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Comparing deliantra/server/common/object.C (file contents):
Revision 1.78 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.146 by root, Fri May 11 21:07:13 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, 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 at <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>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
38static UUID uuid; 40static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
43short 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,
44 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
45}; 48};
46short 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,
141 * 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
142 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
143 */ 146 */
144 147
145 /* For each field in wants, */ 148 /* For each field in wants, */
146 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)
147 { 150 {
148 key_value *has_field; 151 key_value *has_field;
149 152
150 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if (ob1 == ob2 201 if (ob1 == ob2
200 || ob1->type != ob2->type 202 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 224
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 227
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 229 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 230 || ob1->name != ob2->name
229 || ob1->title != ob2->title 231 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 232 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 233 || ob1->weight != ob2->weight
277 279
278 /* 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
279 * 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
280 * check? 282 * check?
281 */ 283 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 285 return 0;
284 286
285 switch (ob1->type) 287 switch (ob1->type)
286 { 288 {
287 case SCROLL: 289 case SCROLL:
323sum_weight (object *op) 325sum_weight (object *op)
324{ 326{
325 long sum; 327 long sum;
326 object *inv; 328 object *inv;
327 329
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 331 {
330 if (inv->inv) 332 if (inv->inv)
331 sum_weight (inv); 333 sum_weight (inv);
334
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 336 }
334 337
335 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 359/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 361 * Some error messages.
359 * 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.
360 */ 363 */
361
362char * 364char *
363dump_object (object *op) 365dump_object (object *op)
364{ 366{
365 if (!op) 367 if (!op)
366 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
367 369
368 object_freezer freezer; 370 object_freezer freezer;
369 save_object (freezer, op, 3); 371 op->write (freezer);
370 return freezer.as_string (); 372 return freezer.as_string ();
371} 373}
372 374
373/* 375/*
374 * 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
391} 393}
392 394
393/* 395/*
394 * 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.
395 */ 397 */
396
397object * 398object *
398find_object (tag_t i) 399find_object (tag_t i)
399{ 400{
400 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
401 if (op->count == i) 402 if (op->count == i)
402 return op; 403 return op;
403 404
404 return 0; 405 return 0;
405} 406}
406 407
407/* 408/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
411 */ 412 */
412
413object * 413object *
414find_object_name (const char *str) 414find_object_name (const char *str)
415{ 415{
416 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
417 object *op; 417 object *op;
418 418
419 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
420 if (op->name == str_) 420 if (op->name == str_)
421 break; 421 break;
422 422
423 return op; 423 return op;
424} 424}
450 owner = owner->owner; 450 owner = owner->owner;
451 451
452 this->owner = owner; 452 this->owner = owner;
453} 453}
454 454
455void
456object::set_weapon (object *ob)
457{
458 if (current_weapon == ob)
459 return;
460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462
463 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false;
465
466 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true;
471
472 update_stats ();
473}
474
455/* Zero the key_values on op, decrementing the shared-string 475/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 476 * refcounts and freeing the links.
457 */ 477 */
458static void 478static void
459free_key_values (object *op) 479free_key_values (object *op)
460{ 480{
461 for (key_value *i = op->key_values; i != 0;) 481 for (key_value *i = op->key_values; i; )
462 { 482 {
463 key_value *next = i->next; 483 key_value *next = i->next;
464 delete i; 484 delete i;
465 485
466 i = next; 486 i = next;
467 } 487 }
468 488
469 op->key_values = 0; 489 op->key_values = 0;
470} 490}
471 491
472/* 492object &
473 * copy_to first frees everything allocated by the dst object, 493object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 494{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 495 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 496 bool is_removed = flag [FLAG_REMOVED];
485 497
486 *(object_copy *)dst = *this; 498 *(object_copy *)this = src;
487 *(object_pod *)dst = *this;
488 499
489 if (self || cb) 500 flag [FLAG_FREED] = is_freed;
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 501 flag [FLAG_REMOVED] = is_removed;
491
492 if (is_freed)
493 SET_FLAG (dst, FLAG_FREED);
494
495 if (is_removed)
496 SET_FLAG (dst, FLAG_REMOVED);
497
498 if (speed < 0)
499 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
500 502
501 /* Copy over key_values, if any. */ 503 /* Copy over key_values, if any. */
502 if (key_values) 504 if (src.key_values)
503 { 505 {
504 key_value *tail = 0; 506 key_value *tail = 0;
505 key_value *i;
506
507 dst->key_values = 0; 507 key_values = 0;
508 508
509 for (i = key_values; i; i = i->next) 509 for (key_value *i = src.key_values; i; i = i->next)
510 { 510 {
511 key_value *new_link = new key_value; 511 key_value *new_link = new key_value;
512 512
513 new_link->next = 0; 513 new_link->next = 0;
514 new_link->key = i->key; 514 new_link->key = i->key;
515 new_link->value = i->value; 515 new_link->value = i->value;
516 516
517 /* Try and be clever here, too. */ 517 /* Try and be clever here, too. */
518 if (!dst->key_values) 518 if (!key_values)
519 { 519 {
520 dst->key_values = new_link; 520 key_values = new_link;
521 tail = new_link; 521 tail = new_link;
522 } 522 }
523 else 523 else
524 { 524 {
525 tail->next = new_link; 525 tail->next = new_link;
526 tail = new_link; 526 tail = new_link;
527 } 527 }
528 } 528 }
529 } 529 }
530}
530 531
531 update_ob_speed (dst); 532/*
533 * copy_to first frees everything allocated by the dst object,
534 * and then copies the contents of itself into the second
535 * object, allocating what needs to be allocated. Basically, any
536 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
537 * if the first object is freed, the pointers in the new object
538 * will point at garbage.
539 */
540void
541object::copy_to (object *dst)
542{
543 *dst = *this;
544
545 if (speed < 0)
546 dst->speed_left = speed_left - rndm ();
547
548 dst->set_speed (dst->speed);
549}
550
551void
552object::instantiate ()
553{
554 if (!uuid.seq) // HACK
555 uuid = gen_uuid ();
556
557 speed_left = -0.1f;
558 /* copy the body_info to the body_used - this is only really
559 * need for monsters, but doesn't hurt to do it for everything.
560 * by doing so, when a monster is created, it has good starting
561 * values for the body_used info, so when items are created
562 * for it, they can be properly equipped.
563 */
564 for (int i = NUM_BODY_LOCATIONS; i--; )
565 slot[i].used = slot[i].info;
566
567 attachable::instantiate ();
532} 568}
533 569
534object * 570object *
535object::clone () 571object::clone ()
536{ 572{
542/* 578/*
543 * If an object with the IS_TURNABLE() flag needs to be turned due 579 * If an object with the IS_TURNABLE() flag needs to be turned due
544 * to the closest player being on the other side, this function can 580 * to the closest player being on the other side, this function can
545 * be called to update the face variable, _and_ how it looks on the map. 581 * be called to update the face variable, _and_ how it looks on the map.
546 */ 582 */
547
548void 583void
549update_turn_face (object *op) 584update_turn_face (object *op)
550{ 585{
551 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 586 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
552 return; 587 return;
588
553 SET_ANIMATION (op, op->direction); 589 SET_ANIMATION (op, op->direction);
554 update_object (op, UP_OBJ_FACE); 590 update_object (op, UP_OBJ_FACE);
555} 591}
556 592
557/* 593/*
558 * Updates the speed of an object. If the speed changes from 0 to another 594 * Updates the speed of an object. If the speed changes from 0 to another
559 * value, or vice versa, then add/remove the object from the active list. 595 * value, or vice versa, then add/remove the object from the active list.
560 * This function needs to be called whenever the speed of an object changes. 596 * This function needs to be called whenever the speed of an object changes.
561 */ 597 */
562void 598void
563update_ob_speed (object *op) 599object::set_speed (float speed)
564{ 600{
565 extern int arch_init; 601 if (flag [FLAG_FREED] && speed)
566
567 /* No reason putting the archetypes objects on the speed list,
568 * since they never really need to be updated.
569 */
570
571 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
572 { 602 {
573 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 603 LOG (llevError, "Object %s is freed but has speed.\n", &name);
574#ifdef MANY_CORES
575 abort ();
576#else
577 op->speed = 0; 604 speed = 0;
578#endif
579 }
580
581 if (arch_init)
582 return;
583
584 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
585 { 605 }
586 /* If already on active list, don't do anything */
587 if (op->active_next || op->active_prev || op == active_objects)
588 return;
589 606
590 /* process_events() expects us to insert the object at the beginning 607 this->speed = speed;
591 * of the list. */
592 op->active_next = active_objects;
593 608
594 if (op->active_next != NULL) 609 if (has_active_speed ())
595 op->active_next->active_prev = op; 610 activate ();
596
597 active_objects = op;
598 }
599 else 611 else
600 { 612 deactivate ();
601 /* If not on the active list, nothing needs to be done */
602 if (!op->active_next && !op->active_prev && op != active_objects)
603 return;
604
605 if (op->active_prev == NULL)
606 {
607 active_objects = op->active_next;
608
609 if (op->active_next != NULL)
610 op->active_next->active_prev = NULL;
611 }
612 else
613 {
614 op->active_prev->active_next = op->active_next;
615
616 if (op->active_next)
617 op->active_next->active_prev = op->active_prev;
618 }
619
620 op->active_next = NULL;
621 op->active_prev = NULL;
622 }
623}
624
625/* This function removes object 'op' from the list of active
626 * objects.
