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Comparing deliantra/server/common/object.C (file contents):
Revision 1.175 by root, Fri Aug 10 01:47:52 2007 UTC vs.
Revision 1.269 by root, Fri Dec 26 13:42:18 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
41 37
42objectvec objects; 38objectvec objects;
43activevec actives; 39activevec actives;
44 40
45short 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, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 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 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}; 46};
48short 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, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 52};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 58};
54int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 64};
58 65
59static void 66static void
60write_uuid (void) 67write_uuid (uval64 skip, bool sync)
61{ 68{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
63 70 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 73 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 74}
79 75
80static void 76static void
81read_uuid (void) 77read_uuid (void)
82{ 78{
83 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
84 80
85 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
86 84
87 FILE *fp; 85 FILE *fp;
88 86
89 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
90 { 88 {
91 if (errno == ENOENT) 89 if (errno == ENOENT)
92 { 90 {
93 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 92 UUID::cur.seq = 0;
95 write_uuid (); 93 write_uuid (UUID_GAP, true);
96 return; 94 return;
97 } 95 }
98 96
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 98 _exit (1);
101 } 99 }
102 100
103 int version; 101 UUID::BUF buf;
104 unsigned long long uid; 102 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 { 106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 108 _exit (1);
109 } 109 }
110 110
111 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 112
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
114 fclose (fp); 114 fclose (fp);
115} 115}
116 116
117UUID 117UUID
118gen_uuid () 118UUID::gen ()
119{ 119{
120 UUID uid; 120 UUID uid;
121 121
122 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
123 123
124 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
126 130
127 return uid; 131 return uid;
128} 132}
129 133
130void 134void
131init_uuid () 135UUID::init ()
132{ 136{
133 read_uuid (); 137 read_uuid ();
134} 138}
135 139
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 141static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
139{ 143{
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
145 */ 147 */
146 148
147 /* For each field in wants, */ 149 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
149 { 151 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 152 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 153
171 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 155 return true;
173} 156}
174 157
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 159static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 161{
179 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
181 */ 164 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
183} 167}
184 168
185/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together. 170 * they can be merged together.
187 * 171 *
202 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 187 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
205 return 0; 189 return 0;
206 190
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 191 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 192 * is always 0 .. 2**31-1 */
210 * used to store nrof). 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 194 return 0;
214 195
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 199 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 200 * flags lose any meaning.
220 */ 201 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 204
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 207
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 208 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 209 || ob1->name != ob2->name
230 || ob1->title != ob2->title 210 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 217 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
241 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 225 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 226 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 227 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 228 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 229 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
252 return 0; 233 return 0;
253 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
254 /* This is really a spellbook check - really, we should 241 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 242 * not merge objects with real inventories, as splitting them
243 * is hard.
256 */ 244 */
257 if (ob1->inv || ob2->inv) 245 if (ob1->inv || ob2->inv)
258 { 246 {
259 /* if one object has inventory but the other doesn't, not equiv */ 247 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 248 return 0; /* inventories differ in length */
261 return 0;
262 249
263 /* Now check to see if the two inventory objects could merge */ 250 if (ob1->inv->below || ob2->inv->below)
251 return 0; /* more than one object in inv */
252
264 if (!object::can_merge (ob1->inv, ob2->inv)) 253 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 254 return 0; /* inventory objects differ */
266 255
267 /* inventory ok - still need to check rest of this object to see 256 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 257 * if it is valid.
269 */ 258 */
270 } 259 }
289 if (ob1->level != ob2->level) 278 if (ob1->level != ob2->level)
290 return 0; 279 return 0;
291 break; 280 break;
292 } 281 }
293 282
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 283 if (ob1->key_values || ob2->key_values)
295 { 284 {
296 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 286 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 288
300 else if (!compare_ob_value_lists (ob1, ob2)) 289 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 290 return 0;
302 } 291 }
303 292
304 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
305 { 294 {
306 ob1->optimise (); 295 ob1->optimise ();
307 ob2->optimise (); 296 ob2->optimise ();
308 297
309 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
299 {
300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
302
303 if (k1 != k2)
304 return 0;
305
306 if (k1 == 0)
307 return 1;
308
310 if (!cfperl_can_merge (ob1, ob2)) 309 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 310 return 0;
311 }
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
317 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
318/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
387 op = op->env;
388 }
389}
390
391/*
319 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
322 */ 395 */
323long 396void
324sum_weight (object *op) 397object::update_weight ()
325{ 398{
326 long sum; 399 sint32 sum = 0;
327 object *inv;
328 400
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 401 for (object *op = inv; op; op = op->below)
330 { 402 {
331 if (inv->inv) 403 if (op->inv)
332 sum_weight (inv); 404 op->update_weight ();
333 405
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406 sum += op->total_weight ();
407 }
408
409 sum = weight_adjust_for (this, sum);
410
411 if (sum != carrying)
335 } 412 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 413 carrying = sum;
342 414
343 return sum; 415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
344} 419}
345 420
346/** 421/*
347 * Return the outermost environment object for a given object. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 423 */
363char * 424char *
364dump_object (object *op) 425dump_object (object *op)
365{ 426{
366 if (!op) 427 if (!op)
374/* 435/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 436 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 437 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 438 * If it's not a multi-object, it is returned.
378 */ 439 */
379
380object * 440object *
381get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
382{ 442{
383 object *tmp, *closest; 443 object *tmp, *closest;
384 int last_dist, i; 444 int last_dist, i;
385 445
386 if (op->more == NULL) 446 if (!op->more)
387 return op; 447 return op;
448
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
391 return closest; 455 return closest;
392} 456}
393 457
394/* 458/*
395 * Returns the object which has the count-variable equal to the argument. 459 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow.
396 */ 461 */
397object * 462object *
398find_object (tag_t i) 463find_object (tag_t i)
399{ 464{
400 for_all_objects (op) 465 for_all_objects (op)
411 */ 476 */
412object * 477object *
413find_object_name (const char *str) 478find_object_name (const char *str)
414{ 479{
415 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
416 object *op;
417 481
482 if (str_)
418 for_all_objects (op) 483 for_all_objects (op)
419 if (op->name == str_) 484 if (op->name == str_)
420 break; 485 return op;
421 486
422 return op; 487 return 0;
423}
424
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429} 488}
430 489
431/* 490/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 492 * skill and experience objects.
