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object(). 1457 * update_object().
1505 */ 1458 */
1506 1459
1507 /* if this is not the head or flag has been passed, don't check walk on status */ 1460 /* if this is not the head or flag has been passed, don't check walk on status */
1508 if (!(flag & INS_NO_WALK_ON) && !op->head) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1509 { 1462 {
1510 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1511 return NULL; 1464 return 0;
1512 1465
1513 /* If we are a multi part object, lets work our way through the check 1466 /* If we are a multi part object, lets work our way through the check
1514 * walk on's. 1467 * walk on's.
1515 */ 1468 */
1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1517 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1518 return NULL; 1471 return 0;
1519 } 1472 }
1520 1473
1521 return op; 1474 return op;
1522} 1475}
1523 1476
1524/* this function inserts an object in the map, but if it 1477/* this function inserts an object in the map, but if it
1525 * finds an object of its own type, it'll remove that one first. 1478 * finds an object of its own type, it'll remove that one first.
1526 * op is the object to insert it under: supplies x and the map. 1479 * op is the object to insert it under: supplies x and the map.
1527 */ 1480 */
1528void 1481void
1529replace_insert_ob_in_map (const char *arch_string, object *op) 1482replace_insert_ob_in_map (const char *arch_string, object *op)
1530{ 1483{
1531 object * 1484 object *tmp, *tmp1;
1532 tmp;
1533 object *
1534 tmp1;
1535 1485
1536 /* first search for itself and remove any old instances */ 1486 /* first search for itself and remove any old instances */
1537 1487
1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1540 tmp->destroy (); 1490 tmp->destroy ();
1541 1491
1542 tmp1 = arch_to_object (archetype::find (arch_string)); 1492 tmp1 = arch_to_object (archetype::find (arch_string));
1543 1493
1544 tmp1->x = op->x; 1494 tmp1->x = op->x;
1545 tmp1->y = op->y; 1495 tmp1->y = op->y;
1546 insert_ob_in_map (tmp1, op->map, op, 0); 1496 insert_ob_in_map (tmp1, op->map, op, 0);
1497}
1498
1499object *
1500object::insert_at (object *where, object *originator, int flags)
1501{
1502 return where->map->insert (this, where->x, where->y, originator, flags);
1547} 1503}
1548 1504
1549/* 1505/*
1550 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1551 * is returned contains nr objects, and the remaining parts contains 1507 * is returned contains nr objects, and the remaining parts contains
1552 * the rest (or is removed and freed if that number is 0). 1508 * the rest (or is removed and freed if that number is 0).
1553 * On failure, NULL is returned, and the reason put into the 1509 * On failure, NULL is returned, and the reason put into the
1554 * global static errmsg array. 1510 * global static errmsg array.
1555 */ 1511 */
1556
1557object * 1512object *
1558get_split_ob (object *orig_ob, uint32 nr) 1513get_split_ob (object *orig_ob, uint32 nr)
1559{ 1514{
1560 object *newob; 1515 object *newob;
1561 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1592 * the amount of an object. If the amount reaches 0, the object 1547 * the amount of an object. If the amount reaches 0, the object
1593 * is subsequently removed and freed. 1548 * is subsequently removed and freed.
1594 * 1549 *
1595 * Return value: 'op' if something is left, NULL if the amount reached 0 1550 * Return value: 'op' if something is left, NULL if the amount reached 0
1596 */ 1551 */
1597
1598object * 1552object *
1599decrease_ob_nr (object *op, uint32 i) 1553decrease_ob_nr (object *op, uint32 i)
1600{ 1554{
1601 object *tmp; 1555 object *tmp;
1602 player *pl;
1603 1556
1604 if (i == 0) /* objects with op->nrof require this check */ 1557 if (i == 0) /* objects with op->nrof require this check */
1605 return op; 1558 return op;
1606 1559
1607 if (i > op->nrof) 1560 if (i > op->nrof)
1608 i = op->nrof; 1561 i = op->nrof;
1609 1562
1610 if (QUERY_FLAG (op, FLAG_REMOVED)) 1563 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i; 1564 op->nrof -= i;
1612 else if (op->env != NULL) 1565 else if (op->env)
1613 { 1566 {
1614 /* is this object in the players inventory, or sub container 1567 /* is this object in the players inventory, or sub container
1615 * therein? 1568 * therein?
1616 */ 1569 */
1617 tmp = is_player_inv (op->env); 1570 tmp = op->in_player ();
1618 /* nope. Is this a container the player has opened? 1571 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player. 1572 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly 1573 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map, 1574 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player. 1575 * and then searching the map for a player.
