ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.45 by root, Thu Sep 14 18:13:01 2006 UTC vs.
Revision 1.203 by root, Fri Apr 11 13:59:05 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program 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 2 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36int nrofallocobjects = 0; 36#include <bitset>
37static UUID uuid; 37
38UUID UUID::cur;
38const uint64 UUID_SKIP = 1<<19; 39static const uint64 UUID_SKIP = 1<<19;
39 40
40object *active_objects; /* List of active objects that need to be processed */ 41objectvec objects;
42activevec actives;
41 43
42short 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, 44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 49};
45short 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, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
47}; 55};
48int 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, 56int maxfree[SIZEOFFREE] = {
57 0,
58 9, 10, 13, 14, 17, 18, 21, 22,
59 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
49 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 60 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50}; 61};
51int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
52 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, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 67};
55 68
56static void 69static void
57write_uuid (void) 70write_uuid (uval64 skip, bool sync)
58{ 71{
59 char filename1[MAX_BUF], filename2[MAX_BUF]; 72 CALL_BEGIN (2);
60 73 CALL_ARG_SV (newSVval64 (skip));
61 sprintf (filename1, "%s/uuid", settings.localdir); 74 CALL_ARG_SV (boolSV (sync));
62 sprintf (filename2, "%s/uuid~", settings.localdir); 75 CALL_CALL ("cf::write_uuid", G_DISCARD);
63 76 CALL_END;
64 FILE *fp;
65
66 if (!(fp = fopen (filename2, "w")))
67 {
68 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
69 return;
70 }
71
72 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
73 fclose (fp);
74 rename (filename2, filename1);
75} 77}
76 78
77static void 79static void
78read_uuid (void) 80read_uuid (void)
79{ 81{
86 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
87 { 89 {
88 if (errno == ENOENT) 90 if (errno == ENOENT)
89 { 91 {
90 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
91 uuid.seq = 0; 93 UUID::cur.seq = 0;
92 write_uuid (); 94 write_uuid (UUID_SKIP, true);
93 return; 95 return;
94 } 96 }
95 97
96 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
97 _exit (1); 99 _exit (1);
98 } 100 }
99 101
100 int version; 102 UUID::BUF buf;
101 unsigned long long uid; 103 buf[0] = 0;
102 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
103 { 107 {
104 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
105 _exit (1); 109 _exit (1);
106 } 110 }
107 111
108 uuid.seq = uid;
109 write_uuid ();
110 LOG (llevDebug, "read UID: %lld\n", uid); 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113
114 write_uuid (UUID_SKIP, true);
111 fclose (fp); 115 fclose (fp);
112} 116}
113 117
114UUID 118UUID
115gen_uuid () 119UUID::gen ()
116{ 120{
117 UUID uid; 121 UUID uid;
118 122
119 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
120 124
121 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (!(cur.seq & (UUID_SKIP - 1))))
122 write_uuid (); 126 write_uuid (UUID_SKIP, false);
123 127
124 return uid; 128 return uid;
125} 129}
126 130
127void 131void
128init_uuid () 132UUID::init ()
129{ 133{
130 read_uuid (); 134 read_uuid ();
131} 135}
132 136
133/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
140 * 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
141 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
142 */ 146 */
143 147
144 /* For each field in wants, */ 148 /* For each field in wants, */
145 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)
146 { 150 {
147 key_value *has_field; 151 key_value *has_field;
148 152
149 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
150 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
184 * 188 *
185 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
186 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
187 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
188 * 192 *
189 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
190 * 194 *
191 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
192 * check weight 196 * check weight
193 */ 197 */
194
195bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
196{ 199{
197 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
198 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
199 return 0; 206 return 0;
200 207
201 if (ob1->speed != ob2->speed) 208 //TODO: this ain't working well, use nicer and correct overflow check
202 return 0;
203
204 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
205 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
206 * used to store nrof). 211 * used to store nrof).
207 */ 212 */
208 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
218 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
219 224
220 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
221 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
222 227
223 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
224 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
225 * being locked in inventory should prevent merging.