627 * This should only be used for style maps or other such
628 * reference maps where you don't want an object that isn't
629 * in play chewing up cpu time getting processed.
630 * The reverse of this is to call update_ob_speed, which
631 * will do the right thing based on the speed of the object.
632 */
633void
634remove_from_active_list (object *op)
635{
636 /* If not on the active list, nothing needs to be done */
637 if (!op->active_next && !op->active_prev && op != active_objects)
638 return;
639
640 if (op->active_prev == NULL)
641 {
642 active_objects = op->active_next;
643 if (op->active_next != NULL)
644 op->active_next->active_prev = NULL;
645 }
646 else
647 {
648 op->active_prev->active_next = op->active_next;
649 if (op->active_next)
650 op->active_next->active_prev = op->active_prev;
651 }
652 op->active_next = NULL;
653 op->active_prev = NULL;
654} 613}
655 614
656/* 615/*
657 * update_object() updates the the map. 616 * update_object() updates the the map.
658 * It takes into account invisible objects (and represent squares covered 617 * It takes into account invisible objects (and represent squares covered
671 * UP_OBJ_FACE: only the objects face has changed. 630 * UP_OBJ_FACE: only the objects face has changed.
672 */ 631 */
673void 632void
674update_object (object *op, int action) 633update_object (object *op, int action)
675{ 634{
676 MoveType move_on, move_off, move_block, move_slow;
677
678 if (op == NULL) 635 if (op == NULL)
679 { 636 {
680 /* this should never happen */ 637 /* this should never happen */
681 LOG (llevDebug, "update_object() called for NULL object.\n"); 638 LOG (llevDebug, "update_object() called for NULL object.\n");
682 return; 639 return;
695 */ 652 */
696 if (!op->map || op->map->in_memory == MAP_SAVING) 653 if (!op->map || op->map->in_memory == MAP_SAVING)
697 return; 654 return;
698 655
699 /* make sure the object is within map boundaries */ 656 /* make sure the object is within map boundaries */
700 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 657 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
701 { 658 {
702 LOG (llevError, "update_object() called for object out of map!\n"); 659 LOG (llevError, "update_object() called for object out of map!\n");
703#ifdef MANY_CORES 660#ifdef MANY_CORES
704 abort (); 661 abort ();
705#endif 662#endif
706 return; 663 return;
707 } 664 }
708 665
709 mapspace &m = op->ms (); 666 mapspace &m = op->ms ();
710 667
711 if (m.flags_ & P_NEED_UPDATE) 668 if (!(m.flags_ & P_UPTODATE))
712 /* nop */; 669 /* nop */;
713 else if (action == UP_OBJ_INSERT) 670 else if (action == UP_OBJ_INSERT)
714 { 671 {
715 // this is likely overkill, TODO: revisit (schmorp) 672 // this is likely overkill, TODO: revisit (schmorp)
716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 673 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
725 /* This isn't perfect, but I don't expect a lot of objects to 682 /* This isn't perfect, but I don't expect a lot of objects to
726 * to have move_allow right now. 683 * to have move_allow right now.
727 */ 684 */
728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 685 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 686 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
730 m.flags_ = P_NEED_UPDATE; 687 m.flags_ = 0;
731 } 688 }
732 /* if the object is being removed, we can't make intelligent 689 /* if the object is being removed, we can't make intelligent
733 * decisions, because remove_ob can't really pass the object 690 * decisions, because remove_ob can't really pass the object
734 * that is being removed. 691 * that is being removed.
735 */ 692 */
736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 693 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
737 m.flags_ = P_NEED_UPDATE; 694 m.flags_ = 0;
738 else if (action == UP_OBJ_FACE) 695 else if (action == UP_OBJ_FACE)
739 /* Nothing to do for that case */ ; 696 /* Nothing to do for that case */ ;
740 else 697 else
741 LOG (llevError, "update_object called with invalid action: %d\n", action); 698 LOG (llevError, "update_object called with invalid action: %d\n", action);
742 699
743 if (op->more) 700 if (op->more)
744 update_object (op->more, action); 701 update_object (op->more, action);
745} 702}
746 703
747object::vector object::mortals;
748object::vector object::objects; // not yet used
749object *object::first;
750
751void object::free_mortals ()
752{
753 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 if ((*i)->refcnt)
755 ++i; // further delay freeing
756 else
757 {
758 delete *i;
759 mortals.erase (i);
760 }
761}
762
763object::object () 704object::object ()
764{ 705{
765 SET_FLAG (this, FLAG_REMOVED); 706 SET_FLAG (this, FLAG_REMOVED);
766 707
767 expmul = 1.0; 708 expmul = 1.0;
768 face = blank_face; 709 face = blank_face;
769} 710}
770 711
771object::~object () 712object::~object ()
772{ 713{
714 unlink ();
715
773 free_key_values (this); 716 free_key_values (this);
774} 717}
775 718
719static int object_count;
720
776void object::link () 721void object::link ()
777{ 722{
778 count = ++ob_count; 723 assert (!index);//D
779 uuid = gen_uuid (); 724 uuid = gen_uuid ();
725 count = ++object_count;
780 726
781 prev = 0; 727 refcnt_inc ();
782 next = object::first; 728 objects.insert (this);
783
784 if (object::first)
785 object::first->prev = this;
786
787 object::first = this;
788} 729}
789 730
790void object::unlink () 731void object::unlink ()
791{ 732{
792 if (this == object::first) 733 if (!index)
793 object::first = next; 734 return;
794 735
795 /* Remove this object from the list of used objects */ 736 objects.erase (this);
796 if (prev) prev->next = next; 737 refcnt_dec ();
797 if (next) next->prev = prev; 738}
798 739
799 prev = 0; 740void
800 next = 0; 741object::activate ()
742{
743 /* If already on active list, don't do anything */
744 if (active)
745 return;
746
747 if (has_active_speed ())
748 actives.insert (this);
749}
750
751void
752object::activate_recursive ()
753{
754 activate ();
755
756 for (object *op = inv; op; op = op->below)
757 op->activate_recursive ();
758}
759
760/* This function removes object 'op' from the list of active
761 * objects.
762 * This should only be used for style maps or other such
763 * reference maps where you don't want an object that isn't
764 * in play chewing up cpu time getting processed.
765 * The reverse of this is to call update_ob_speed, which
766 * will do the right thing based on the speed of the object.
767 */
768void
769object::deactivate ()
770{
771 /* If not on the active list, nothing needs to be done */
772 if (!active)
773 return;
774
775 actives.erase (this);
776}
777
778void
779object::deactivate_recursive ()
780{
781 for (object *op = inv; op; op = op->below)
782 op->deactivate_recursive ();
783
784 deactivate ();
785}
786
787void
788object::set_flag_inv (int flag, int value)
789{
790 for (object *op = inv; op; op = op->below)
791 {
792 op->flag [flag] = value;
793 op->set_flag_inv (flag, value);
794 }
795}
796
797/*
798 * Remove and free all objects in the inventory of the given object.
799 * object.c ?
800 */
801void
802object::destroy_inv (bool drop_to_ground)
803{
804 // need to check first, because the checks below might segfault
805 // as we might be on an invalid mapspace and crossfire code
806 // is too buggy to ensure that the inventory is empty.
807 // corollary: if you create arrows etc. with stuff in tis inventory,
808 // cf will crash below with off-map x and y
809 if (!inv)
810 return;
811
812 /* Only if the space blocks everything do we not process -
813 * if some form of movement is allowed, let objects
814 * drop on that space.
815 */
816 if (!drop_to_ground
817 || !map
818 || map->in_memory != MAP_IN_MEMORY
819 || map->nodrop
820 || ms ().move_block == MOVE_ALL)
821 {
822 while (inv)
823 {
824 inv->destroy_inv (drop_to_ground);
825 inv->destroy ();
826 }
827 }
828 else
829 { /* Put objects in inventory onto this space */
830 while (inv)
831 {
832 object *op = inv;
833
834 if (op->flag [FLAG_STARTEQUIP]
835 || op->flag [FLAG_NO_DROP]
836 || op->type == RUNE
837 || op->type == TRAP
838 || op->flag [FLAG_IS_A_TEMPLATE]
839 || op->flag [FLAG_DESTROY_ON_DEATH])
840 op->destroy ();
841 else
842 map->insert (op, x, y);
843 }
844 }
801} 845}
802 846
803object *object::create () 847object *object::create ()
804{ 848{
805 object *op = new object; 849 object *op = new object;
806 op->link (); 850 op->link ();
807 return op; 851 return op;
808} 852}
809 853
810/* 854void
811 * free_object() frees everything allocated by an object, removes 855object::do_destroy ()
812 * it from the list of used objects, and puts it on the list of
813 * free objects. The IS_FREED() flag is set in the object.