1623 */ 1576 */
1624 if (!tmp) 1577 if (!tmp)
1625 { 1578 for_all_players (pl)
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env) 1579 if (pl->ob->container == op->env)
1580 {
1581 tmp = pl->ob;
1628 break; 1582 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 } 1583 }
1634 1584
1635 if (i < op->nrof) 1585 if (i < op->nrof)
1636 { 1586 {
1637 sub_weight (op->env, op->weight * i); 1587 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i; 1588 op->nrof -= i;
1639 if (tmp) 1589 if (tmp)
1640 {
1641 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1642 }
1643 } 1591 }
1644 else 1592 else
1645 { 1593 {
1646 op->remove (); 1594 op->remove ();
1647 op->nrof = 0; 1595 op->nrof = 0;
1648 if (tmp) 1596 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count); 1597 esrv_del_item (tmp->contr, op->count);
1651 }
1652 } 1598 }
1653 } 1599 }
1654 else 1600 else
1655 { 1601 {
1656 object *above = op->above; 1602 object *above = op->above;
1662 op->remove (); 1608 op->remove ();
1663 op->nrof = 0; 1609 op->nrof = 0;
1664 } 1610 }
1665 1611
1666 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1667 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1668 if (tmp->type == PLAYER) 1614 if (tmp->type == PLAYER)
1669 { 1615 {
1670 if (op->nrof) 1616 if (op->nrof)
1671 esrv_send_item (tmp, op); 1617 esrv_send_item (tmp, op);
1672 else 1618 else
1677 if (op->nrof) 1623 if (op->nrof)
1678 return op; 1624 return op;
1679 else 1625 else
1680 { 1626 {
1681 op->destroy (); 1627 op->destroy ();
1682 return NULL; 1628 return 0;
1683 } 1629 }
1684} 1630}
1685 1631
1686/* 1632/*
1687 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1688 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1689 */ 1635 */
1690
1691void 1636void
1692add_weight (object *op, signed long weight) 1637add_weight (object *op, signed long weight)
1693{ 1638{
1694 while (op != NULL) 1639 while (op != NULL)
1695 { 1640 {
1710 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1655 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1711 free (dump); 1656 free (dump);
1712 return op; 1657 return op;
1713 } 1658 }
1714 1659
1715 if (where->head) 1660 if (where->head_ () != where)
1716 { 1661 {
1717 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1662 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1718 where = where->head; 1663 where = where->head;
1719 } 1664 }
1720 1665
1721 return where->insert (op); 1666 return where->insert (op);
1722} 1667}
1727 * inside the object environment. 1672 * inside the object environment.
1728 * 1673 *
1729 * The function returns now pointer to inserted item, and return value can 1674 * The function returns now pointer to inserted item, and return value can
1730 * be != op, if items are merged. -Tero 1675 * be != op, if items are merged. -Tero
1731 */ 1676 */
1732
1733object * 1677object *
1734object::insert (object *op) 1678object::insert (object *op)
1735{ 1679{
1736 object *tmp, *otmp; 1680 object *tmp, *otmp;
1737 1681
1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1691 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1748 CLEAR_FLAG (op, FLAG_REMOVED); 1692 CLEAR_FLAG (op, FLAG_REMOVED);
1749 if (op->nrof) 1693 if (op->nrof)
1750 { 1694 {
1751 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1695 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1752 if (CAN_MERGE (tmp, op)) 1696 if (object::can_merge (tmp, op))
1753 { 1697 {
1754 /* return the original object and remove inserted object 1698 /* return the original object and remove inserted object
1755 (client needs the original object) */ 1699 (client needs the original object) */
1756 tmp->nrof += op->nrof; 1700 tmp->nrof += op->nrof;
1757 /* Weight handling gets pretty funky. Since we are adding to 1701 /* Weight handling gets pretty funky. Since we are adding to
1775 add_weight (this, op->weight * op->nrof); 1719 add_weight (this, op->weight * op->nrof);
1776 } 1720 }
1777 else 1721 else
1778 add_weight (this, (op->weight + op->carrying)); 1722 add_weight (this, (op->weight + op->carrying));
1779 1723
1780 otmp = is_player_inv (this); 1724 otmp = this->in_player ();
1781 if (otmp && otmp->contr) 1725 if (otmp && otmp->contr)
1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1726 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1783 fix_player (otmp); 1727 otmp->update_stats ();
1784 1728
1785 op->map = NULL; 1729 op->map = 0;
1786 op->env = this; 1730 op->env = this;
1787 op->above = NULL; 1731 op->above = 0;
1788 op->below = NULL; 1732 op->below = 0;
1789 op->x = 0, op->y = 0; 1733 op->x = 0, op->y = 0;
1790 1734
1791 /* reset the light list and los of the players on the map */ 1735 /* reset the light list and los of the players on the map */
1792 if ((op->glow_radius != 0) && map) 1736 if ((op->glow_radius != 0) && map)
1793 { 1737 {
1794#ifdef DEBUG_LIGHTS 1738#ifdef DEBUG_LIGHTS
1795 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1739 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1796#endif /* DEBUG_LIGHTS */ 1740#endif /* DEBUG_LIGHTS */
1797 if (MAP_DARKNESS (map)) 1741 if (map->darkness)
1798 update_all_los (map, x, y); 1742 update_all_los (map, x, y);
1799 } 1743 }
1800 1744
1801 /* Client has no idea of ordering so lets not bother ordering it here. 1745 /* Client has no idea of ordering so lets not bother ordering it here.