226 * 0x4 in flags3 is CLIENT_SENT
227 */
228 if ((ob1->arch != ob2->arch) ||
229 (ob1->flags[0] != ob2->flags[0]) ||
230 (ob1->flags[1] != ob2->flags[1]) ||
231 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
232 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
233 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
234 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
235 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
236 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
237 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
238 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
239 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
240 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
241 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
242 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
243 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
244 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
245 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
246 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
247 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
248 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
249 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
250 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
251 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
252 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
253 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
254 return 0; 253 return 0;
255 254
256 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
257 * check all objects in the inventory. 256 * check all objects in the inventory.
258 */ 257 */
259 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
260 { 259 {
261 /* if one object has inventory but the other doesn't, not equiv */
262 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
263 return 0;
264
265 /* Now check to see if the two inventory objects could merge */
266 if (!CAN_MERGE (ob1->inv, ob2->inv)) 260 if (!(ob1->inv && ob2->inv))
267 return 0; 261 return 0; /* inventories differ in length */
262
263 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */
265
266 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; /* inventory objexts differ */
268 268
269 /* inventory ok - still need to check rest of this object to see 269 /* inventory ok - still need to check rest of this object to see
270 * if it is valid. 270 * if it is valid.
271 */ 271 */
272 } 272 }
280 280
281 /* Note sure why the following is the case - either the object has to 281 /* Note sure why the following is the case - either the object has to
282 * be animated or have a very low speed. Is this an attempted monster 282 * be animated or have a very low speed. Is this an attempted monster
283 * check? 283 * check?
284 */ 284 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
286 return 0; 286 return 0;
287 287
288 switch (ob1->type) 288 switch (ob1->type)
289 { 289 {
290 case SCROLL: 290 case SCROLL:
301 return 0; 301 return 0;
302 else if (!compare_ob_value_lists (ob1, ob2)) 302 else if (!compare_ob_value_lists (ob1, ob2))
303 return 0; 303 return 0;
304 } 304 }
305 305
306 //TODO: generate an event or call into perl for additional checks
307 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
308 { 307 {
309 ob1->optimise (); 308 ob1->optimise ();
310 ob2->optimise (); 309 ob2->optimise ();
311 310
312 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
312 {
313 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
314 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
315
316 if (k1 != k2)
313 return 0; 317 return 0;
318 else if (k1 == 0)
319 return 1;
320 else if (!cfperl_can_merge (ob1, ob2))
321 return 0;
322 }
314 } 323 }
315 324
316 /* Everything passes, must be OK. */ 325 /* Everything passes, must be OK. */
317 return 1; 326 return 1;
318} 327}
326sum_weight (object *op) 335sum_weight (object *op)
327{ 336{
328 long sum; 337 long sum;
329 object *inv; 338 object *inv;
330 339
331 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 340 for (sum = 0, inv = op->inv; inv; inv = inv->below)
332 { 341 {
333 if (inv->inv) 342 if (inv->inv)
334 sum_weight (inv); 343 sum_weight (inv);
344
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 345 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
336 } 346 }
337 347
338 if (op->type == CONTAINER && op->stats.Str) 348 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100; 349 sum = (sum * (100 - op->stats.Str)) / 100;
355 op = op->env; 365 op = op->env;
356 return op; 366 return op;
357} 367}
358 368
359/* 369/*
360 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
361 * a better check. We basically keeping traversing up until we can't
362 * or find a player.
363 */
364
365object *
366is_player_inv (object *op)
367{
368 for (; op != NULL && op->type != PLAYER; op = op->env)
369 if (op->env == op)
370 op->env = NULL;
371 return op;
372}
373
374/*
375 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 370 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
376 * Some error messages. 371 * Some error messages.
377 * The result of the dump is stored in the static global errmsg array. 372 * The result of the dump is stored in the static global errmsg array.