814 * The object must have been removed by remove_ob() first for
815 * this function to succeed.
816 *
817 * If destroy_inventory is set, free inventory as well. Else drop items in
818 * inventory to the ground.
819 */
820void object::destroy (bool destroy_inventory)
821{ 856{
822 if (QUERY_FLAG (this, FLAG_FREED)) 857 attachable::do_destroy ();
823 return;
824 858
825 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 859 if (flag [FLAG_IS_LINKED])
860 remove_button_link (this);
861
862 if (flag [FLAG_FRIENDLY])
826 remove_friendly_object (this); 863 remove_friendly_object (this);
827 864
828 if (!QUERY_FLAG (this, FLAG_REMOVED)) 865 if (!flag [FLAG_REMOVED])
829 remove (); 866 remove ();
830 867
831 SET_FLAG (this, FLAG_FREED); 868 destroy_inv (true);
832 869
833 if (more) 870 deactivate ();
834 { 871 unlink ();
835 more->destroy (destroy_inventory);
836 more = 0;
837 }
838 872
839 if (inv) 873 flag [FLAG_FREED] = 1;
840 {
841 /* Only if the space blocks everything do we not process -
842 * if some form of movement is allowed, let objects
843 * drop on that space.
844 */
845 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
846 {
847 object *op = inv;
848
849 while (op)
850 {
851 object *tmp = op->below;
852 op->destroy (destroy_inventory);
853 op = tmp;
854 }
855 }
856 else
857 { /* Put objects in inventory onto this space */
858 object *op = inv;
859
860 while (op)
861 {
862 object *tmp = op->below;
863
864 op->remove ();
865
866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
868 op->destroy ();
869 else
870 {
871 op->x = x;
872 op->y = y;
873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
874 }
875
876 op = tmp;
877 }
878 }
879 }
880 874
881 // hack to ensure that freed objects still have a valid map 875 // hack to ensure that freed objects still have a valid map
882 { 876 {
883 static maptile *freed_map; // freed objects are moved here to avoid crashes 877 static maptile *freed_map; // freed objects are moved here to avoid crashes
884 878
888 882
889 freed_map->name = "/internal/freed_objects_map"; 883 freed_map->name = "/internal/freed_objects_map";
890 freed_map->width = 3; 884 freed_map->width = 3;
891 freed_map->height = 3; 885 freed_map->height = 3;
892 886
893 freed_map->allocate (); 887 freed_map->alloc ();
888 freed_map->in_memory = MAP_IN_MEMORY;
894 } 889 }
895 890
896 map = freed_map; 891 map = freed_map;
897 x = 1; 892 x = 1;
898 y = 1; 893 y = 1;
899 } 894 }
900 895
896 head = 0;
897
898 if (more)
899 {
900 more->destroy ();
901 more = 0;
902 }
903
901 // clear those pointers that likely might have circular references to us 904 // clear those pointers that likely might have circular references to us
902 owner = 0; 905 owner = 0;
903 enemy = 0; 906 enemy = 0;
904 attacked_by = 0; 907 attacked_by = 0;
908}
905 909
906 // only relevant for players(?), but make sure of it anyways 910void
907 contr = 0; 911object::destroy (bool destroy_inventory)
912{
913 if (destroyed ())
914 return;
908 915
909 /* Remove object from the active list */ 916 if (destroy_inventory)
910 speed = 0; 917 destroy_inv (false);
911 update_ob_speed (this);
912 918
913 unlink (); 919 attachable::destroy ();
914
915 mortals.push_back (this);
916} 920}
917 921
918/* 922/*
919 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
920 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
936 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
940 * the previous environment. 944 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 945 */
943void 946void
944object::remove () 947object::do_remove ()
945{ 948{
946 object *tmp, *last = 0; 949 object *tmp, *last = 0;
947 object *otmp; 950 object *otmp;
948 951
949 int check_walk_off;
950
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 952 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 953 return;
953 954
954 SET_FLAG (this, FLAG_REMOVED); 955 SET_FLAG (this, FLAG_REMOVED);
956 INVOKE_OBJECT (REMOVE, this);
955 957
956 if (more) 958 if (more)
957 more->remove (); 959 more->remove ();
958 960
959 /* 961 /*
972 * to save cpu time. 974 * to save cpu time.
973 */ 975 */
974 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 976 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
975 otmp->update_stats (); 977 otmp->update_stats ();
976 978
977 if (above != NULL) 979 if (above)
978 above->below = below; 980 above->below = below;
979 else 981 else
980 env->inv = below; 982 env->inv = below;
981 983
982 if (below != NULL) 984 if (below)
983 below->above = above; 985 below->above = above;
984 986
985 /* we set up values so that it could be inserted into 987 /* we set up values so that it could be inserted into
986 * the map, but we don't actually do that - it is up 988 * the map, but we don't actually do that - it is up
987 * to the caller to decide what we want to do. 989 * to the caller to decide what we want to do.
991 above = 0, below = 0; 993 above = 0, below = 0;
992 env = 0; 994 env = 0;
993 } 995 }
994 else if (map) 996 else if (map)
995 { 997 {
996 /* Re did the following section of code - it looks like it had 998 if (type == PLAYER)
997 * lots of logic for things we no longer care about
998 */ 999 {
1000 // leaving a spot always closes any open container on the ground
1001 if (container && !container->env)
1002 // this causes spurious floorbox updates, but it ensures
1003 // that the CLOSE event is being sent.
1004 close_container ();
1005
1006 --map->players;
1007 map->touch ();
1008 }
1009
1010 map->dirty = true;
1011 mapspace &ms = this->ms ();
999 1012
1000 /* link the object above us */ 1013 /* link the object above us */
1001 if (above) 1014 if (above)
1002 above->below = below; 1015 above->below = below;
1003 else 1016 else
1004 map->at (x, y).top = below; /* we were top, set new top */ 1017 ms.top = below; /* we were top, set new top */
1005 1018
1006 /* Relink the object below us, if there is one */ 1019 /* Relink the object below us, if there is one */
1007 if (below) 1020 if (below)
1008 below->above = above; 1021 below->above = above;
1009 else 1022 else
1011 /* Nothing below, which means we need to relink map object for this space 1024 /* Nothing below, which means we need to relink map object for this space
1012 * use translated coordinates in case some oddness with map tiling is 1025 * use translated coordinates in case some oddness with map tiling is
1013 * evident 1026 * evident
1014 */ 1027 */
1015 if (GET_MAP_OB (map, x, y) != this) 1028 if (GET_MAP_OB (map, x, y) != this)
1016 {
1017 char *dump = dump_object (this);
1018 LOG (llevError,
1019 "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); 1029 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 ());
1020 free (dump);
1021 dump = dump_object (GET_MAP_OB (map, x, y));
1022 LOG (llevError, "%s\n", dump);
1023 free (dump);
1024 }
1025 1030
1026 map->at (x, y).bottom = above; /* goes on above it. */ 1031 ms.bot = above; /* goes on above it. */
1027 } 1032 }
1028 1033
1029 above = 0; 1034 above = 0;
1030 below = 0; 1035 below = 0;
1031 1036
1032 if (map->in_memory == MAP_SAVING) 1037 if (map->in_memory == MAP_SAVING)
1033 return; 1038 return;
1034 1039
1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1040 int check_walk_off = !flag [FLAG_NO_APPLY];
1036 1041
1037 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1042 for (tmp = ms.bot; tmp; tmp = tmp->above)
1038 { 1043 {
1039 /* No point updating the players look faces if he is the object 1044 /* No point updating the players look faces if he is the object
1040 * being removed. 1045 * being removed.
1041 */ 1046 */
1042 1047
1046 * removed (most likely destroyed), update the player view 1051 * removed (most likely destroyed), update the player view
1047 * appropriately. 1052 * appropriately.
1048 */ 1053 */
1049 if (tmp->container == this) 1054 if (tmp->container == this)
1050 { 1055 {
1051 CLEAR_FLAG (this, FLAG_APPLIED); 1056 flag [FLAG_APPLIED] = 0;
1052 tmp->container = 0; 1057 tmp->container = 0;
1053 } 1058 }
1054 1059
1060 if (tmp->contr->ns)
1055 tmp->contr->ns->floorbox_update (); 1061 tmp->contr->ns->floorbox_update ();
1056 } 1062 }
1057 1063
1058 /* See if player moving off should effect something */ 1064 /* See if object moving off should effect something */
1059 if (check_walk_off 1065 if (check_walk_off
1060 && ((move_type & tmp->move_off) 1066 && ((move_type & tmp->move_off)
1061 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 { 1068 {
1063 move_apply (tmp, this, 0); 1069 move_apply (tmp, this, 0);
1065 if (destroyed ()) 1071 if (destroyed ())
1066 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1072 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1067 } 1073 }
1068 1074
1069 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1070 1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1071 if (tmp->above == tmp) 1077 if (tmp->above == tmp)
1072 tmp->above = 0; 1078 tmp->above = 0;
1073 1079
1074 last = tmp; 1080 last = tmp;
1075 } 1081 }
1076 1082
1077 /* last == NULL of there are no objects on this space */ 1083 /* last == NULL if there are no objects on this space */
1084 //TODO: this makes little sense, why only update the topmost object?