1802 * It sure simplifies this function... 1746 * It sure simplifies this function...
1807 { 1751 {
1808 op->below = inv; 1752 op->below = inv;
1809 op->below->above = op; 1753 op->below->above = op;
1810 inv = op; 1754 inv = op;
1811 } 1755 }
1756
1757 INVOKE_OBJECT (INSERT, this);
1812 1758
1813 return op; 1759 return op;
1814} 1760}
1815 1761
1816/* 1762/*
1831 * 1777 *
1832 * MSW 2001-07-08: Check all objects on space, not just those below 1778 * MSW 2001-07-08: Check all objects on space, not just those below
1833 * object being inserted. insert_ob_in_map may not put new objects 1779 * object being inserted. insert_ob_in_map may not put new objects
1834 * on top. 1780 * on top.
1835 */ 1781 */
1836
1837int 1782int
1838check_move_on (object *op, object *originator) 1783check_move_on (object *op, object *originator)
1839{ 1784{
1840 object *tmp; 1785 object *tmp;
1841 maptile *m = op->map; 1786 maptile *m = op->map;
1868 1813
1869 /* The objects have to be checked from top to bottom. 1814 /* The objects have to be checked from top to bottom.
1870 * Hence, we first go to the top: 1815 * Hence, we first go to the top:
1871 */ 1816 */
1872 1817
1873 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1818 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1874 { 1819 {
1875 /* Trim the search when we find the first other spell effect 1820 /* Trim the search when we find the first other spell effect
1876 * this helps performance so that if a space has 50 spell objects, 1821 * this helps performance so that if a space has 50 spell objects,
1877 * we don't need to check all of them. 1822 * we don't need to check all of them.
1878 */ 1823 */
1896 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1897 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1898 { 1843 {
1899 1844
1900 float 1845 float
1901 diff = tmp->move_slow_penalty * FABS (op->speed); 1846 diff = tmp->move_slow_penalty * fabs (op->speed);
1902 1847
1903 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1904 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1849 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1905 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1850 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1906 diff /= 4.0; 1851 diff /= 4.0;
1933/* 1878/*
1934 * present_arch(arch, map, x, y) searches for any objects with 1879 * present_arch(arch, map, x, y) searches for any objects with
1935 * a matching archetype at the given map and coordinates. 1880 * a matching archetype at the given map and coordinates.
1936 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
1937 */ 1882 */
1938
1939object * 1883object *
1940present_arch (const archetype *at, maptile *m, int x, int y) 1884present_arch (const archetype *at, maptile *m, int x, int y)
1941{ 1885{
1942 object *
1943 tmp;
1944
1945 if (m == NULL || out_of_map (m, x, y)) 1886 if (!m || out_of_map (m, x, y))
1946 { 1887 {
1947 LOG (llevError, "Present_arch called outside map.\n"); 1888 LOG (llevError, "Present_arch called outside map.\n");
1948 return NULL; 1889 return NULL;
1949 } 1890 }
1950 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1951 if (tmp->arch == at) 1893 if (tmp->arch == at)
1952 return tmp; 1894 return tmp;
1895
1953 return NULL; 1896 return NULL;
1954} 1897}
1955 1898
1956/* 1899/*
1957 * present(type, map, x, y) searches for any objects with 1900 * present(type, map, x, y) searches for any objects with
1958 * a matching type variable at the given map and coordinates. 1901 * a matching type variable at the given map and coordinates.
1959 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
1960 */ 1903 */
1961
1962object * 1904object *
1963present (unsigned char type, maptile *m, int x, int y) 1905present (unsigned char type, maptile *m, int x, int y)
1964{ 1906{
1965 object *
1966 tmp;
1967
1968 if (out_of_map (m, x, y)) 1907 if (out_of_map (m, x, y))
1969 { 1908 {
1970 LOG (llevError, "Present called outside map.\n"); 1909 LOG (llevError, "Present called outside map.\n");
1971 return NULL; 1910 return NULL;
1972 } 1911 }
1973 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1912
1913 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1974 if (tmp->type == type) 1914 if (tmp->type == type)
1975 return tmp; 1915 return tmp;
1916
1976 return NULL; 1917 return NULL;
1977} 1918}
1978 1919
1979/* 1920/*
1980 * present_in_ob(type, object) searches for any objects with 1921 * present_in_ob(type, object) searches for any objects with
1981 * a matching type variable in the inventory of the given object. 1922 * a matching type variable in the inventory of the given object.