378 */ 373 */
379 374char *
380void
381dump_object2 (object *op)
382{
383 errmsg[0] = 0;
384 return;
385 //TODO//D#d#
386#if 0
387 char *cp;
388
389/* object *tmp;*/
390
391 if (op->arch != NULL)
392 {
393 strcat (errmsg, "arch ");
394 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
395 strcat (errmsg, "\n");
396 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
397 strcat (errmsg, cp);
398# if 0
399 /* Don't dump player diffs - they are too long, mostly meaningless, and
400 * will overflow the buffer.
401 * Changed so that we don't dump inventory either. This may
402 * also overflow the buffer.
403 */
404 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
405 strcat (errmsg, cp);
406 for (tmp = op->inv; tmp; tmp = tmp->below)
407 dump_object2 (tmp);
408# endif
409 strcat (errmsg, "end\n");
410 }
411 else
412 {
413 strcat (errmsg, "Object ");
414 if (op->name == NULL)
415 strcat (errmsg, "(null)");
416 else
417 strcat (errmsg, op->name);
418 strcat (errmsg, "\n");
419# if 0
420 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421 strcat (errmsg, cp);
422 for (tmp = op->inv; tmp; tmp = tmp->below)
423 dump_object2 (tmp);
424# endif
425 strcat (errmsg, "end\n");
426 }
427#endif
428}
429
430/*
431 * Dumps an object. Returns output in the static global errmsg array.
432 */
433
434void
435dump_object (object *op) 375dump_object (object *op)
436{ 376{
437 if (op == NULL) 377 if (!op)
438 { 378 return strdup ("[NULLOBJ]");
439 strcpy (errmsg, "[NULL pointer]");
440 return;
441 }
442 errmsg[0] = '\0';
443 dump_object2 (op);
444}
445 379
446void 380 object_freezer freezer;
447dump_all_objects (void) 381 op->write (freezer);
448{ 382 return freezer.as_string ();
449 object *op;
450
451 for (op = object::first; op != NULL; op = op->next)
452 {
453 dump_object (op);
454 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
455 }
456} 383}
457 384
458/* 385/*
459 * get_nearest_part(multi-object, object 2) returns the part of the 386 * get_nearest_part(multi-object, object 2) returns the part of the
460 * multi-object 1 which is closest to the second object. 387 * multi-object 1 which is closest to the second object.
461 * If it's not a multi-object, it is returned. 388 * If it's not a multi-object, it is returned.
462 */ 389 */
463
464object * 390object *
465get_nearest_part (object *op, const object *pl) 391get_nearest_part (object *op, const object *pl)
466{ 392{
467 object *tmp, *closest; 393 object *tmp, *closest;
468 int last_dist, i; 394 int last_dist, i;
476} 402}
477 403
478/* 404/*
479 * Returns the object which has the count-variable equal to the argument. 405 * Returns the object which has the count-variable equal to the argument.
480 */ 406 */
481
482object * 407object *
483find_object (tag_t i) 408find_object (tag_t i)
484{ 409{
485 object *op; 410 for_all_objects (op)
486
487 for (op = object::first; op != NULL; op = op->next)
488 if (op->count == i) 411 if (op->count == i)
489 break;
490 return op; 412 return op;
413
414 return 0;
491} 415}
492 416
493/* 417/*
494 * Returns the first object which has a name equal to the argument. 418 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 419 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 420 * Enables features like "patch <name-of-other-player> food 999"
497 */ 421 */
498
499object * 422object *
500find_object_name (const char *str) 423find_object_name (const char *str)
501{ 424{
502 shstr_cmp str_ (str); 425 shstr_cmp str_ (str);
503 object *op; 426 object *op;
504 427
505 for (op = object::first; op != NULL; op = op->next) 428 for_all_objects (op)
506 if (op->name == str_) 429 if (op->name == str_)
507 break; 430 break;
508 431
509 return op; 432 return op;
510} 433}
511 434
512void
513free_all_object_data ()
514{
515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
516}
517
518/* 435/*
519 * Sets the owner and sets the skill and exp pointers to owner's current 436 * Sets the owner and sets the skill and exp pointers to owner's current
520 * skill and experience objects. 437 * skill and experience objects.