1078 if (!last) 1085 if (!last)
1079 map->at (x, y).flags_ = P_NEED_UPDATE; 1086 map->at (x, y).flags_ = 0;
1080 else 1087 else
1081 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1082 1089
1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1084 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1085 } 1092 }
1086} 1093}
1087 1094
1088/* 1095/*
1097merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1098{ 1105{
1099 if (!op->nrof) 1106 if (!op->nrof)
1100 return 0; 1107 return 0;
1101 1108
1102 if (top == NULL) 1109 if (top)
1103 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1104 1112
1105 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1106 { 1114 {
1107 if (top == op) 1115 if (top == op)
1108 continue; 1116 continue;
1109 1117
1110 if (object::can_merge (op, top)) 1118 if (object::can_merge (op, top))
1119 } 1127 }
1120 1128
1121 return 0; 1129 return 0;
1122} 1130}
1123 1131
1132void
1133object::expand_tail ()
1134{
1135 if (more)
1136 return;
1137
1138 object *prev = this;
1139
1140 for (archetype *at = arch->more; at; at = at->more)
1141 {
1142 object *op = arch_to_object (at);
1143
1144 op->name = name;
1145 op->name_pl = name_pl;
1146 op->title = title;
1147
1148 op->head = this;
1149 prev->more = op;
1150
1151 prev = op;
1152 }
1153}
1154
1124/* 1155/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1156 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1157 * job preparing multi-part monsters.
1127 */ 1158 */
1128object * 1159object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1160insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1161{
1131 object *tmp;
1132
1133 if (op->head)
1134 op = op->head;
1135
1136 for (tmp = op; tmp; tmp = tmp->more) 1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1163 {
1138 tmp->x = x + tmp->arch->clone.x; 1164 tmp->x = x + tmp->arch->clone.x;
1139 tmp->y = y + tmp->arch->clone.y; 1165 tmp->y = y + tmp->arch->clone.y;
1140 } 1166 }
1141 1167
1160 * Return value: 1186 * Return value:
1161 * new object if 'op' was merged with other object 1187 * new object if 'op' was merged with other object
1162 * NULL if 'op' was destroyed 1188 * NULL if 'op' was destroyed
1163 * just 'op' otherwise 1189 * just 'op' otherwise
1164 */ 1190 */
1165
1166object * 1191object *
1167insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1168{ 1193{
1194 assert (!op->flag [FLAG_FREED]);
1195
1169 object *tmp, *top, *floor = NULL; 1196 object *tmp, *top, *floor = NULL;
1170 sint16 x, y;
1171 1197
1172 if (QUERY_FLAG (op, FLAG_FREED)) 1198 op->remove ();
1173 {
1174 LOG (llevError, "Trying to insert freed object!\n");
1175 return NULL;
1176 }
1177 1199
1178 if (m == NULL) 1200#if 0
1179 { 1201 if (!m->active != !op->active)
1180 char *dump = dump_object (op); 1202 if (m->active)
1181 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1203 op->activate_recursive ();
1182 free (dump); 1204 else
1183 return op; 1205 op->deactivate_recursive ();
1184 } 1206#endif
1185 1207
1186 if (out_of_map (m, op->x, op->y)) 1208 if (out_of_map (m, op->x, op->y))
1187 { 1209 {
1188 char *dump = dump_object (op);
1189 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1190#ifdef MANY_CORES 1211#ifdef MANY_CORES
1191 /* Better to catch this here, as otherwise the next use of this object 1212 /* Better to catch this here, as otherwise the next use of this object
1192 * is likely to cause a crash. Better to find out where it is getting 1213 * is likely to cause a crash. Better to find out where it is getting
1193 * improperly inserted. 1214 * improperly inserted.
1194 */ 1215 */
1195 abort (); 1216 abort ();
1196#endif 1217#endif
1197 free (dump);
1198 return op; 1218 return op;
1199 } 1219 }
1200 1220
1201 if (!QUERY_FLAG (op, FLAG_REMOVED))
1202 {
1203 char *dump = dump_object (op);
1204 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1205 free (dump);
1206 return op;
1207 }
1208
1209 if (op->more != NULL)
1210 {
1211 /* The part may be on a different map. */
1212
1213 object *more = op->more; 1221 if (object *more = op->more)
1214 1222 {
1215 /* We really need the caller to normalize coordinates - if
1216 * we set the map, that doesn't work if the location is within
1217 * a map and this is straddling an edge. So only if coordinate
1218 * is clear wrong do we normalize it.
1219 */
1220 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1221 more->map = get_map_from_coord (m, &more->x, &more->y);
1222 else if (!more->map)
1223 {
1224 /* For backwards compatibility - when not dealing with tiled maps,
1225 * more->map should always point to the parent.
1226 */
1227 more->map = m;
1228 }
1229
1230 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (!insert_ob_in_map (more, m, originator, flag))
1231 { 1224 {
1232 if (!op->head) 1225 if (!op->head)
1233 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1234 1227
1235 return NULL; 1228 return 0;
1236 } 1229 }
1237 } 1230 }
1238 1231
1239 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1240 1233
1241 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1242 * of areas of callers (eg, anything that uses find_free_spot would now 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1243 * need extra work 1236 * need extra work
1244 */ 1237 */
1245 op->map = get_map_from_coord (m, &op->x, &op->y); 1238 if (!xy_normalise (m, op->x, op->y))
1246 x = op->x; 1239 return 0;
1247 y = op->y; 1240
1241 op->map = m;
1242 mapspace &ms = op->ms ();
1248 1243
1249 /* this has to be done after we translate the coordinates. 1244 /* this has to be done after we translate the coordinates.
1250 */ 1245 */
1251 if (op->nrof && !(flag & INS_NO_MERGE)) 1246 if (op->nrof && !(flag & INS_NO_MERGE))
1252 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1247 for (tmp = ms.bot; tmp; tmp = tmp->above)
1253 if (object::can_merge (op, tmp)) 1248 if (object::can_merge (op, tmp))
1254 { 1249 {
1255 op->nrof += tmp->nrof; 1250 op->nrof += tmp->nrof;
1256 tmp->destroy (); 1251 tmp->destroy ();
1257 } 1252 }
1274 op->below = originator->below; 1269 op->below = originator->below;
1275 1270
1276 if (op->below) 1271 if (op->below)
1277 op->below->above = op; 1272 op->below->above = op;
1278 else 1273 else
1279 op->ms ().bottom = op; 1274 ms.bot = op;
1280 1275
1281 /* since *below* originator, no need to update top */ 1276 /* since *below* originator, no need to update top */
1282 originator->below = op; 1277 originator->below = op;
1283 } 1278 }
1284 else 1279 else
1285 { 1280 {
1281 top = ms.bot;
1282
1286 /* If there are other objects, then */ 1283 /* If there are other objects, then */
1287 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1284 if ((!(flag & INS_MAP_LOAD)) && top)
1288 { 1285 {
1289 object *last = NULL; 1286 object *last = 0;
1290 1287
1291 /* 1288 /*
1292 * If there are multiple objects on this space, we do some trickier handling. 1289 * If there are multiple objects on this space, we do some trickier handling.
1293 * We've already dealt with merging if appropriate. 1290 * We've already dealt with merging if appropriate.
1294 * Generally, we want to put the new object on top. But if 1291 * Generally, we want to put the new object on top. But if
1298 * once we get to them. This reduces the need to traverse over all of 1295 * once we get to them. This reduces the need to traverse over all of
1299 * them when adding another one - this saves quite a bit of cpu time 1296 * them when adding another one - this saves quite a bit of cpu time
1300 * when lots of spells are cast in one area. Currently, it is presumed 1297 * when lots of spells are cast in one area. Currently, it is presumed
1301 * that flying non pickable objects are spell objects. 1298 * that flying non pickable objects are spell objects.
1302 */ 1299 */
1303 1300 for (top = ms.bot; top; top = top->above)
1304 while (top != NULL)
1305 { 1301 {
1306 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1307 floor = top; 1303 floor = top;
1308 1304
1309 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1305 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1312 top = top->below; 1308 top = top->below;
1313 break; 1309 break;
1314 } 1310 }
1315 1311
1316 last = top; 1312 last = top;
1317 top = top->above;
1318 } 1313 }
1319 1314
1320 /* Don't want top to be NULL, so set it to the last valid object */ 1315 /* Don't want top to be NULL, so set it to the last valid object */
1321 top = last; 1316 top = last;
1322 1317
1324 * looks like instead of lots of conditions here. 1319 * looks like instead of lots of conditions here.