493 * ACTUALLY NO! investigate! TODO
434 */ 494 */
435void 495void
436object::set_owner (object *owner) 496object::set_owner (object *owner)
437{ 497{
498 // allow objects which own objects
438 if (!owner) 499 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 500 while (owner->owner)
449 owner = owner->owner; 501 owner = owner->owner;
502
503 if (flag [FLAG_FREED])
504 {
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506 return;
507 }
450 508
451 this->owner = owner; 509 this->owner = owner;
452} 510}
453 511
454int 512int
532 } 590 }
533 591
534 op->key_values = 0; 592 op->key_values = 0;
535} 593}
536 594
537object & 595/*
538object::operator =(const object &src) 596 * copy_to first frees everything allocated by the dst object,
597 * and then copies the contents of itself into the second
598 * object, allocating what needs to be allocated. Basically, any
599 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
600 * if the first object is freed, the pointers in the new object
601 * will point at garbage.
602 */
603void
604object::copy_to (object *dst)
539{ 605{
540 bool is_freed = flag [FLAG_FREED]; 606 dst->remove ();
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed; 608 dst->flag [FLAG_REMOVED] = true;
547 609
548 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
549 if (src.key_values) 611 if (key_values)
550 { 612 {
551 key_value *tail = 0; 613 key_value *tail = 0;
552 key_values = 0; 614 dst->key_values = 0;
553 615
554 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
555 { 617 {
556 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
557 619
558 new_link->next = 0; 620 new_link->next = 0;
559 new_link->key = i->key; 621 new_link->key = i->key;
560 new_link->value = i->value; 622 new_link->value = i->value;
561 623
562 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
563 if (!key_values) 625 if (!dst->key_values)
564 { 626 {
565 key_values = new_link; 627 dst->key_values = new_link;
566 tail = new_link; 628 tail = new_link;
567 } 629 }
568 else 630 else
569 { 631 {
570 tail->next = new_link; 632 tail->next = new_link;
571 tail = new_link; 633 tail = new_link;
572 } 634 }
573 } 635 }
574 } 636 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589 637
590 if (speed < 0) 638 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 639 dst->speed_left -= rndm ();
592 640
593 dst->set_speed (dst->speed); 641 dst->activate ();
594} 642}
595 643
596void 644void
597object::instantiate () 645object::instantiate ()
598{ 646{
599 if (!uuid.seq) // HACK 647 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 648 uuid = UUID::gen ();
601 649
602 speed_left = -0.1f; 650 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really 651 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything. 652 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting 653 * by doing so, when a monster is created, it has good starting
615object * 663object *
616object::clone () 664object::clone ()
617{ 665{
618 object *neu = create (); 666 object *neu = create ();
619 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
620 return neu; 669 return neu;
621} 670}
622 671
623/* 672/*
624 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * If an object with the IS_TURNABLE() flag needs to be turned due
675 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
676 */ 725 */
677void 726void
678update_object (object *op, int action) 727update_object (object *op, int action)
679{ 728{
680 if (op == NULL) 729 if (!op)
681 { 730 {
682 /* this should never happen */ 731 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
684 return; 733 return;
685 } 734 }
686 735
687 if (op->env) 736 if (!op->is_on_map ())
688 { 737 {
689 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
690 * to do in this case. 739 * to do in this case.
691 */ 740 */
692 return; 741 return;
693 } 742 }
694
695 /* If the map is saving, don't do anything as everything is
696 * going to get freed anyways.
697 */
698 if (!op->map || op->map->in_memory == MAP_SAVING)
699 return;
700 743
701 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 { 746 {
704 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
727 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
728 * to have move_allow right now. 771 * have move_allow right now.
729 */ 772 */
730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
732 m.flags_ = 0; 775 m.invalidate ();
733 } 776 }
734 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
736 * that is being removed. 779 * that is being removed.
737 */ 780 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0; 782 m.invalidate ();
740 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
742 else 785 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 787
764static int object_count; 807static int object_count;
765 808
766void object::link () 809void object::link ()
767{ 810{
768 assert (!index);//D 811 assert (!index);//D
769 uuid = gen_uuid (); 812 uuid = UUID::gen ();
770 count = ++object_count; 813 count = ++object_count;
771 814
772 refcnt_inc (); 815 refcnt_inc ();
773 objects.insert (this); 816 objects.insert (this);
774} 817}
786object::activate () 829object::activate ()
787{ 830{
788 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
789 if (active) 832 if (active)
790 return; 833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
791 837
792 if (has_active_speed ()) 838 if (has_active_speed ())
793 actives.insert (this); 839 actives.insert (this);
794} 840}
795 841
847object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
848{ 894{
849 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
853 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
854 if (!inv) 900 if (!inv)
855 return; 901 return;
856 902
857 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 904 * if some form of movement is allowed, let objects
859 * drop on that space. 905 * drop on that space.
860 */ 906 */
861 if (!drop_to_ground 907 if (!drop_to_ground
862 || !map 908 || !map
863 || map->in_memory != MAP_IN_MEMORY 909 || map->in_memory != MAP_ACTIVE
864 || map->nodrop 910 || map->no_drop
865 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
866 { 912 {
867 while (inv) 913 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy (); 914 inv->destroy ();
871 }
872 } 915 }
873 else 916 else
874 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
875 while (inv) 918 while (inv)
876 { 919 {
894 object *op = new object; 937 object *op = new object;
895 op->link (); 938 op->link ();
896 return op; 939 return op;
897} 940}
898 941
942static struct freed_map : maptile
943{
944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
899void 963void
900object::do_destroy () 964object::do_destroy ()
901{ 965{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this); 967 remove_button_link (this);
906 968
907 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this); 970 remove_friendly_object (this);
909 971
910 if (!flag [FLAG_REMOVED])
911 remove (); 972 remove ();
912 973
913 destroy_inv (true); 974 attachable::do_destroy ();
914 975
915 deactivate (); 976 deactivate ();
916 unlink (); 977 unlink ();
917 978
918 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
919 980
920 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map; 982 map = &freed_map;
937 x = 1; 983 x = 1;
938 y = 1; 984 y = 1;
939 }
940 985
941 if (more) 986 if (more)
942 { 987 {
943 more->destroy (); 988 more->destroy ();
944 more = 0; 989 more = 0;
952 attacked_by = 0; 997 attacked_by = 0;
953 current_weapon = 0; 998 current_weapon = 0;
954} 999}
955 1000
956void 1001void
957object::destroy (bool destroy_inventory) 1002object::destroy ()
958{ 1003{
959 if (destroyed ()) 1004 if (destroyed ())
960 return; 1005 return;
961 1006
962 if (destroy_inventory) 1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy ();
1011 return;
1012 }
1013
963 destroy_inv (false); 1014 destroy_inv (false);
964 1015
965 if (is_head ()) 1016 if (is_head ())
966 if (sound_destroy) 1017 if (sound_destroy)
967 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
970 1021
971 attachable::destroy (); 1022 attachable::destroy ();
972}
973
974/*
975 * sub_weight() recursively (outwards) subtracts a number from the
976 * weight of an object (and what is carried by it's environment(s)).