438 * ACTUALLY NO! investigate! TODO
521 */ 439 */
522void 440void
523object::set_owner (object *owner) 441object::set_owner (object *owner)
524{ 442{
443 // allow objects which own objects
525 if (!owner) 444 if (owner)
526 return;
527
528 /* next line added to allow objects which own objects */
529 /* Add a check for ownercounts in here, as I got into an endless loop
530 * with the fireball owning a poison cloud which then owned the
531 * fireball. I believe that was caused by one of the objects getting
532 * freed and then another object replacing it. Since the ownercounts
533 * didn't match, this check is valid and I believe that cause is valid.
534 */
535 while (owner->owner) 445 while (owner->owner)
536 owner = owner->owner; 446 owner = owner->owner;
447
448 if (flag [FLAG_FREED])
449 {
450 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
451 return;
452 }
537 453
538 this->owner = owner; 454 this->owner = owner;
455}
456
457int
458object::slottype () const
459{
460 if (type == SKILL)
461 {
462 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
463 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
464 }
465 else
466 {
467 if (slot [body_combat].info) return slot_combat;
468 if (slot [body_range ].info) return slot_ranged;
469 }
470
471 return slot_none;
472}
473
474bool
475object::change_weapon (object *ob)
476{
477 if (current_weapon == ob)
478 return true;
479
480 if (chosen_skill)
481 chosen_skill->flag [FLAG_APPLIED] = false;
482
483 current_weapon = ob;
484 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
485
486 if (chosen_skill)
487 chosen_skill->flag [FLAG_APPLIED] = true;
488
489 update_stats ();
490
491 if (ob)
492 {
493 // now check wether any body locations became invalid, in which case
494 // we cannot apply the weapon at the moment.
495 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
496 if (slot[i].used < 0)
497 {
498 current_weapon = chosen_skill = 0;
499 update_stats ();
500
501 new_draw_info_format (NDI_UNIQUE, 0, this,
502 "You try to balance all your items at once, "
503 "but the %s is just too much for your body. "
504 "[You need to unapply some items first.]", &ob->name);
505 return false;
506 }
507
508 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
509 }
510 else
511 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
512
513 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
514 {
515 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
516 &name, ob->debug_desc ());
517 return false;
518 }
519
520 return true;
539} 521}
540 522
541/* Zero the key_values on op, decrementing the shared-string 523/* Zero the key_values on op, decrementing the shared-string
542 * refcounts and freeing the links. 524 * refcounts and freeing the links.
543 */ 525 */
544static void 526static void
545free_key_values (object *op) 527free_key_values (object *op)
546{ 528{
547 for (key_value *i = op->key_values; i != 0;) 529 for (key_value *i = op->key_values; i; )
548 { 530 {
549 key_value *next = i->next; 531 key_value *next = i->next;
550 delete i; 532 delete i;
551 533
552 i = next; 534 i = next;
553 } 535 }
554 536
555 op->key_values = 0; 537 op->key_values = 0;
556} 538}
557 539
558void object::clear () 540object &
541object::operator =(const object &src)
559{ 542{
560 attachable_base::clear (); 543 bool is_freed = flag [FLAG_FREED];
544 bool is_removed = flag [FLAG_REMOVED];
561 545
562 free_key_values (this); 546 *(object_copy *)this = src;
563 547
564 owner = 0; 548 flag [FLAG_FREED] = is_freed;
565 name = 0; 549 flag [FLAG_REMOVED] = is_removed;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/*
610 * copy object first frees everything allocated by the second object,
611 * and then copies the contends of the first object into the second
612 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object
615 * will point at garbage.