1325 * makes things faster, and effectively the same result. 1320 * makes things faster, and effectively the same result.
1326 */ 1321 */
1327 1322
1328 /* Have object 'fall below' other objects that block view. 1323 /* Have object 'fall below' other objects that block view.
1329 * Unless those objects are exits, type 66 1324 * Unless those objects are exits.
1330 * If INS_ON_TOP is used, don't do this processing 1325 * If INS_ON_TOP is used, don't do this processing
1331 * Need to find the object that in fact blocks view, otherwise 1326 * Need to find the object that in fact blocks view, otherwise
1332 * stacking is a bit odd. 1327 * stacking is a bit odd.
1333 */ 1328 */
1334 if (!(flag & INS_ON_TOP) && 1329 if (!(flag & INS_ON_TOP)
1335 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1330 && ms.flags () & P_BLOCKSVIEW
1331 && (op->face && !faces [op->face].visibility))
1336 { 1332 {
1337 for (last = top; last != floor; last = last->below) 1333 for (last = top; last != floor; last = last->below)
1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1334 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1339 break; 1335 break;
1336
1340 /* Check to see if we found the object that blocks view, 1337 /* Check to see if we found the object that blocks view,
1341 * and make sure we have a below pointer for it so that 1338 * and make sure we have a below pointer for it so that
1342 * we can get inserted below this one, which requires we 1339 * we can get inserted below this one, which requires we
1343 * set top to the object below us. 1340 * set top to the object below us.
1344 */ 1341 */
1346 top = last->below; 1343 top = last->below;
1347 } 1344 }
1348 } /* If objects on this space */ 1345 } /* If objects on this space */
1349 1346
1350 if (flag & INS_MAP_LOAD) 1347 if (flag & INS_MAP_LOAD)
1351 top = GET_MAP_TOP (op->map, op->x, op->y); 1348 top = ms.top;
1352 1349
1353 if (flag & INS_ABOVE_FLOOR_ONLY) 1350 if (flag & INS_ABOVE_FLOOR_ONLY)
1354 top = floor; 1351 top = floor;
1355 1352
1356 /* Top is the object that our object (op) is going to get inserted above. 1353 /* Top is the object that our object (op) is going to get inserted above.
1357 */ 1354 */
1358 1355
1359 /* First object on this space */ 1356 /* First object on this space */
1360 if (!top) 1357 if (!top)
1361 { 1358 {
1362 op->above = GET_MAP_OB (op->map, op->x, op->y); 1359 op->above = ms.bot;
1363 1360
1364 if (op->above) 1361 if (op->above)
1365 op->above->below = op; 1362 op->above->below = op;
1366 1363
1367 op->below = NULL; 1364 op->below = 0;
1368 op->ms ().bottom = op; 1365 ms.bot = op;
1369 } 1366 }
1370 else 1367 else
1371 { /* get inserted into the stack above top */ 1368 { /* get inserted into the stack above top */
1372 op->above = top->above; 1369 op->above = top->above;
1373 1370
1376 1373
1377 op->below = top; 1374 op->below = top;
1378 top->above = op; 1375 top->above = op;
1379 } 1376 }
1380 1377
1381 if (op->above == NULL) 1378 if (!op->above)
1382 op->ms ().top = op; 1379 ms.top = op;
1383 } /* else not INS_BELOW_ORIGINATOR */ 1380 } /* else not INS_BELOW_ORIGINATOR */
1384 1381
1385 if (op->type == PLAYER) 1382 if (op->type == PLAYER)
1383 {
1386 op->contr->do_los = 1; 1384 op->contr->do_los = 1;
1385 ++op->map->players;
1386 op->map->touch ();
1387 }
1388
1389 op->map->dirty = true;
1387 1390
1388 /* If we have a floor, we know the player, if any, will be above 1391 /* If we have a floor, we know the player, if any, will be above
1389 * it, so save a few ticks and start from there. 1392 * it, so save a few ticks and start from there.
1390 */ 1393 */
1391 if (!(flag & INS_MAP_LOAD)) 1394 if (!(flag & INS_MAP_LOAD))
1392 if (object *pl = op->ms ().player ()) 1395 if (object *pl = ms.player ())
1396 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1397 pl->contr->ns->floorbox_update ();
1394 1398
1395 /* If this object glows, it may affect lighting conditions that are 1399 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1400 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players 1401 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well 1402 * on the map will get recalculated. The players could very well
1399 * be far away from this change and not affected in any way - 1403 * be far away from this change and not affected in any way -
1400 * this should get redone to only look for players within range, 1404 * this should get redone to only look for players within range,
1401 * or just updating the P_NEED_UPDATE for spaces within this area 1405 * or just updating the P_UPTODATE for spaces within this area
1402 * of effect may be sufficient. 1406 * of effect may be sufficient.
1403 */ 1407 */
1404 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1408 if (op->map->darkness && (op->glow_radius != 0))
1405 update_all_los (op->map, op->x, op->y); 1409 update_all_los (op->map, op->x, op->y);
1406 1410
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1411 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1412 update_object (op, UP_OBJ_INSERT);
1413
1414 INVOKE_OBJECT (INSERT, op);
1409 1415
1410 /* Don't know if moving this to the end will break anything. However, 1416 /* Don't know if moving this to the end will break anything. However,
1411 * we want to have floorbox_update called before calling this. 1417 * we want to have floorbox_update called before calling this.
1412 * 1418 *
1413 * check_move_on() must be after this because code called from 1419 * check_move_on() must be after this because code called from
1418 1424
1419 /* if this is not the head or flag has been passed, don't check walk on status */ 1425 /* if this is not the head or flag has been passed, don't check walk on status */
1420 if (!(flag & INS_NO_WALK_ON) && !op->head) 1426 if (!(flag & INS_NO_WALK_ON) && !op->head)
1421 { 1427 {
1422 if (check_move_on (op, originator)) 1428 if (check_move_on (op, originator))
1423 return NULL; 1429 return 0;
1424 1430
1425 /* If we are a multi part object, lets work our way through the check 1431 /* If we are a multi part object, lets work our way through the check
1426 * walk on's. 1432 * walk on's.
1427 */ 1433 */
1428 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1429 if (check_move_on (tmp, originator)) 1435 if (check_move_on (tmp, originator))
1430 return NULL; 1436 return 0;
1431 } 1437 }
1432 1438
1433 return op; 1439 return op;
1434} 1440}
1435 1441
1442{ 1448{
1443 object *tmp, *tmp1; 1449 object *tmp, *tmp1;
1444 1450
1445 /* first search for itself and remove any old instances */ 1451 /* first search for itself and remove any old instances */
1446 1452
1447 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1449 tmp->destroy (); 1455 tmp->destroy ();
1450 1456
1451 tmp1 = arch_to_object (archetype::find (arch_string)); 1457 tmp1 = arch_to_object (archetype::find (arch_string));
1452 1458
1453 tmp1->x = op->x; 1459 tmp1->x = op->x;
1454 tmp1->y = op->y; 1460 tmp1->y = op->y;
1455 insert_ob_in_map (tmp1, op->map, op, 0); 1461 insert_ob_in_map (tmp1, op->map, op, 0);
1462}
1463
1464object *
1465object::insert_at (object *where, object *originator, int flags)
1466{
1467 return where->map->insert (this, where->x, where->y, originator, flags);
1456} 1468}
1457 1469
1458/* 1470/*
1459 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1471 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1460 * is returned contains nr objects, and the remaining parts contains 1472 * is returned contains nr objects, and the remaining parts contains
1461 * the rest (or is removed and freed if that number is 0). 1473 * the rest (or is removed and freed if that number is 0).
1462 * On failure, NULL is returned, and the reason put into the 1474 * On failure, NULL is returned, and the reason put into the
1463 * global static errmsg array. 1475 * global static errmsg array.
1464 */ 1476 */
1465
1466object * 1477object *
1467get_split_ob (object *orig_ob, uint32 nr) 1478get_split_ob (object *orig_ob, uint32 nr)
1468{ 1479{
1469 object *newob; 1480 object *newob;
1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1481 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501 * the amount of an object. If the amount reaches 0, the object 1512 * the amount of an object. If the amount reaches 0, the object
1502 * is subsequently removed and freed. 1513 * is subsequently removed and freed.
1503 * 1514 *
1504 * Return value: 'op' if something is left, NULL if the amount reached 0 1515 * Return value: 'op' if something is left, NULL if the amount reached 0
1505 */ 1516 */
1506
1507object * 1517object *
1508decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1509{ 1519{
1510 object *tmp; 1520 object *tmp;
1511 player *pl;
1512 1521
1513 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1514 return op; 1523 return op;
1515 1524
1516 if (i > op->nrof) 1525 if (i > op->nrof)
1529 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player. 1540 * and then searching the map for a player.