977 */
978void
979sub_weight (object *op, signed long weight)
980{
981 while (op != NULL)
982 {
983 if (op->type == CONTAINER)
984 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
985
986 op->carrying -= weight;
987 op = op->env;
988 }
989} 1023}
990 1024
991/* op->remove (): 1025/* op->remove ():
992 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
993 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
999object::do_remove () 1033object::do_remove ()
1000{ 1034{
1001 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
1002 object *otmp; 1036 object *otmp;
1003 1037
1004 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
1005 return; 1039 return;
1006 1040
1007 SET_FLAG (this, FLAG_REMOVED);
1008 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
1009 1044
1010 if (more) 1045 if (more)
1011 more->remove (); 1046 more->remove ();
1012 1047
1013 /* 1048 /*
1014 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1015 * inventory. 1050 * inventory.
1016 */ 1051 */
1017 if (env) 1052 if (env)
1018 { 1053 {
1019 if (nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1020 sub_weight (env, weight * nrof); 1055 if (object *pl = visible_to ())
1021 else 1056 esrv_del_item (pl->contr, count);
1022 sub_weight (env, weight + carrying); 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 object *pl = in_player ();
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
1023 1078
1024 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1025 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1026 * to save cpu time. 1081 * to save cpu time.
1027 */ 1082 */
1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if (pl)
1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 {
1029 otmp->update_stats (); 1086 pl->update_stats ();
1030 1087
1031 if (above) 1088 if (glow_radius && pl->is_on_map () && pl->map->darklevel () > 0)
1032 above->below = below; 1089 update_all_los (pl->map, pl->x, pl->y);
1033 else 1090 }
1034 env->inv = below;
1035
1036 if (below)
1037 below->above = above;
1038
1039 /* we set up values so that it could be inserted into
1040 * the map, but we don't actually do that - it is up
1041 * to the caller to decide what we want to do.
1042 */
1043 x = env->x, y = env->y;
1044 map = env->map;
1045 above = 0, below = 0;
1046 env = 0;
1047 } 1091 }
1048 else if (map) 1092 else if (map)
1049 { 1093 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1094 map->dirty = true;
1063 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1064 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (type == PLAYER) // this == pl(!)
1100 {
1101 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent.
1105 close_container ();
1106
1107 --map->players;
1108 map->touch ();
1109 }
1110 else if (pl->container == this)
1111 {
1112 // removing a container should close it
1113 close_container ();
1114 }
1115
1116 esrv_del_item (pl->contr, count);
1117 }
1118
1065 /* link the object above us */ 1119 /* link the object above us */
1066 if (above) 1120 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1121 *(above ? &above->below : &ms.top) = below;
1068 else 1122 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1123
1086 above = 0; 1124 above = 0;
1087 below = 0; 1125 below = 0;
1126
1127 ms.invalidate ();
1088 1128
1089 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1090 return; 1130 return;
1091 1131
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1098 * removed (most likely destroyed), update the player view 1138 * removed (most likely destroyed), update the player view
1099 * appropriately. 1139 * appropriately.
1100 */ 1140 */
1101 pl->close_container (); 1141 pl->close_container ();
1102 1142
1143 //TODO: the floorbox prev/next might need updating
1144 //esrv_del_item (pl->contr, count);
1145 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1147 pl->contr->ns->floorbox_update ();
1104 } 1148 }
1105 1149
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1150 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 { 1151 {
1108 /* No point updating the players look faces if he is the object 1152 /* No point updating the players look faces if he is the object
1121 } 1165 }
1122 1166
1123 last = tmp; 1167 last = tmp;
1124 } 1168 }
1125 1169
1126 /* last == NULL if there are no objects on this space */ 1170 if (affects_los () && map->darklevel () > 0)
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1135 } 1172 }
1136} 1173}
1137 1174
1138/* 1175/*
1147merge_ob (object *op, object *top) 1184merge_ob (object *op, object *top)
1148{ 1185{
1149 if (!op->nrof) 1186 if (!op->nrof)
1150 return 0; 1187 return 0;
1151 1188
1152 if (top) 1189 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1190 for (top = op; top && top->above; top = top->above)
1154 ; 1191 ;
1155 1192
1156 for (; top; top = top->below) 1193 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1194 if (object::can_merge (op, top))
1162 { 1195 {
1163 top->nrof += op->nrof; 1196 top->nrof += op->nrof;
1164 1197
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1198 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1199 esrv_update_item (UPD_NROF, pl, top);
1200
1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1167 op->destroy (); 1204 op->destroy ();
1205
1168 return top; 1206 return top;
1169 } 1207 }
1170 }
1171 1208
1172 return 0; 1209 return 0;
1173} 1210}
1174 1211
1175void 1212void
1200 * job preparing multi-part monsters. 1237 * job preparing multi-part monsters.
1201 */ 1238 */
1202object * 1239object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1241{
1242 op->remove ();
1243
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1245 {
1207 tmp->x = x + tmp->arch->x; 1246 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1247 tmp->y = y + tmp->arch->y;
1209 } 1248 }
1232 * just 'op' otherwise 1271 * just 'op' otherwise
1233 */ 1272 */
1234object * 1273object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1275{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1276 op->remove ();
1242 1277
1243#if 0 1278 if (m == &freed_map)//D TODO: remove soon
1244 if (!m->active != !op->active)
1245 if (m->active)
1246 op->activate_recursive ();
1247 else
1248 op->deactivate_recursive ();
1249#endif
1250
1251 if (out_of_map (m, op->x, op->y))
1252 { 1279 {//D
1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1254#ifdef MANY_CORES
1255 /* Better to catch this here, as otherwise the next use of this object
1256 * is likely to cause a crash. Better to find out where it is getting
1257 * improperly inserted.