1982 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
1983 */ 1924 */
1984
1985object * 1925object *
1986present_in_ob (unsigned char type, const object *op) 1926present_in_ob (unsigned char type, const object *op)
1987{ 1927{
1988 object *
1989 tmp;
1990
1991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1992 if (tmp->type == type) 1929 if (tmp->type == type)
1993 return tmp; 1930 return tmp;
1931
1994 return NULL; 1932 return NULL;
1995} 1933}
1996 1934
1997/* 1935/*
1998 * present_in_ob (type, str, object) searches for any objects with 1936 * present_in_ob (type, str, object) searches for any objects with
2006 * str is the string to match against. Note that we match against 1944 * str is the string to match against. Note that we match against
2007 * the object name, not the archetype name. this is so that the 1945 * the object name, not the archetype name. this is so that the
2008 * spell code can use one object type (force), but change it's name 1946 * spell code can use one object type (force), but change it's name
2009 * to be unique. 1947 * to be unique.
2010 */ 1948 */
2011
2012object * 1949object *
2013present_in_ob_by_name (int type, const char *str, const object *op) 1950present_in_ob_by_name (int type, const char *str, const object *op)
2014{ 1951{
2015 object *
2016 tmp;
2017
2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1952 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2019 {
2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1953 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2021 return tmp; 1954 return tmp;
2022 } 1955
2023 return NULL; 1956 return 0;
2024} 1957}
2025 1958
2026/* 1959/*
2027 * present_arch_in_ob(archetype, object) searches for any objects with 1960 * present_arch_in_ob(archetype, object) searches for any objects with
2028 * a matching archetype in the inventory of the given object. 1961 * a matching archetype in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1962 * The first matching object is returned, or NULL if none.
2030 */ 1963 */
2031
2032object * 1964object *
2033present_arch_in_ob (const archetype *at, const object *op) 1965present_arch_in_ob (const archetype *at, const object *op)
2034{ 1966{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->arch == at) 1968 if (tmp->arch == at)
2040 return tmp; 1969 return tmp;
1970
2041 return NULL; 1971 return NULL;
2042} 1972}
2043 1973
2044/* 1974/*
2045 * activate recursively a flag on an object inventory 1975 * activate recursively a flag on an object inventory
2046 */ 1976 */
2047void 1977void
2048flag_inv (object *op, int flag) 1978flag_inv (object *op, int flag)
2049{ 1979{
2050 object *
2051 tmp;
2052
2053 if (op->inv) 1980 if (op->inv)
2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2055 { 1982 {
2056 SET_FLAG (tmp, flag); 1983 SET_FLAG (tmp, flag);
2057 flag_inv (tmp, flag); 1984 flag_inv (tmp, flag);
2058 } 1985 }
2059} /* 1986}
1987
1988/*
2060 * desactivate recursively a flag on an object inventory 1989 * deactivate recursively a flag on an object inventory
2061 */ 1990 */
2062void 1991void
2063unflag_inv (object *op, int flag) 1992unflag_inv (object *op, int flag)
2064{ 1993{
2065 object *
2066 tmp;
2067
2068 if (op->inv) 1994 if (op->inv)
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 { 1996 {
2071 CLEAR_FLAG (tmp, flag); 1997 CLEAR_FLAG (tmp, flag);
2072 unflag_inv (tmp, flag); 1998 unflag_inv (tmp, flag);
2073 } 1999 }
2074}
2075
2076/*
2077 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2078 * all it's inventory (recursively).
2079 * If checksums are used, a player will get set_cheat called for
2080 * him/her-self and all object carried by a call to this function.
2081 */
2082
2083void
2084set_cheat (object *op)
2085{
2086 SET_FLAG (op, FLAG_WAS_WIZ);
2087 flag_inv (op, FLAG_WAS_WIZ);
2088} 2000}
2089 2001
2090/* 2002/*
2091 * find_free_spot(object, map, x, y, start, stop) will search for 2003 * find_free_spot(object, map, x, y, start, stop) will search for
2092 * a spot at the given map and coordinates which will be able to contain 2004 * a spot at the given map and coordinates which will be able to contain
2106 * because arch_blocked (now ob_blocked) needs to know the movement type 2018 * because arch_blocked (now ob_blocked) needs to know the movement type
2107 * to know if the space in question will block the object. We can't use 2019 * to know if the space in question will block the object. We can't use
2108 * the archetype because that isn't correct if the monster has been 2020 * the archetype because that isn't correct if the monster has been
2109 * customized, changed states, etc. 2021 * customized, changed states, etc.
2110 */ 2022 */
2111
2112int 2023int
2113find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2024find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114{ 2025{
2115 int
2116 i,
2117 index = 0, flag; 2026 int index = 0, flag;
2118 static int
2119 altern[SIZEOFFREE]; 2027 int altern[SIZEOFFREE];
2120 2028
2121 for (i = start; i < stop; i++) 2029 for (int i = start; i < stop; i++)
2122 { 2030 {
2123 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2031 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2124 if (!flag) 2032 if (!flag)
2125 altern[index++] = i; 2033 altern [index++] = i;
2126 2034
2127 /* Basically, if we find a wall on a space, we cut down the search size. 2035 /* Basically, if we find a wall on a space, we cut down the search size.