1532 */ 1541 */
1533 if (!tmp) 1542 if (!tmp)
1534 { 1543 for_all_players (pl)
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1537 { 1545 {
1538 tmp = pl->ob; 1546 tmp = pl->ob;
1539 break; 1547 break;
1540 } 1548 }
1541 }
1542 1549
1543 if (i < op->nrof) 1550 if (i < op->nrof)
1544 { 1551 {
1545 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i; 1553 op->nrof -= i;
1589 1596
1590/* 1597/*
1591 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1592 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1593 */ 1600 */
1594
1595void 1601void
1596add_weight (object *op, signed long weight) 1602add_weight (object *op, signed long weight)
1597{ 1603{
1598 while (op != NULL) 1604 while (op != NULL)
1599 { 1605 {
1631 * inside the object environment. 1637 * inside the object environment.
1632 * 1638 *
1633 * The function returns now pointer to inserted item, and return value can 1639 * The function returns now pointer to inserted item, and return value can
1634 * be != op, if items are merged. -Tero 1640 * be != op, if items are merged. -Tero
1635 */ 1641 */
1636
1637object * 1642object *
1638object::insert (object *op) 1643object::insert (object *op)
1639{ 1644{
1640 object *tmp, *otmp; 1645 object *tmp, *otmp;
1641 1646
1696 if ((op->glow_radius != 0) && map) 1701 if ((op->glow_radius != 0) && map)
1697 { 1702 {
1698#ifdef DEBUG_LIGHTS 1703#ifdef DEBUG_LIGHTS
1699 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1704 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1700#endif /* DEBUG_LIGHTS */ 1705#endif /* DEBUG_LIGHTS */
1701 if (MAP_DARKNESS (map)) 1706 if (map->darkness)
1702 update_all_los (map, x, y); 1707 update_all_los (map, x, y);
1703 } 1708 }
1704 1709
1705 /* Client has no idea of ordering so lets not bother ordering it here. 1710 /* Client has no idea of ordering so lets not bother ordering it here.
1706 * It sure simplifies this function... 1711 * It sure simplifies this function...
1711 { 1716 {
1712 op->below = inv; 1717 op->below = inv;
1713 op->below->above = op; 1718 op->below->above = op;
1714 inv = op; 1719 inv = op;
1715 } 1720 }
1721
1722 INVOKE_OBJECT (INSERT, this);
1716 1723
1717 return op; 1724 return op;
1718} 1725}
1719 1726
1720/* 1727/*
1735 * 1742 *
1736 * MSW 2001-07-08: Check all objects on space, not just those below 1743 * MSW 2001-07-08: Check all objects on space, not just those below
1737 * object being inserted. insert_ob_in_map may not put new objects 1744 * object being inserted. insert_ob_in_map may not put new objects
1738 * on top. 1745 * on top.
1739 */ 1746 */
1740
1741int 1747int
1742check_move_on (object *op, object *originator) 1748check_move_on (object *op, object *originator)
1743{ 1749{
1744 object *tmp; 1750 object *tmp;
1745 maptile *m = op->map; 1751 maptile *m = op->map;
1772 1778
1773 /* The objects have to be checked from top to bottom. 1779 /* The objects have to be checked from top to bottom.
1774 * Hence, we first go to the top: 1780 * Hence, we first go to the top:
1775 */ 1781 */
1776 1782
1777 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1783 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1778 { 1784 {
1779 /* Trim the search when we find the first other spell effect 1785 /* Trim the search when we find the first other spell effect
1780 * this helps performance so that if a space has 50 spell objects, 1786 * this helps performance so that if a space has 50 spell objects,
1781 * we don't need to check all of them. 1787 * we don't need to check all of them.
1782 */ 1788 */
1800 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1806 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1801 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1807 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1802 { 1808 {
1803 1809
1804 float 1810 float
1805 diff = tmp->move_slow_penalty * FABS (op->speed); 1811 diff = tmp->move_slow_penalty * fabs (op->speed);
1806 1812
1807 if (op->type == PLAYER) 1813 if (op->type == PLAYER)
1808 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1809 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1810 diff /= 4.0; 1816 diff /= 4.0;
1837/* 1843/*
1838 * present_arch(arch, map, x, y) searches for any objects with 1844 * present_arch(arch, map, x, y) searches for any objects with
1839 * a matching archetype at the given map and coordinates. 1845 * a matching archetype at the given map and coordinates.
1840 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1841 */ 1847 */
1842
1843object * 1848object *
1844present_arch (const archetype *at, maptile *m, int x, int y) 1849present_arch (const archetype *at, maptile *m, int x, int y)
1845{ 1850{
1846 object *
1847 tmp;
1848
1849 if (m == NULL || out_of_map (m, x, y)) 1851 if (!m || out_of_map (m, x, y))
1850 { 1852 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1854 return NULL;
1853 } 1855 }
1854 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856
1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1855 if (tmp->arch == at) 1858 if (tmp->arch == at)
1856 return tmp; 1859 return tmp;
1860
1857 return NULL; 1861 return NULL;
1858} 1862}
1859 1863
1860/* 1864/*
1861 * present(type, map, x, y) searches for any objects with 1865 * present(type, map, x, y) searches for any objects with
1862 * a matching type variable at the given map and coordinates. 1866 * a matching type variable at the given map and coordinates.
1863 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1864 */ 1868 */
1865
1866object * 1869object *
1867present (unsigned char type, maptile *m, int x, int y) 1870present (unsigned char type, maptile *m, int x, int y)
1868{ 1871{
1869 object *
1870 tmp;
1871
1872 if (out_of_map (m, x, y)) 1872 if (out_of_map (m, x, y))
1873 { 1873 {
1874 LOG (llevError, "Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1875 return NULL;
1876 } 1876 }
1877 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if (tmp->type == type) 1879 if (tmp->type == type)
1879 return tmp; 1880 return tmp;
1881
1880 return NULL; 1882 return NULL;
1881} 1883}
1882 1884
1883/* 1885/*
1884 * present_in_ob(type, object) searches for any objects with 1886 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1887 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
1887 */ 1889 */
1888
1889object * 1890object *
1890present_in_ob (unsigned char type, const object *op) 1891present_in_ob (unsigned char type, const object *op)
1891{ 1892{
1892 object *
1893 tmp;
1894
1895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if (tmp->type == type) 1894 if (tmp->type == type)
1897 return tmp; 1895 return tmp;
1896
1898 return NULL; 1897 return NULL;
1899} 1898}
1900 1899
1901/* 1900/*
1902 * present_in_ob (type, str, object) searches for any objects with 1901 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1909 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1910 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1911 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1912 * to be unique.
1914 */ 1913 */
1915
1916object * 1914object *
1917present_in_ob_by_name (int type, const char *str, const object *op) 1915present_in_ob_by_name (int type, const char *str, const object *op)
1918{ 1916{
1919 object *
1920 tmp;
1921
1922 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 {
1924 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1918 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1925 return tmp; 1919 return tmp;
1926 } 1920
1927 return NULL; 1921 return 0;
1928} 1922}
1929 1923
1930/* 1924/*
1931 * present_arch_in_ob(archetype, object) searches for any objects with 1925 * present_arch_in_ob(archetype, object) searches for any objects with
1932 * a matching archetype in the inventory of the given object. 1926 * a matching archetype in the inventory of the given object.
1933 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
1934 */ 1928 */
1935
1936object * 1929object *
1937present_arch_in_ob (const archetype *at, const object *op) 1930present_arch_in_ob (const archetype *at, const object *op)
1938{ 1931{
1939 object *
1940 tmp;
1941
1942 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943 if (tmp->arch == at) 1933 if (tmp->arch == at)
1944 return tmp; 1934 return tmp;
1935
1945 return NULL; 1936 return NULL;
1946} 1937}
1947 1938
1948/* 1939/*
1949 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
1950 */ 1941 */
1951void 1942void
1952flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
1953{ 1944{
1954 object *
1955 tmp;
1956
1957 if (op->inv) 1945 if (op->inv)
1958 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 { 1947 {
1960 SET_FLAG (tmp, flag); 1948 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1949 flag_inv (tmp, flag);
1962 } 1950 }
1963} /* 1951}
1952
1953/*
1964 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
1965 */ 1955 */
1966void 1956void
1967unflag_inv (object *op, int flag) 1957unflag_inv (object *op, int flag)
1968{ 1958{
1969 object *
1970 tmp;
1971
1972 if (op->inv) 1959 if (op->inv)
1973 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1974 { 1961 {
1975 CLEAR_FLAG (tmp, flag); 1962 CLEAR_FLAG (tmp, flag);
1976 unflag_inv (tmp, flag); 1963 unflag_inv (tmp, flag);
1977 } 1964 }
1978} 1965}
1981 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1982 * all it's inventory (recursively). 1969 * all it's inventory (recursively).
1983 * If checksums are used, a player will get set_cheat called for 1970 * If checksums are used, a player will get set_cheat called for
1984 * him/her-self and all object carried by a call to this function. 1971 * him/her-self and all object carried by a call to this function.