1258 */
1259 abort ();
1260#endif
1261 return op;
1262 } 1281 }//D
1263
1264 if (object *more = op->more)
1265 if (!insert_ob_in_map (more, m, originator, flag))
1266 return 0;
1267
1268 CLEAR_FLAG (op, FLAG_REMOVED);
1269 1282
1270 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1271 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1272 * need extra work 1285 * need extra work
1273 */ 1286 */
1274 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1288 {
1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1275 return 0; 1290 return 0;
1291 }
1292
1293 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0;
1296
1297 CLEAR_FLAG (op, FLAG_REMOVED);
1276 1298
1277 op->map = m; 1299 op->map = m;
1278 mapspace &ms = op->ms (); 1300 mapspace &ms = op->ms ();
1279 1301
1280 /* this has to be done after we translate the coordinates. 1302 /* this has to be done after we translate the coordinates.
1281 */ 1303 */
1282 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1284 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1285 { 1307 {
1308 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp
1310 // from here :/
1286 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1287 tmp->destroy (); 1312 tmp->destroy ();
1288 } 1313 }
1289 1314
1290 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1299 { 1324 {
1300 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1301 abort (); 1326 abort ();
1302 } 1327 }
1303 1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1304 op->above = originator; 1333 op->above = originator;
1305 op->below = originator->below; 1334 op->below = originator->below;
1306
1307 if (op->below)
1308 op->below->above = op;
1309 else
1310 ms.bot = op;
1311
1312 /* since *below* originator, no need to update top */
1313 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1314 } 1338 }
1315 else 1339 else
1316 { 1340 {
1317 top = ms.bot; 1341 object *floor = 0;
1342 object *top = ms.top;
1318 1343
1319 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1320 if ((!(flag & INS_MAP_LOAD)) && top) 1345 if (top)
1321 { 1346 {
1322 object *last = 0;
1323
1324 /* 1347 /*
1325 * If there are multiple objects on this space, we do some trickier handling. 1348 * If there are multiple objects on this space, we do some trickier handling.
1326 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1327 * Generally, we want to put the new object on top. But if 1350 * Generally, we want to put the new object on top. But if
1328 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1331 * once we get to them. This reduces the need to traverse over all of 1354 * once we get to them. This reduces the need to traverse over all of
1332 * them when adding another one - this saves quite a bit of cpu time 1355 * them when adding another one - this saves quite a bit of cpu time
1333 * when lots of spells are cast in one area. Currently, it is presumed 1356 * when lots of spells are cast in one area. Currently, it is presumed
1334 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1335 */ 1358 */
1336 for (top = ms.bot; top; top = top->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1337 { 1360 {
1338 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1339 floor = top; 1362 floor = tmp;
1340 1363
1341 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1342 { 1365 {
1343 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1344 top = top->below; 1367 top = tmp->below;
1345 break; 1368 break;
1346 } 1369 }
1347 1370
1348 last = top; 1371 top = tmp;
1349 } 1372 }
1350
1351 /* Don't want top to be NULL, so set it to the last valid object */
1352 top = last;
1353 1373
1354 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1355 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1356 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1357 */ 1377 */
1364 */ 1384 */
1365 if (!(flag & INS_ON_TOP) 1385 if (!(flag & INS_ON_TOP)
1366 && ms.flags () & P_BLOCKSVIEW 1386 && ms.flags () & P_BLOCKSVIEW
1367 && (op->face && !faces [op->face].visibility)) 1387 && (op->face && !faces [op->face].visibility))
1368 { 1388 {
1389 object *last;
1390
1369 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1371 break; 1393 break;
1372 1394
1373 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1377 */ 1399 */
1378 if (last && last->below && last != floor) 1400 if (last && last->below && last != floor)
1379 top = last->below; 1401 top = last->below;
1380 } 1402 }
1381 } /* If objects on this space */ 1403 } /* If objects on this space */
1382 if (flag & INS_MAP_LOAD)
1383 top = ms.top;
1384 1404
1385 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1386 top = floor; 1406 top = floor;
1387 1407
1388 /* Top is the object that our object (op) is going to get inserted above. 1408 // insert object above top, or bottom-most if top = 0
1389 */
1390
1391 /* First object on this space */
1392 if (!top) 1409 if (!top)
1393 { 1410 {
1411 op->below = 0;
1394 op->above = ms.bot; 1412 op->above = ms.bot;
1395
1396 if (op->above)
1397 op->above->below = op;
1398
1399 op->below = 0;
1400 ms.bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1401 } 1416 }
1402 else 1417 else
1403 { /* get inserted into the stack above top */ 1418 {
1404 op->above = top->above; 1419 op->above = top->above;
1405
1406 if (op->above)
1407 op->above->below = op; 1420 top->above = op;
1408 1421
1409 op->below = top; 1422 op->below = top;
1410 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1411 } 1424 }
1412 1425 }
1413 if (!op->above)
1414 ms.top = op;
1415 } /* else not INS_BELOW_ORIGINATOR */
1416 1426
1417 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1418 { 1428 {
1419 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1420 ++op->map->players; 1430 ++op->map->players;
1421 op->map->touch (); 1431 op->map->touch ();
1422 } 1432 }
1423 1433
1424 op->map->dirty = true; 1434 op->map->dirty = true;
1425 1435
1426 /* If we have a floor, we know the player, if any, will be above
1427 * it, so save a few ticks and start from there.
1428 */
1429 if (!(flag & INS_MAP_LOAD))
1430 if (object *pl = ms.player ()) 1436 if (object *pl = ms.player ())
1437 //TODO: the floorbox prev/next might need updating
1438 //esrv_send_item (pl, op);
1439 //TODO: update floorbox to preserve ordering
1440 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update (); 1441 pl->contr->ns->floorbox_update ();
1432 1442
1433 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1434 * visible to others on this map. But update_all_los is really 1444 * visible to others on this map. But update_all_los is really
1435 * an inefficient way to do this, as it means los for all players 1445 * an inefficient way to do this, as it means los for all players
1437 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1438 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1439 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1440 * of effect may be sufficient. 1450 * of effect may be sufficient.
1441 */ 1451 */
1442 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darklevel () > 0)
1453 {
1454 op->ms ().invalidate ();
1443 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1444 1457
1445 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1446 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1447 1460
1448 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1478 * op is the object to insert it under: supplies x and the map. 1491 * op is the object to insert it under: supplies x and the map.