2128 * In this way, we won't return spaces that are on another side of a wall. 2036 * In this way, we won't return spaces that are on another side of a wall.
2129 * This mostly work, but it cuts down the search size in all directions - 2037 * This mostly work, but it cuts down the search size in all directions -
2130 * if the space being examined only has a wall to the north and empty 2038 * if the space being examined only has a wall to the north and empty
2131 * spaces in all the other directions, this will reduce the search space 2039 * spaces in all the other directions, this will reduce the search space
2132 * to only the spaces immediately surrounding the target area, and 2040 * to only the spaces immediately surrounding the target area, and
2133 * won't look 2 spaces south of the target space. 2041 * won't look 2 spaces south of the target space.
2134 */ 2042 */
2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2043 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2136 stop = maxfree[i]; 2044 stop = maxfree[i];
2137 } 2045 }
2046
2138 if (!index) 2047 if (!index)
2139 return -1; 2048 return -1;
2049
2140 return altern[RANDOM () % index]; 2050 return altern [rndm (index)];
2141} 2051}
2142 2052
2143/* 2053/*
2144 * find_first_free_spot(archetype, maptile, x, y) works like 2054 * find_first_free_spot(archetype, maptile, x, y) works like
2145 * find_free_spot(), but it will search max number of squares. 2055 * find_free_spot(), but it will search max number of squares.
2146 * But it will return the first available spot, not a random choice. 2056 * But it will return the first available spot, not a random choice.
2147 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2057 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2148 */ 2058 */
2149
2150int 2059int
2151find_first_free_spot (const object *ob, maptile *m, int x, int y) 2060find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152{ 2061{
2153 int
2154 i;
2155
2156 for (i = 0; i < SIZEOFFREE; i++) 2062 for (int i = 0; i < SIZEOFFREE; i++)
2157 {
2158 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2159 return i; 2064 return i;
2160 } 2065
2161 return -1; 2066 return -1;
2162} 2067}
2163 2068
2164/* 2069/*
2165 * The function permute(arr, begin, end) randomly reorders the array 2070 * The function permute(arr, begin, end) randomly reorders the array
2166 * arr[begin..end-1]. 2071 * arr[begin..end-1].
2072 * now uses a fisher-yates shuffle, old permute was broken
2167 */ 2073 */
2168static void 2074static void
2169permute (int *arr, int begin, int end) 2075permute (int *arr, int begin, int end)
2170{ 2076{
2171 int 2077 arr += begin;
2172 i,
2173 j,
2174 tmp,
2175 len;
2176
2177 len = end - begin; 2078 end -= begin;
2178 for (i = begin; i < end; i++)
2179 {
2180 j = begin + RANDOM () % len;
2181 2079
2182 tmp = arr[i]; 2080 while (--end)
2183 arr[i] = arr[j]; 2081 swap (arr [end], arr [rndm (end + 1)]);
2184 arr[j] = tmp;
2185 }
2186} 2082}
2187 2083
2188/* new function to make monster searching more efficient, and effective! 2084/* new function to make monster searching more efficient, and effective!
2189 * This basically returns a randomized array (in the passed pointer) of 2085 * This basically returns a randomized array (in the passed pointer) of
2190 * the spaces to find monsters. In this way, it won't always look for 2086 * the spaces to find monsters. In this way, it won't always look for
2193 * the 3x3 area will be searched, just not in a predictable order. 2089 * the 3x3 area will be searched, just not in a predictable order.
2194 */ 2090 */
2195void 2091void
2196get_search_arr (int *search_arr) 2092get_search_arr (int *search_arr)
2197{ 2093{
2198 int 2094 int i;
2199 i;
2200 2095
2201 for (i = 0; i < SIZEOFFREE; i++) 2096 for (i = 0; i < SIZEOFFREE; i++)
2202 {
2203 search_arr[i] = i; 2097 search_arr[i] = i;
2204 }
2205 2098
2206 permute (search_arr, 1, SIZEOFFREE1 + 1); 2099 permute (search_arr, 1, SIZEOFFREE1 + 1);
2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2100 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2101 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2209} 2102}
2218 * Perhaps incorrectly, but I'm making the assumption that exclude 2111 * Perhaps incorrectly, but I'm making the assumption that exclude
2219 * is actually want is going to try and move there. We need this info 2112 * is actually want is going to try and move there. We need this info
2220 * because we have to know what movement the thing looking to move 2113 * because we have to know what movement the thing looking to move
2221 * there is capable of. 2114 * there is capable of.