1985 */ 1972 */
1986
1987void 1973void
1988set_cheat (object *op) 1974set_cheat (object *op)
1989{ 1975{
1990 SET_FLAG (op, FLAG_WAS_WIZ); 1976 SET_FLAG (op, FLAG_WAS_WIZ);
1991 flag_inv (op, FLAG_WAS_WIZ); 1977 flag_inv (op, FLAG_WAS_WIZ);
2010 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2011 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2012 * the archetype because that isn't correct if the monster has been 1998 * the archetype because that isn't correct if the monster has been
2013 * customized, changed states, etc. 1999 * customized, changed states, etc.
2014 */ 2000 */
2015
2016int 2001int
2017find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2018{ 2003{
2019 int
2020 i,
2021 index = 0, flag; 2004 int index = 0, flag;
2022 static int
2023 altern[SIZEOFFREE]; 2005 int altern[SIZEOFFREE];
2024 2006
2025 for (i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2026 { 2008 {
2027 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2028 if (!flag) 2010 if (!flag)
2029 altern[index++] = i; 2011 altern [index++] = i;
2030 2012
2031 /* Basically, if we find a wall on a space, we cut down the search size. 2013 /* Basically, if we find a wall on a space, we cut down the search size.
2032 * In this way, we won't return spaces that are on another side of a wall. 2014 * In this way, we won't return spaces that are on another side of a wall.
2033 * This mostly work, but it cuts down the search size in all directions - 2015 * This mostly work, but it cuts down the search size in all directions -
2034 * if the space being examined only has a wall to the north and empty 2016 * if the space being examined only has a wall to the north and empty
2041 } 2023 }
2042 2024
2043 if (!index) 2025 if (!index)
2044 return -1; 2026 return -1;
2045 2027
2046 return altern[RANDOM () % index]; 2028 return altern [rndm (index)];
2047} 2029}
2048 2030
2049/* 2031/*
2050 * find_first_free_spot(archetype, maptile, x, y) works like 2032 * find_first_free_spot(archetype, maptile, x, y) works like
2051 * find_free_spot(), but it will search max number of squares. 2033 * find_free_spot(), but it will search max number of squares.
2052 * But it will return the first available spot, not a random choice. 2034 * But it will return the first available spot, not a random choice.
2053 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2035 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2054 */ 2036 */
2055
2056int 2037int
2057find_first_free_spot (const object *ob, maptile *m, int x, int y) 2038find_first_free_spot (const object *ob, maptile *m, int x, int y)
2058{ 2039{
2059 int
2060 i;
2061
2062 for (i = 0; i < SIZEOFFREE; i++) 2040 for (int i = 0; i < SIZEOFFREE; i++)
2063 {
2064 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2041 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2065 return i; 2042 return i;
2066 } 2043
2067 return -1; 2044 return -1;
2068} 2045}
2069 2046
2070/* 2047/*
2071 * The function permute(arr, begin, end) randomly reorders the array 2048 * The function permute(arr, begin, end) randomly reorders the array
2072 * arr[begin..end-1]. 2049 * arr[begin..end-1].
2050 * now uses a fisher-yates shuffle, old permute was broken
2073 */ 2051 */
2074static void 2052static void
2075permute (int *arr, int begin, int end) 2053permute (int *arr, int begin, int end)
2076{ 2054{
2077 int 2055 arr += begin;
2078 i,
2079 j,
2080 tmp,
2081 len;
2082
2083 len = end - begin; 2056 end -= begin;
2084 for (i = begin; i < end; i++)
2085 {
2086 j = begin + RANDOM () % len;
2087 2057
2088 tmp = arr[i]; 2058 while (--end)
2089 arr[i] = arr[j]; 2059 swap (arr [end], arr [rndm (end + 1)]);
2090 arr[j] = tmp;
2091 }
2092} 2060}
2093 2061
2094/* new function to make monster searching more efficient, and effective! 2062/* new function to make monster searching more efficient, and effective!
2095 * This basically returns a randomized array (in the passed pointer) of 2063 * This basically returns a randomized array (in the passed pointer) of
2096 * the spaces to find monsters. In this way, it won't always look for 2064 * the spaces to find monsters. In this way, it won't always look for
2099 * the 3x3 area will be searched, just not in a predictable order. 2067 * the 3x3 area will be searched, just not in a predictable order.
2100 */ 2068 */
2101void 2069void
2102get_search_arr (int *search_arr) 2070get_search_arr (int *search_arr)
2103{ 2071{
2104 int 2072 int i;
2105 i;
2106 2073
2107 for (i = 0; i < SIZEOFFREE; i++) 2074 for (i = 0; i < SIZEOFFREE; i++)
2108 {
2109 search_arr[i] = i; 2075 search_arr[i] = i;
2110 }
2111 2076
2112 permute (search_arr, 1, SIZEOFFREE1 + 1); 2077 permute (search_arr, 1, SIZEOFFREE1 + 1);
2113 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2078 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2114 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2079 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2115} 2080}
2124 * Perhaps incorrectly, but I'm making the assumption that exclude 2089 * Perhaps incorrectly, but I'm making the assumption that exclude
2125 * is actually want is going to try and move there. We need this info 2090 * is actually want is going to try and move there. We need this info
2126 * because we have to know what movement the thing looking to move 2091 * because we have to know what movement the thing looking to move
2127 * there is capable of. 2092 * there is capable of.
2128 */ 2093 */
2129
2130int 2094int
2131find_dir (maptile *m, int x, int y, object *exclude) 2095find_dir (maptile *m, int x, int y, object *exclude)
2132{ 2096{
2133 int
2134 i,
2135 max = SIZEOFFREE, mflags; 2097 int i, max = SIZEOFFREE, mflags;
2136 2098
2137 sint16 nx, ny; 2099 sint16 nx, ny;
2138 object * 2100 object *tmp;
2139 tmp;
2140 maptile * 2101 maptile *mp;
2141 mp;
2142 2102
2143 MoveType blocked, move_type; 2103 MoveType blocked, move_type;
2144 2104
2145 if (exclude && exclude->head) 2105 if (exclude && exclude->head)
2146 { 2106 {
2163 2123
2164 if (mflags & P_OUT_OF_MAP) 2124 if (mflags & P_OUT_OF_MAP)
2165 max = maxfree[i]; 2125 max = maxfree[i];
2166 else 2126 else
2167 { 2127 {
2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2128 mapspace &ms = mp->at (nx, ny);
2129
2130 blocked = ms.move_block;
2169 2131
2170 if ((move_type & blocked) == move_type) 2132 if ((move_type & blocked) == move_type)
2171 max = maxfree[i]; 2133 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2134 else if (mflags & P_IS_ALIVE)
2173 { 2135 {
2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2136 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2137 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2138 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2176 break; 2139 break;
2177 2140
2178 if (tmp) 2141 if (tmp)
2179 return freedir[i]; 2142 return freedir[i];
2180 } 2143 }
2186 2149
2187/* 2150/*
2188 * distance(object 1, object 2) will return the square of the 2151 * distance(object 1, object 2) will return the square of the
2189 * distance between the two given objects. 2152 * distance between the two given objects.
2190 */ 2153 */
2191
2192int 2154int
2193distance (const object *ob1, const object *ob2) 2155distance (const object *ob1, const object *ob2)
2194{ 2156{
2195 int i;
2196
2197 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2157 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2198 return i;
2199} 2158}
2200 2159
2201/* 2160/*
2202 * find_dir_2(delta-x,delta-y) will return a direction in which 2161 * find_dir_2(delta-x,delta-y) will return a direction in which
2203 * an object which has subtracted the x and y coordinates of another 2162 * an object which has subtracted the x and y coordinates of another
2204 * object, needs to travel toward it. 2163 * object, needs to travel toward it.
2205 */ 2164 */
2206
2207int 2165int
2208find_dir_2 (int x, int y) 2166find_dir_2 (int x, int y)
2209{ 2167{
2210 int q; 2168 int q;
2211 2169
2240 2198
2241 return 3; 2199 return 3;
2242} 2200}
2243 2201
2244/* 2202/*
2245 * absdir(int): Returns a number between 1 and 8, which represent
2246 * the "absolute" direction of a number (it actually takes care of
2247 * "overflow" in previous calculations of a direction).
2248 */
2249
2250int
2251absdir (int d)
2252{
2253 while (d < 1)
2254 d += 8;
2255 while (d > 8)
2256 d -= 8;
2257 return d;
2258}
2259
2260/*
2261 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 * between two directions (which are expected to be absolute (see absdir()) 2204 * between two directions (which are expected to be absolute (see absdir())
2263 */ 2205 */
2264
2265int 2206int
2266dirdiff (int dir1, int dir2) 2207dirdiff (int dir1, int dir2)
2267{ 2208{
2268 int 2209 int d;
2269 d;
2270 2210
2271 d = abs (dir1 - dir2); 2211 d = abs (dir1 - dir2);
2272 if (d > 4) 2212 if (d > 4)
2273 d = 8 - d; 2213 d = 8 - d;
2214
2274 return d; 2215 return d;
2275} 2216}
2276 2217
2277/* peterm: 2218/* peterm:
2278 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2219 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2281 * This basically means that if direction is 15, then it could either go 2222 * This basically means that if direction is 15, then it could either go
2282 * direction 4, 14, or 16 to get back to where we are. 2223 * direction 4, 14, or 16 to get back to where we are.