1479 */ 1492 */
1480void 1493void
1481replace_insert_ob_in_map (const char *arch_string, object *op) 1494replace_insert_ob_in_map (const char *arch_string, object *op)
1482{ 1495{
1483 object *tmp, *tmp1;
1484
1485 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1486 1497
1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1489 tmp->destroy (); 1500 tmp->destroy ();
1490 1501
1491 tmp1 = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1492 1503
1493 tmp1->x = op->x; 1504 tmp->x = op->x;
1494 tmp1->y = op->y; 1505 tmp->y = op->y;
1506
1495 insert_ob_in_map (tmp1, op->map, op, 0); 1507 insert_ob_in_map (tmp, op->map, op, 0);
1496} 1508}
1497 1509
1498object * 1510object *
1499object::insert_at (object *where, object *originator, int flags) 1511object::insert_at (object *where, object *originator, int flags)
1500{ 1512{
1513 if (where->env)
1514 return where->env->insert (this);
1515 else
1501 return where->map->insert (this, where->x, where->y, originator, flags); 1516 return where->map->insert (this, where->x, where->y, originator, flags);
1502} 1517}
1503 1518
1504/* 1519/*
1505 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1506 * is returned contains nr objects, and the remaining parts contains
1507 * the rest (or is removed and freed if that number is 0).
1508 * On failure, NULL is returned, and the reason put into the
1509 * global static errmsg array.
1510 */
1511object *
1512get_split_ob (object *orig_ob, uint32 nr)
1513{
1514 object *newob;
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516
1517 if (orig_ob->nrof < nr)
1518 {
1519 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL;
1521 }
1522
1523 newob = object_create_clone (orig_ob);
1524
1525 if ((orig_ob->nrof -= nr) < 1)
1526 orig_ob->destroy (1);
1527 else if (!is_removed)
1528 {
1529 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1532 {
1533 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL;
1536 }
1537 }
1538
1539 newob->nrof = nr;
1540
1541 return newob;
1542}
1543
1544/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1520 * decrease(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1521 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1522 * is subsequently removed and freed.
1548 * 1523 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1524 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1525 */
1526bool
1527object::decrease (sint32 nr)
1528{
1529 if (!nr)
1530 return true;
1531
1532 nr = min (nr, nrof);
1533
1534 if (nrof > nr)
1535 {
1536 nrof -= nr;
1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538
1539 if (object *pl = visible_to ())
1540 esrv_update_item (UPD_NROF, pl, this);
1541
1542 return true;
1543 }
1544 else
1545 {
1546 destroy ();
1547 return false;
1548 }
1549}
1550
1551/*
1552 * split(ob,nr) splits up ob into two parts. The part which
1553 * is returned contains nr objects, and the remaining parts contains
1554 * the rest (or is removed and returned if that number is 0).
1555 * On failure, NULL is returned.
1556 */
1551object * 1557object *
1552decrease_ob_nr (object *op, uint32 i) 1558object::split (sint32 nr)
1553{ 1559{
1554 object *tmp; 1560 int have = number_of ();
1555 1561
1556 if (i == 0) /* objects with op->nrof require this check */ 1562 if (have < nr)
1557 return op; 1563 return 0;
1558 1564 else if (have == nr)
1559 if (i > op->nrof)
1560 i = op->nrof;
1561
1562 if (QUERY_FLAG (op, FLAG_REMOVED))
1563 op->nrof -= i;
1564 else if (op->env)
1565 { 1565 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */
1569 tmp = op->in_player ();
1570 /* nope. Is this a container the player has opened?
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp)
1577 for_all_players (pl)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583
1584 if (i < op->nrof)
1585 {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp)
1589 esrv_send_item (tmp, op);
1590 }
1591 else
1592 {
1593 op->remove (); 1566 remove ();
1594 op->nrof = 0; 1567 return this;
1595 if (tmp)
1596 esrv_del_item (tmp->contr, op->count);
1597 }
1598 } 1568 }
1599 else 1569 else
1600 { 1570 {
1601 object *above = op->above; 1571 decrease (nr);
1602 1572
1603 if (i < op->nrof) 1573 object *op = deep_clone ();
1604 op->nrof -= i; 1574 op->nrof = nr;
1605 else
1606 {
1607 op->remove ();
1608 op->nrof = 0;
1609 }
1610
1611 /* Since we just removed op, op->above is null */
1612 for (tmp = above; tmp; tmp = tmp->above)
1613 if (tmp->type == PLAYER)
1614 {
1615 if (op->nrof)
1616 esrv_send_item (tmp, op);
1617 else
1618 esrv_del_item (tmp->contr, op->count);
1619 }
1620 }
1621
1622 if (op->nrof)
1623 return op; 1575 return op;
1624 else
1625 {
1626 op->destroy ();
1627 return 0;
1628 }
1629}
1630
1631/*
1632 * add_weight(object, weight) adds the specified weight to an object,
1633 * and also updates how much the environment(s) is/are carrying.
1634 */
1635void
1636add_weight (object *op, signed long weight)
1637{
1638 while (op != NULL)
1639 {
1640 if (op->type == CONTAINER)
1641 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1642
1643 op->carrying += weight;
1644 op = op->env;
1645 } 1576 }
1646} 1577}
1647 1578
1648object * 1579object *
1649insert_ob_in_ob (object *op, object *where) 1580insert_ob_in_ob (object *op, object *where)
1674 * be != op, if items are merged. -Tero 1605 * be != op, if items are merged. -Tero
1675 */ 1606 */
1676object * 1607object *
1677object::insert (object *op) 1608object::insert (object *op)
1678{ 1609{
1679 object *tmp, *otmp;
1680
1681 if (!QUERY_FLAG (op, FLAG_REMOVED))
1682 op->remove ();
1683
1684 if (op->more) 1610 if (op->more)
1685 { 1611 {
1686 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1687 return op; 1613 return op;
1688 } 1614 }
1689 1615
1690 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 op->remove ();
1691 CLEAR_FLAG (op, FLAG_REMOVED); 1617
1618 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1619
1692 if (op->nrof) 1620 if (op->nrof)
1693 {
1694 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1621 for (object *tmp = inv; tmp; tmp = tmp->below)
1695 if (object::can_merge (tmp, op)) 1622 if (object::can_merge (tmp, op))
1696 { 1623 {
1697 /* return the original object and remove inserted object 1624 /* return the original object and remove inserted object
1698 (client needs the original object) */ 1625 (client needs the original object) */
1699 tmp->nrof += op->nrof; 1626 tmp->nrof += op->nrof;
1700 /* Weight handling gets pretty funky. Since we are adding to 1627
1701 * tmp->nrof, we need to increase the weight. 1628 if (object *pl = tmp->visible_to ())
1702 */ 1629 esrv_update_item (UPD_NROF, pl, tmp);
1630
1703 add_weight (this, op->weight * op->nrof); 1631 adjust_weight (this, op->total_weight ());
1704 SET_FLAG (op, FLAG_REMOVED); 1632
1705 op->destroy (); /* free the inserted object */ 1633 op->destroy ();
1706 op = tmp; 1634 op = tmp;
1707 op->remove (); /* and fix old object's links */ 1635 goto inserted;
1708 CLEAR_FLAG (op, FLAG_REMOVED);
1709 break;
1710 } 1636 }
1711 1637
1712 /* I assume combined objects have no inventory 1638 op->owner = 0; // it's his/hers now. period.