2222 */ 2115 */
2223
2224int 2116int
2225find_dir (maptile *m, int x, int y, object *exclude) 2117find_dir (maptile *m, int x, int y, object *exclude)
2226{ 2118{
2227 int
2228 i,
2229 max = SIZEOFFREE, mflags; 2119 int i, max = SIZEOFFREE, mflags;
2230 2120
2231 sint16 nx, ny; 2121 sint16 nx, ny;
2232 object * 2122 object *tmp;
2233 tmp;
2234 maptile * 2123 maptile *mp;
2235 mp;
2236 2124
2237 MoveType blocked, move_type; 2125 MoveType blocked, move_type;
2238 2126
2239 if (exclude && exclude->head) 2127 if (exclude && exclude->head_ () != exclude)
2240 { 2128 {
2241 exclude = exclude->head; 2129 exclude = exclude->head;
2242 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2243 } 2131 }
2244 else 2132 else
2252 mp = m; 2140 mp = m;
2253 nx = x + freearr_x[i]; 2141 nx = x + freearr_x[i];
2254 ny = y + freearr_y[i]; 2142 ny = y + freearr_y[i];
2255 2143
2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2144 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2145
2257 if (mflags & P_OUT_OF_MAP) 2146 if (mflags & P_OUT_OF_MAP)
2258 {
2259 max = maxfree[i]; 2147 max = maxfree[i];
2260 }
2261 else 2148 else
2262 { 2149 {
2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2150 mapspace &ms = mp->at (nx, ny);
2151
2152 blocked = ms.move_block;
2264 2153
2265 if ((move_type & blocked) == move_type) 2154 if ((move_type & blocked) == move_type)
2266 {
2267 max = maxfree[i]; 2155 max = maxfree[i];
2268 }
2269 else if (mflags & P_IS_ALIVE) 2156 else if (mflags & P_IS_ALIVE)
2270 { 2157 {
2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2158 for (tmp = ms.bot; tmp; tmp = tmp->above)
2272 { 2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2273 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2274 {
2275 break; 2161 break;
2276 } 2162
2277 }
2278 if (tmp) 2163 if (tmp)
2279 {
2280 return freedir[i]; 2164 return freedir[i];
2281 }
2282 } 2165 }
2283 } 2166 }
2284 } 2167 }
2168
2285 return 0; 2169 return 0;
2286} 2170}
2287 2171
2288/* 2172/*
2289 * distance(object 1, object 2) will return the square of the 2173 * distance(object 1, object 2) will return the square of the
2290 * distance between the two given objects. 2174 * distance between the two given objects.
2291 */ 2175 */
2292
2293int 2176int
2294distance (const object *ob1, const object *ob2) 2177distance (const object *ob1, const object *ob2)
2295{ 2178{
2296 int
2297 i;
2298
2299 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2179 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2300 return i;
2301} 2180}
2302 2181
2303/* 2182/*
2304 * find_dir_2(delta-x,delta-y) will return a direction in which 2183 * find_dir_2(delta-x,delta-y) will return a direction in which
2305 * an object which has subtracted the x and y coordinates of another 2184 * an object which has subtracted the x and y coordinates of another
2306 * object, needs to travel toward it. 2185 * object, needs to travel toward it.
2307 */ 2186 */
2308
2309int 2187int
2310find_dir_2 (int x, int y) 2188find_dir_2 (int x, int y)
2311{ 2189{
2312 int 2190 int q;
2313 q;
2314 2191
2315 if (y) 2192 if (y)
2316 q = x * 100 / y; 2193 q = x * 100 / y;
2317 else if (x) 2194 else if (x)
2318 q = -300 * x; 2195 q = -300 * x;
2343 2220
2344 return 3; 2221 return 3;
2345} 2222}
2346 2223
2347/* 2224/*
2348 * absdir(int): Returns a number between 1 and 8, which represent
2349 * the "absolute" direction of a number (it actually takes care of
2350 * "overflow" in previous calculations of a direction).
2351 */
2352
2353int
2354absdir (int d)
2355{
2356 while (d < 1)
2357 d += 8;
2358 while (d > 8)
2359 d -= 8;
2360 return d;
2361}
2362
2363/*
2364 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2225 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2365 * between two directions (which are expected to be absolute (see absdir()) 2226 * between two directions (which are expected to be absolute (see absdir())
2366 */ 2227 */
2367
2368int 2228int
2369dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2370{ 2230{
2371 int 2231 int d;
2372 d;
2373 2232
2374 d = abs (dir1 - dir2); 2233 d = abs (dir1 - dir2);
2375 if (d > 4) 2234 if (d > 4)
2376 d = 8 - d; 2235 d = 8 - d;
2236
2377 return d; 2237 return d;
2378} 2238}
2379 2239
2380/* peterm: 2240/* peterm:
2381 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2241 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2384 * This basically means that if direction is 15, then it could either go 2244 * This basically means that if direction is 15, then it could either go
2385 * direction 4, 14, or 16 to get back to where we are. 2245 * direction 4, 14, or 16 to get back to where we are.
2386 * Moved from spell_util.c to object.c with the other related direction 2246 * Moved from spell_util.c to object.c with the other related direction
2387 * functions. 2247 * functions.