2283 * Moved from spell_util.c to object.c with the other related direction 2224 * Moved from spell_util.c to object.c with the other related direction
2284 * functions. 2225 * functions.
2285 */ 2226 */
2286
2287int
2288 reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2289 {0, 0, 0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2290 {0, 0, 0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2291 {0, 0, 0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2292 {0, 0, 0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2293 {0, 0, 0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2437 insert_ob_in_ob (object_create_clone (item), dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2438 2377
2439 return dst; 2378 return dst;
2440} 2379}
2441 2380
2442/* GROS - Creates an object using a string representing its content. */
2443/* Basically, we save the content of the string to a temp file, then call */
2444/* load_object on it. I admit it is a highly inefficient way to make things, */
2445/* but it was simple to make and allows reusing the load_object function. */
2446/* Remember not to use load_object_str in a time-critical situation. */
2447/* Also remember that multiparts objects are not supported for now. */
2448
2449object *
2450load_object_str (const char *obstr)
2451{
2452 object *op;
2453 char filename[MAX_BUF];
2454
2455 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2456
2457 FILE *tempfile = fopen (filename, "w");
2458
2459 if (tempfile == NULL)
2460 {
2461 LOG (llevError, "Error - Unable to access load object temp file\n");
2462 return NULL;
2463 }
2464
2465 fprintf (tempfile, obstr);
2466 fclose (tempfile);
2467
2468 op = object::create ();
2469
2470 object_thawer thawer (filename);
2471
2472 if (thawer)
2473 load_object (thawer, op, 0);
2474
2475 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2476 CLEAR_FLAG (op, FLAG_REMOVED);
2477
2478 return op;
2479}
2480
2481/* This returns the first object in who's inventory that 2381/* This returns the first object in who's inventory that
2482 * has the same type and subtype match. 2382 * has the same type and subtype match.
2483 * returns NULL if no match. 2383 * returns NULL if no match.
2484 */ 2384 */
2485object * 2385object *
2486find_obj_by_type_subtype (const object *who, int type, int subtype) 2386find_obj_by_type_subtype (const object *who, int type, int subtype)
2487{ 2387{
2488 object *tmp;
2489
2490 for (tmp = who->inv; tmp; tmp = tmp->below) 2388 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2491 if (tmp->type == type && tmp->subtype == subtype) 2389 if (tmp->type == type && tmp->subtype == subtype)
2492 return tmp; 2390 return tmp;
2493 2391
2494 return NULL; 2392 return 0;
2495} 2393}
2496 2394
2497/* If ob has a field named key, return the link from the list, 2395/* If ob has a field named key, return the link from the list,
2498 * otherwise return NULL. 2396 * otherwise return NULL.
2499 * 2397 *
2501 * do the desired thing. 2399 * do the desired thing.
2502 */ 2400 */
2503key_value * 2401key_value *
2504get_ob_key_link (const object *ob, const char *key) 2402get_ob_key_link (const object *ob, const char *key)
2505{ 2403{
2506 key_value *link;
2507
2508 for (link = ob->key_values; link != NULL; link = link->next) 2404 for (key_value *link = ob->key_values; link; link = link->next)
2509 if (link->key == key) 2405 if (link->key == key)
2510 return link; 2406 return link;
2511 2407
2512 return NULL; 2408 return 0;
2513} 2409}
2514 2410
2515/* 2411/*
2516 * Returns the value of op has an extra_field for key, or NULL. 2412 * Returns the value of op has an extra_field for key, or NULL.
2517 * 2413 *
2542 if (link->key == canonical_key) 2438 if (link->key == canonical_key)
2543 return link->value; 2439 return link->value;
2544 2440
2545 return 0; 2441 return 0;
2546} 2442}
2547
2548 2443
2549/* 2444/*
2550 * Updates the canonical_key in op to value. 2445 * Updates the canonical_key in op to value.
2551 * 2446 *
2552 * canonical_key is a shared string (value doesn't have to be). 2447 * canonical_key is a shared string (value doesn't have to be).
2557 * Returns TRUE on success. 2452 * Returns TRUE on success.
2558 */ 2453 */
2559int 2454int
2560set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2455set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2561{ 2456{
2562 key_value *
2563 field = NULL, *last = NULL; 2457 key_value *field = NULL, *last = NULL;
2564 2458
2565 for (field = op->key_values; field != NULL; field = field->next) 2459 for (field = op->key_values; field != NULL; field = field->next)
2566 { 2460 {
2567 if (field->key != canonical_key) 2461 if (field->key != canonical_key)
2568 { 2462 {
2596 /* IF we get here, key doesn't exist */ 2490 /* IF we get here, key doesn't exist */
2597 2491
2598 /* No field, we'll have to add it. */ 2492 /* No field, we'll have to add it. */
2599 2493
2600 if (!add_key) 2494 if (!add_key)
2601 {
2602 return FALSE; 2495 return FALSE;
2603 } 2496
2604 /* There isn't any good reason to store a null 2497 /* There isn't any good reason to store a null
2605 * value in the key/value list. If the archetype has 2498 * value in the key/value list. If the archetype has
2606 * this key, then we should also have it, so shouldn't 2499 * this key, then we should also have it, so shouldn't
2607 * be here. If user wants to store empty strings, 2500 * be here. If user wants to store empty strings,
2608 * should pass in "" 2501 * should pass in ""
2657 } 2550 }
2658 else 2551 else
2659 item = item->env; 2552 item = item->env;
2660} 2553}
2661 2554
2555
2556const char *
2557object::flag_desc (char *desc, int len) const
2558{
2559 char *p = desc;
2560 bool first = true;
2561
2562 *p = 0;
2563
2564 for (int i = 0; i < NUM_FLAGS; i++)
2565 {
2566 if (len <= 10) // magic constant!
2567 {
2568 snprintf (p, len, ",...");
2569 break;
2570 }
2571
2572 if (flag [i])
2573 {
2574 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2575 len -= cnt;
2576 p += cnt;
2577 first = false;
2578 }
2579 }
2580
2581 return desc;
2582}
2583
2662// return a suitable string describing an objetc in enough detail to find it 2584// return a suitable string describing an object in enough detail to find it
2663const char * 2585const char *
2664object::debug_desc (char *info) const 2586object::debug_desc (char *info) const
2665{ 2587{
2588 char flagdesc[512];
2666 char info2[256 * 3]; 2589 char info2[256 * 4];
2667 char *p = info; 2590 char *p = info;
2668 2591
2669 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2592 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2670 count, 2593 count, uuid.seq,
2671 &name, 2594 &name,
2672 title ? " " : "", 2595 title ? "\",title:\"" : "",
2673 title ? (const char *)title : ""); 2596 title ? (const char *)title : "",
2597 flag_desc (flagdesc, 512), type);
2674 2598
2675 if (env) 2599 if (env)
2676 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677 2601
2678 if (map) 2602 if (map)
2679 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2603 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2680 2604
2681 return info; 2605 return info;
2682} 2606}
2683 2607
2684const char * 2608const char *
2685object::debug_desc () const 2609object::debug_desc () const
2686{ 2610{
2687 static char info[256 * 3]; 2611 static char info[3][256 * 4];
2612 static int info_idx;
2613
2688 return debug_desc (info); 2614 return debug_desc (info [++info_idx % 3]);
2689} 2615}
2690 2616
2617struct region *
2618object::region () const
2619{
2620 return map ? map->region (x, y)
2621 : region::default_region ();
2622}
2623
2624const materialtype_t *
2625object::dominant_material () const
2626{
2627 if (materialtype_t *mat = name_to_material (materialname))
2628 return mat;
2629
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown);
2634}
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2640 return;
2641
2642 if (object *old_container = container)
2643 {
2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return;
2646
2647#if 0
2648 // remove the "Close old_container" object.
2649 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON)
2651 closer->destroy ();
2652#endif
2653
2654 old_container->flag [FLAG_APPLIED] = 0;
2655 container = 0;
2656
2657 esrv_update_item (UPD_FLAGS, this, old_container);
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2659 }
2660
2661 if (new_container)
2662 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2664 return;
2665
2666 // TODO: this does not seem to serve any purpose anymore?
2667#if 0
2668 // insert the "Close Container" object.
2669 if (archetype *closer = new_container->other_arch)
2670 {
2671 object *closer = arch_to_object (new_container->other_arch);
2672 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2673 new_container->insert (closer);
2674 }
2675#endif
2676
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2678
2679 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container;
2681
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 }
2685}
2686
2687

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