1713 * We add the weight - this object could have just been removed
1714 * (if it was possible to merge). calling remove_ob will subtract
1715 * the weight, so we need to add it in again, since we actually do
1716 * the linking below
1717 */
1718 add_weight (this, op->weight * op->nrof);
1719 }
1720 else
1721 add_weight (this, (op->weight + op->carrying));
1722
1723 otmp = this->in_player ();
1724 if (otmp && otmp->contr)
1725 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1726 otmp->update_stats ();
1727
1728 op->map = 0; 1639 op->map = 0;
1729 op->env = this; 1640 op->x = 0;
1641 op->y = 0;
1642
1730 op->above = 0; 1643 op->above = 0;
1731 op->below = 0; 1644 op->below = inv;
1732 op->x = 0, op->y = 0; 1645 op->env = this;
1733 1646
1647 if (inv)
1648 inv->above = op;
1649
1650 inv = op;
1651
1652 op->flag [FLAG_REMOVED] = 0;
1653
1654 if (object *pl = op->visible_to ())
1655 esrv_send_item (pl, op);
1656
1657 adjust_weight (this, op->total_weight ());
1658
1659inserted:
1734 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1735 if ((op->glow_radius != 0) && map) 1661 if (op->glow_radius && is_on_map () && map->darklevel () > 0)
1736 { 1662 {
1737#ifdef DEBUG_LIGHTS 1663 update_stats ();
1738 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1739#endif /* DEBUG_LIGHTS */
1740 if (map->darkness)
1741 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1742 }
1743
1744 /* Client has no idea of ordering so lets not bother ordering it here.
1745 * It sure simplifies this function...
1746 */
1747 if (!inv)
1748 inv = op;
1749 else
1750 { 1665 }
1751 op->below = inv; 1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1752 op->below->above = op; 1667 // if this is a player's inventory, update stats
1753 inv = op; 1668 update_stats ();
1754 }
1755 1669
1756 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1757 1671
1758 return op; 1672 return op;
1759} 1673}
1887 LOG (llevError, "Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1888 return NULL; 1802 return NULL;
1889 } 1803 }
1890 1804
1891 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1805 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1892 if (tmp->arch == at) 1806 if (tmp->arch->archname == at->archname)
1893 return tmp; 1807 return tmp;
1894 1808
1895 return NULL; 1809 return NULL;
1896} 1810}
1897 1811
1961 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
1962 */ 1876 */
1963object * 1877object *
1964present_arch_in_ob (const archetype *at, const object *op) 1878present_arch_in_ob (const archetype *at, const object *op)
1965{ 1879{
1966 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1967 if (tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
1968 return tmp; 1882 return tmp;
1969 1883
1970 return NULL; 1884 return NULL;
1971} 1885}
1972 1886
1974 * activate recursively a flag on an object inventory 1888 * activate recursively a flag on an object inventory
1975 */ 1889 */
1976void 1890void
1977flag_inv (object *op, int flag) 1891flag_inv (object *op, int flag)
1978{ 1892{
1979 if (op->inv)
1980 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1981 { 1894 {
1982 SET_FLAG (tmp, flag); 1895 SET_FLAG (tmp, flag);
1983 flag_inv (tmp, flag); 1896 flag_inv (tmp, flag);
1984 } 1897 }
1985} 1898}
1986 1899
1987/* 1900/*
1988 * deactivate recursively a flag on an object inventory 1901 * deactivate recursively a flag on an object inventory
1989 */ 1902 */
1990void 1903void
1991unflag_inv (object *op, int flag) 1904unflag_inv (object *op, int flag)
1992{ 1905{
1993 if (op->inv)
1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1995 { 1907 {
1996 CLEAR_FLAG (tmp, flag); 1908 CLEAR_FLAG (tmp, flag);
1997 unflag_inv (tmp, flag); 1909 unflag_inv (tmp, flag);
1998 } 1910 }
1999} 1911}
2000 1912
2001/* 1913/*
2002 * find_free_spot(object, map, x, y, start, stop) will search for 1914 * find_free_spot(object, map, x, y, start, stop) will search for
2003 * a spot at the given map and coordinates which will be able to contain 1915 * a spot at the given map and coordinates which will be able to contain
2005 * to search (see the freearr_x/y[] definition). 1917 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found. 1918 * It returns a random choice among the alternatives found.
2007 * start and stop are where to start relative to the free_arr array (1,9 1919 * start and stop are where to start relative to the free_arr array (1,9
2008 * does all 4 immediate directions). This returns the index into the 1920 * does all 4 immediate directions). This returns the index into the
2009 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1921 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2010 * Note - this only checks to see if there is space for the head of the
2011 * object - if it is a multispace object, this should be called for all
2012 * pieces.
2013 * Note2: This function does correctly handle tiled maps, but does not 1922 * Note: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as 1923 * inform the caller. However, insert_ob_in_map will update as
2015 * necessary, so the caller shouldn't need to do any special work. 1924 * necessary, so the caller shouldn't need to do any special work.
2016 * Note - updated to take an object instead of archetype - this is necessary 1925 * Note - updated to take an object instead of archetype - this is necessary
2017 * because arch_blocked (now ob_blocked) needs to know the movement type 1926 * because arch_blocked (now ob_blocked) needs to know the movement type
2018 * to know if the space in question will block the object. We can't use 1927 * to know if the space in question will block the object. We can't use
2020 * customized, changed states, etc. 1929 * customized, changed states, etc.
2021 */ 1930 */
2022int 1931int
2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1932find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2024{ 1933{
1934 int altern[SIZEOFFREE];
2025 int index = 0, flag; 1935 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027 1936
2028 for (int i = start; i < stop; i++) 1937 for (int i = start; i < stop; i++)
2029 { 1938 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1939 mapxy pos (m, x, y); pos.move (i);
2031 if (!flag) 1940
1941 if (!pos.normalise ())
1942 continue;
1943
1944 mapspace &ms = *pos;
1945
1946 if (ms.flags () & P_IS_ALIVE)
1947 continue;
1948
1949 /* However, often
1950 * ob doesn't have any move type (when used to place exits)
1951 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1952 */
1953 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1954 {
2032 altern [index++] = i; 1955 altern [index++] = i;
1956 continue;
1957 }
2033 1958
2034 /* Basically, if we find a wall on a space, we cut down the search size. 1959 /* Basically, if we find a wall on a space, we cut down the search size.