2388 */ 2248 */
2389
2390int
2391 reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2392 {0, 0, 0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2393 {0, 0, 0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2394 {0, 0, 0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2395 {0, 0, 0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2396 {0, 0, 0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2444 * find a path to that monster that we found. If not, 2302 * find a path to that monster that we found. If not,
2445 * we don't bother going toward it. Returns 1 if we 2303 * we don't bother going toward it. Returns 1 if we
2446 * can see a direct way to get it 2304 * can see a direct way to get it
2447 * Modified to be map tile aware -.MSW 2305 * Modified to be map tile aware -.MSW
2448 */ 2306 */
2449
2450
2451int 2307int
2452can_see_monsterP (maptile *m, int x, int y, int dir) 2308can_see_monsterP (maptile *m, int x, int y, int dir)
2453{ 2309{
2454 sint16 dx, dy; 2310 sint16 dx, dy;
2455 int
2456 mflags; 2311 int mflags;
2457 2312
2458 if (dir < 0) 2313 if (dir < 0)
2459 return 0; /* exit condition: invalid direction */ 2314 return 0; /* exit condition: invalid direction */
2460 2315
2461 dx = x + freearr_x[dir]; 2316 dx = x + freearr_x[dir];
2474 return 0; 2329 return 0;
2475 2330
2476 /* yes, can see. */ 2331 /* yes, can see. */
2477 if (dir < 9) 2332 if (dir < 9)
2478 return 1; 2333 return 1;
2334
2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2480 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2337 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2481} 2338}
2482
2483
2484 2339
2485/* 2340/*
2486 * can_pick(picker, item): finds out if an object is possible to be 2341 * can_pick(picker, item): finds out if an object is possible to be
2487 * picked up by the picker. Returnes 1 if it can be 2342 * picked up by the picker. Returnes 1 if it can be
2488 * picked up, otherwise 0. 2343 * picked up, otherwise 0.
2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2501 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2502} 2357}
2503 2358
2504
2505/* 2359/*
2506 * create clone from object to another 2360 * create clone from object to another
2507 */ 2361 */
2508object * 2362object *
2509object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2510{ 2364{
2511 object *dst = 0, *tmp, *src, *part, *prev, *item; 2365 object *dst = 0, *tmp, *src, *prev, *item;
2512 2366
2513 if (!asrc) 2367 if (!asrc)
2514 return 0; 2368 return 0;
2515 2369
2516 src = asrc;
2517 if (src->head)
2518 src = src->head; 2370 src = asrc->head_ ();
2519 2371
2520 prev = 0; 2372 prev = 0;
2521 for (part = src; part; part = part->more) 2373 for (object *part = src; part; part = part->more)
2522 { 2374 {
2523 tmp = object::create (); 2375 tmp = part->clone ();
2524 part->copy_to (tmp);
2525 tmp->x -= src->x; 2376 tmp->x -= src->x;
2526 tmp->y -= src->y; 2377 tmp->y -= src->y;
2527 2378
2528 if (!part->head) 2379 if (!part->head)
2529 { 2380 {
2530 dst = tmp; 2381 dst = tmp;
2531 tmp->head = 0; 2382 tmp->head = 0;
2532 } 2383 }
2533 else 2384 else
2534 {
2535 tmp->head = dst; 2385 tmp->head = dst;
2536 }
2537 2386
2538 tmp->more = 0; 2387 tmp->more = 0;
2539 2388
2540 if (prev) 2389 if (prev)
2541 prev->more = tmp; 2390 prev->more = tmp;
2545 2394
2546 for (item = src->inv; item; item = item->below) 2395 for (item = src->inv; item; item = item->below)
2547 insert_ob_in_ob (object_create_clone (item), dst); 2396 insert_ob_in_ob (object_create_clone (item), dst);
2548 2397
2549 return dst; 2398 return dst;
2550}
2551
2552/* GROS - Creates an object using a string representing its content. */
2553/* Basically, we save the content of the string to a temp file, then call */
2554/* load_object on it. I admit it is a highly inefficient way to make things, */
2555/* but it was simple to make and allows reusing the load_object function. */
2556/* Remember not to use load_object_str in a time-critical situation. */
2557/* Also remember that multiparts objects are not supported for now. */
2558
2559object *
2560load_object_str (const char *obstr)
2561{
2562 object *op;
2563 char filename[MAX_BUF];
2564
2565 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2566
2567 FILE *tempfile = fopen (filename, "w");
2568
2569 if (tempfile == NULL)
2570 {
2571 LOG (llevError, "Error - Unable to access load object temp file\n");
2572 return NULL;
2573 }
2574
2575 fprintf (tempfile, obstr);
2576 fclose (tempfile);
2577
2578 op = object::create ();
2579
2580 object_thawer thawer (filename);
2581
2582 if (thawer)
2583 load_object (thawer, op, 0);
2584
2585 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2586 CLEAR_FLAG (op, FLAG_REMOVED);
2587
2588 return op;
2589} 2399}
2590 2400
2591/* This returns the first object in who's inventory that 2401/* This returns the first object in who's inventory that
2592 * has the same type and subtype match. 2402 * has the same type and subtype match.