2035 * In this way, we won't return spaces that are on another side of a wall. 1960 * In this way, we won't return spaces that are on another side of a wall.
2036 * This mostly work, but it cuts down the search size in all directions - 1961 * This mostly work, but it cuts down the search size in all directions -
2037 * if the space being examined only has a wall to the north and empty 1962 * if the space being examined only has a wall to the north and empty
2038 * spaces in all the other directions, this will reduce the search space 1963 * spaces in all the other directions, this will reduce the search space
2039 * to only the spaces immediately surrounding the target area, and 1964 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space. 1965 * won't look 2 spaces south of the target space.
2041 */ 1966 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1967 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1968 {
2043 stop = maxfree[i]; 1969 stop = maxfree[i];
1970 continue;
1971 }
1972
1973 /* Note it is intentional that we check ob - the movement type of the
1974 * head of the object should correspond for the entire object.
1975 */
1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1977 continue;
1978
1979 if (ob->blocked (pos.m, pos.x, pos.y))
1980 continue;
1981
1982 altern [index++] = i;
2044 } 1983 }
2045 1984
2046 if (!index) 1985 if (!index)
2047 return -1; 1986 return -1;
2048 1987
2057 */ 1996 */
2058int 1997int
2059find_first_free_spot (const object *ob, maptile *m, int x, int y) 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060{ 1999{
2061 for (int i = 0; i < SIZEOFFREE; i++) 2000 for (int i = 0; i < SIZEOFFREE; i++)
2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2001 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2063 return i; 2002 return i;
2064 2003
2065 return -1; 2004 return -1;
2066} 2005}
2067 2006
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2283 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2284 * core dumps if they do.
2346 * 2285 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2286 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2287 */
2349
2350int 2288int
2351can_pick (const object *who, const object *item) 2289can_pick (const object *who, const object *item)
2352{ 2290{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2357 2295
2358/* 2296/*
2359 * create clone from object to another 2297 * create clone from object to another
2360 */ 2298 */
2361object * 2299object *
2362object_create_clone (object *asrc) 2300object::deep_clone ()
2363{ 2301{
2364 object *dst = 0, *tmp, *src, *prev, *item; 2302 assert (("deep_clone called on non-head object", is_head ()));
2365 2303
2366 if (!asrc) 2304 object *dst = clone ();
2367 return 0;
2368 2305
2369 src = asrc->head_ (); 2306 object *prev = dst;
2370
2371 prev = 0;
2372 for (object *part = src; part; part = part->more) 2307 for (object *part = this->more; part; part = part->more)
2373 { 2308 {
2374 tmp = part->clone (); 2309 object *tmp = part->clone ();
2375 tmp->x -= src->x;
2376 tmp->y -= src->y;
2377
2378 if (!part->head)
2379 {
2380 dst = tmp;
2381 tmp->head = 0;
2382 }
2383 else
2384 tmp->head = dst; 2310 tmp->head = dst;
2385
2386 tmp->more = 0;
2387
2388 if (prev)
2389 prev->more = tmp; 2311 prev->more = tmp;
2390
2391 prev = tmp; 2312 prev = tmp;
2392 } 2313 }
2393 2314
2394 for (item = src->inv; item; item = item->below) 2315 for (object *item = inv; item; item = item->below)
2395 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2396 2317
2397 return dst; 2318 return dst;
2398} 2319}
2399 2320
2400/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2409 return tmp; 2330 return tmp;
2410 2331
2411 return 0; 2332 return 0;
2412} 2333}
2413 2334
2414/* If ob has a field named key, return the link from the list, 2335const shstr &
2415 * otherwise return NULL. 2336object::kv_get (const shstr &key) const
2416 *
2417 * key must be a passed in shared string - otherwise, this won't
2418 * do the desired thing.
2419 */
2420key_value *
2421get_ob_key_link (const object *ob, const char *key)
2422{ 2337{
2423 for (key_value *link = ob->key_values; link; link = link->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2424 if (link->key == key) 2339 if (kv->key == key)
2425 return link;
2426
2427 return 0;
2428}
2429
2430/*
2431 * Returns the value of op has an extra_field for key, or NULL.
2432 *
2433 * The argument doesn't need to be a shared string.
2434 *
2435 * The returned string is shared.
2436 */
2437const char *
2438get_ob_key_value (const object *op, const char *const key)
2439{
2440 key_value *link;
2441 shstr_cmp canonical_key (key);
2442
2443 if (!canonical_key)
2444 {
2445 /* 1. There being a field named key on any object
2446 * implies there'd be a shared string to find.
2447 * 2. Since there isn't, no object has this field.
2448 * 3. Therefore, *this* object doesn't have this field.
2449 */
2450 return 0;
2451 }
2452
2453 /* This is copied from get_ob_key_link() above -
2454 * only 4 lines, and saves the function call overhead.
2455 */
2456 for (link = op->key_values; link; link = link->next)
2457 if (link->key == canonical_key)
2458 return link->value; 2340 return kv->value;
2459 2341
2460 return 0; 2342 return shstr_null;
2461} 2343}
2462 2344
2463/* 2345void
2464 * Updates the canonical_key in op to value. 2346object::kv_set (const shstr &key, const shstr &value)
2465 *
2466 * canonical_key is a shared string (value doesn't have to be).
2467 *
2468 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2469 * keys.
2470 *
2471 * Returns TRUE on success.