2593 * returns NULL if no match. 2403 * returns NULL if no match.
2594 */ 2404 */
2595object * 2405object *
2596find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2597{ 2407{
2598 object *tmp;
2599
2600 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2601 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp; 2410 return tmp;
2603 2411
2604 return NULL; 2412 return 0;
2605} 2413}
2606 2414
2607/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2608 * otherwise return NULL. 2416 * otherwise return NULL.
2609 * 2417 *
2611 * do the desired thing. 2419 * do the desired thing.
2612 */ 2420 */
2613key_value * 2421key_value *
2614get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2615{ 2423{
2616 key_value *link;
2617
2618 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2619 if (link->key == key) 2425 if (link->key == key)
2620 return link; 2426 return link;
2621 2427
2622 return NULL; 2428 return 0;
2623} 2429}
2624 2430
2625/* 2431/*
2626 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2627 * 2433 *
2652 if (link->key == canonical_key) 2458 if (link->key == canonical_key)
2653 return link->value; 2459 return link->value;
2654 2460
2655 return 0; 2461 return 0;
2656} 2462}
2657
2658 2463
2659/* 2464/*
2660 * Updates the canonical_key in op to value. 2465 * Updates the canonical_key in op to value.
2661 * 2466 *
2662 * canonical_key is a shared string (value doesn't have to be). 2467 * canonical_key is a shared string (value doesn't have to be).
2667 * Returns TRUE on success. 2472 * Returns TRUE on success.
2668 */ 2473 */
2669int 2474int
2670set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671{ 2476{
2672 key_value *
2673 field = NULL, *last = NULL; 2477 key_value *field = NULL, *last = NULL;
2674 2478
2675 for (field = op->key_values; field != NULL; field = field->next) 2479 for (field = op->key_values; field != NULL; field = field->next)
2676 { 2480 {
2677 if (field->key != canonical_key) 2481 if (field->key != canonical_key)
2678 { 2482 {
2687 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2688 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2689 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2690 * we get this value back again. 2494 * we get this value back again.
2691 */ 2495 */
2692 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (op->arch, canonical_key))
2693 field->value = 0; 2497 field->value = 0;
2694 else 2498 else
2695 { 2499 {
2696 if (last) 2500 if (last)
2697 last->next = field->next; 2501 last->next = field->next;
2706 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2707 2511
2708 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2709 2513
2710 if (!add_key) 2514 if (!add_key)
2711 {
2712 return FALSE; 2515 return FALSE;
2713 } 2516
2714 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2715 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2716 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2717 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2718 * should pass in "" 2521 * should pass in ""
2767 } 2570 }
2768 else 2571 else
2769 item = item->env; 2572 item = item->env;
2770} 2573}
2771 2574
2575const char *
2576object::flag_desc (char *desc, int len) const
2577{
2578 char *p = desc;
2579 bool first = true;
2580
2581 *p = 0;
2582
2583 for (int i = 0; i < NUM_FLAGS; i++)
2584 {
2585 if (len <= 10) // magic constant!
2586 {
2587 snprintf (p, len, ",...");
2588 break;
2589 }
2590
2591 if (flag [i])
2592 {
2593 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2594 len -= cnt;
2595 p += cnt;
2596 first = false;
2597 }
2598 }
2599
2600 return desc;
2601}
2602
2772// return a suitable string describing an objetc in enough detail to find it 2603// return a suitable string describing an object in enough detail to find it
2773const char * 2604const char *
2774object::debug_desc (char *info) const 2605object::debug_desc (char *info) const
2775{ 2606{
2607 char flagdesc[512];
2776 char info2[256 * 3]; 2608 char info2[256 * 4];
2777 char *p = info; 2609 char *p = info;
2778 2610
2779 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2780 count, 2612 count, uuid.seq,
2781 &name, 2613 &name,
2782 title ? " " : "", 2614 title ? "\",title:\"" : "",
2783 title ? (const char *)title : ""); 2615 title ? (const char *)title : "",
2616 flag_desc (flagdesc, 512), type);
2784 2617
2785 if (env) 2618 if (env)
2786 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2787 2620
2788 if (map) 2621 if (map)
2789 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2790 2623
2791 return info; 2624 return info;
2792} 2625}
2793 2626
2794const char * 2627const char *
2795object::debug_desc () const 2628object::debug_desc () const
2796{ 2629{
2797 static char info[256 * 3]; 2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2798 return debug_desc (info); 2633 return debug_desc (info [++info_idx % 3]);
2799} 2634}
2800 2635
2636struct region *
2637object::region () const
2638{
2639 return map ? map->region (x, y)
2640 : region::default_region ();
2641}
2642
2643const materialtype_t *
2644object::dominant_material () const
2645{
2646 if (materialtype_t *mat = name_to_material (materialname))
2647 return mat;
2648
2649 // omfg this is slow, this has to be temporary :)
2650 shstr unknown ("unknown");
2651
2652 return name_to_material (unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 }
2704}
2705
2706

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