2472 */
2473int
2474set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2475{ 2347{
2476 key_value *field = NULL, *last = NULL; 2348 for (key_value *kv = key_values; kv; kv = kv->next)
2477 2349 if (kv->key == key)
2478 for (field = op->key_values; field != NULL; field = field->next)
2479 {
2480 if (field->key != canonical_key)
2481 { 2350 {
2482 last = field; 2351 kv->value = value;
2483 continue; 2352 return;
2484 } 2353 }
2485 2354
2486 if (value) 2355 key_value *kv = new key_value;
2487 field->value = value; 2356
2488 else 2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362}
2363
2364void
2365object::kv_del (const shstr &key)
2366{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key)
2489 { 2369 {
2490 /* Basically, if the archetype has this key set, 2370 key_value *kv = *kvp;
2491 * we need to store the null value so when we save 2371 *kvp = (*kvp)->next;
2492 * it, we save the empty value so that when we load, 2372 delete kv;
2493 * we get this value back again. 2373 return;
2494 */
2495 if (get_ob_key_link (op->arch, canonical_key))
2496 field->value = 0;
2497 else
2498 {
2499 if (last)
2500 last->next = field->next;
2501 else
2502 op->key_values = field->next;
2503
2504 delete field;
2505 }
2506 } 2374 }
2507 return TRUE;
2508 }
2509 /* IF we get here, key doesn't exist */
2510
2511 /* No field, we'll have to add it. */
2512
2513 if (!add_key)
2514 return FALSE;
2515
2516 /* There isn't any good reason to store a null
2517 * value in the key/value list. If the archetype has
2518 * this key, then we should also have it, so shouldn't
2519 * be here. If user wants to store empty strings,
2520 * should pass in ""
2521 */
2522 if (value == NULL)
2523 return TRUE;
2524
2525 field = new key_value;
2526
2527 field->key = canonical_key;
2528 field->value = value;
2529 /* Usual prepend-addition. */
2530 field->next = op->key_values;
2531 op->key_values = field;
2532
2533 return TRUE;
2534}
2535
2536/*
2537 * Updates the key in op to value.
2538 *
2539 * If add_key is FALSE, this will only update existing keys,
2540 * and not add new ones.
2541 * In general, should be little reason FALSE is ever passed in for add_key
2542 *
2543 * Returns TRUE on success.
2544 */
2545int
2546set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{
2548 shstr key_ (key);
2549
2550 return set_ob_key_value_s (op, key_, value, add_key);
2551} 2375}
2552 2376
2553object::depth_iterator::depth_iterator (object *container) 2377object::depth_iterator::depth_iterator (object *container)
2554: iterator_base (container) 2378: iterator_base (container)
2555{ 2379{
2605{ 2429{
2606 char flagdesc[512]; 2430 char flagdesc[512];
2607 char info2[256 * 4]; 2431 char info2[256 * 4];
2608 char *p = info; 2432 char *p = info;
2609 2433
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2434 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2611 count, uuid.seq, 2435 count,
2436 uuid.c_str (),
2612 &name, 2437 &name,
2613 title ? "\",title:\"" : "", 2438 title ? ",title:\"" : "",
2614 title ? (const char *)title : "", 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2615 flag_desc (flagdesc, 512), type); 2441 flag_desc (flagdesc, 512), type);
2616 2442
2617 if (env) 2443 if (!flag[FLAG_REMOVED] && env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2619 2445
2620 if (map) 2446 if (map)
2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2447 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2622 2448
2652object::open_container (object *new_container) 2478object::open_container (object *new_container)
2653{ 2479{
2654 if (container == new_container) 2480 if (container == new_container)
2655 return; 2481 return;
2656 2482
2657 if (object *old_container = container) 2483 object *old_container = container;
2484
2485 if (old_container)
2658 { 2486 {
2659 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2487 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2660 return; 2488 return;
2661 2489
2662#if 0 2490#if 0
2664 if (object *closer = old_container->inv) 2492 if (object *closer = old_container->inv)
2665 if (closer->type == CLOSE_CON) 2493 if (closer->type == CLOSE_CON)
2666 closer->destroy (); 2494 closer->destroy ();
2667#endif 2495#endif
2668 2496
2497 // make sure the container is available
2498 esrv_send_item (this, old_container);
2499
2669 old_container->flag [FLAG_APPLIED] = 0; 2500 old_container->flag [FLAG_APPLIED] = false;
2670 container = 0; 2501 container = 0;
2671 2502
2503 // client needs item update to make it work, client bug requires this to be separate
2672 esrv_update_item (UPD_FLAGS, this, old_container); 2504 esrv_update_item (UPD_FLAGS, this, old_container);
2505
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2507 play_sound (sound_find ("chest_close"));
2674 } 2508 }
2675 2509
2676 if (new_container) 2510 if (new_container)
2677 { 2511 {
2678 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2512 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2689 } 2523 }
2690#endif 2524#endif
2691 2525
2692 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2693 2527
2528 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container);
2530
2694 new_container->flag [FLAG_APPLIED] = 1; 2531 new_container->flag [FLAG_APPLIED] = true;
2695 container = new_container; 2532 container = new_container;
2696 2533
2534 // client needs flag change
2697 esrv_update_item (UPD_FLAGS, this, new_container); 2535 esrv_update_item (UPD_FLAGS, this, new_container);
2698 esrv_send_inventory (this, new_container); 2536 esrv_send_inventory (this, new_container);
2537 play_sound (sound_find ("chest_open"));
2699 } 2538 }
2539// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset ();
2700} 2541}
2701 2542
2702object * 2543object *
2703object::force_find (const shstr name) 2544object::force_find (const shstr name)
2704{ 2545{
2710 return splay (tmp); 2551 return splay (tmp);
2711 2552
2712 return 0; 2553 return 0;
2713} 2554}
2714 2555
2715void 2556object *
2716object::force_add (const shstr name, int duration) 2557object::force_add (const shstr name, int duration)
2717{ 2558{
2718 if (object *force = force_find (name)) 2559 if (object *force = force_find (name))
2719 force->destroy (); 2560 force->destroy ();
2720 2561
2726 2567
2727 force->set_speed (duration ? 1.f / duration : 0.f); 2568 force->set_speed (duration ? 1.f / duration : 0.f);
2728 force->flag [FLAG_IS_USED_UP] = true; 2569 force->flag [FLAG_IS_USED_UP] = true;
2729 force->flag [FLAG_APPLIED] = true; 2570 force->flag [FLAG_APPLIED] = true;
2730 2571
2572 return insert (force);
2573}
2574
2575void
2576object::play_sound (faceidx sound)
2577{
2578 if (!sound)
2579 return;
2580
2581 if (flag [FLAG_REMOVED])
2582 return;
2583
2584 if (env)
2585 {
2586 if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588 }
2589 else
2590 map->play_sound (sound, x, y);
2591}
2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // currently only works sensibly for players
2602 if (!is_player ())
2603 return;
2604
2605 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force);
2607
2608 if (force)
2609 force->speed_left = -1.f; // patch old speed up
2610 else
2611 {
2612 force = archetype::get (shstr_noise_force);
2613
2614 force->slaying = shstr_noise_force;
2615 force->stats.food = 1;
2616 force->speed_left = -1.f;
2617
2618 force->set_speed (1.f / 4.f);
2619 force->flag [FLAG_IS_USED_UP] = true;
2620 force->flag [FLAG_APPLIED] = true;
2621
2731 insert (force); 2622 insert (force);
2623 }
2732} 2624}
2733 2625

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