616 */
617void
618copy_object (object *op2, object *op)
619{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
622
623 op2->clone (op);
624
625 if (is_freed)
626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED);
629
630 if (op2->speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
632 550
633 /* Copy over key_values, if any. */ 551 /* Copy over key_values, if any. */
634 if (op2->key_values) 552 if (src.key_values)
635 { 553 {
636 key_value *tail = 0; 554 key_value *tail = 0;
637 key_value *i;
638
639 op->key_values = 0; 555 key_values = 0;
640 556
641 for (i = op2->key_values; i; i = i->next) 557 for (key_value *i = src.key_values; i; i = i->next)
642 { 558 {
643 key_value *new_link = new key_value; 559 key_value *new_link = new key_value;
644 560
645 new_link->next = 0; 561 new_link->next = 0;
646 new_link->key = i->key; 562 new_link->key = i->key;
647 new_link->value = i->value; 563 new_link->value = i->value;
648 564
649 /* Try and be clever here, too. */ 565 /* Try and be clever here, too. */
650 if (!op->key_values) 566 if (!key_values)
651 { 567 {
652 op->key_values = new_link; 568 key_values = new_link;
653 tail = new_link; 569 tail = new_link;
654 } 570 }
655 else 571 else
656 { 572 {
657 tail->next = new_link; 573 tail->next = new_link;
658 tail = new_link; 574 tail = new_link;
659 } 575 }
660 } 576 }
661 } 577 }
578}
662 579
663 update_ob_speed (op); 580/*
581 * copy_to first frees everything allocated by the dst object,
582 * and then copies the contents of itself into the second
583 * object, allocating what needs to be allocated. Basically, any
584 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
585 * if the first object is freed, the pointers in the new object
586 * will point at garbage.
587 */
588void
589object::copy_to (object *dst)
590{
591 *dst = *this;
592
593 if (speed < 0)
594 dst->speed_left -= rndm ();
595
596 dst->set_speed (dst->speed);
597}
598
599void
600object::instantiate ()
601{
602 if (!uuid.seq) // HACK
603 uuid = UUID::gen ();
604
605 speed_left = -0.1f;
606 /* copy the body_info to the body_used - this is only really
607 * need for monsters, but doesn't hurt to do it for everything.
608 * by doing so, when a monster is created, it has good starting
609 * values for the body_used info, so when items are created
610 * for it, they can be properly equipped.
611 */
612 for (int i = NUM_BODY_LOCATIONS; i--; )
613 slot[i].used = slot[i].info;
614
615 attachable::instantiate ();
616}
617
618object *
619object::clone ()
620{
621 object *neu = create ();
622 copy_to (neu);
623 return neu;
664} 624}
665 625
666/* 626/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 627 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 628 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map. 629 * be called to update the face variable, _and_ how it looks on the map.
670 */ 630 */
671
672void 631void
673update_turn_face (object *op) 632update_turn_face (object *op)
674{ 633{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 634 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 635 return;
636
677 SET_ANIMATION (op, op->direction); 637 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 638 update_object (op, UP_OBJ_FACE);
679} 639}
680 640
681/* 641/*
682 * Updates the speed of an object. If the speed changes from 0 to another 642 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 643 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 644 * This function needs to be called whenever the speed of an object changes.
685 */ 645 */
686void 646void
687update_ob_speed (object *op) 647object::set_speed (float speed)
688{ 648{
689 extern int arch_init; 649 if (flag [FLAG_FREED] && speed)
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 650 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 651 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 652 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 653 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 654
714 /* process_events() expects us to insert the object at the beginning 655 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 656
718 if (op->active_next != NULL) 657 if (has_active_speed ())
719 op->active_next->active_prev = op; 658 activate ();
720
721 active_objects = op;
722 }
723 else 659 else
724 { 660 deactivate ();
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 661}
748 662
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 663/*
781 * update_object() updates the array which represents the map. 664 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 665 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 666 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 667 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 668 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 669 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 670 * updating that window, though, since update_object() is called _often_)
788 * 671 *
789 * action is a hint of what the caller believes need to be done. 672 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 673 * current action are:
795 * UP_OBJ_INSERT: op was inserted 674 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 675 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 676 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 677 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 678 * UP_OBJ_FACE: only the objects face has changed.
800 */ 679 */
801
802void 680void
803update_object (object *op, int action) 681update_object (object *op, int action)
804{ 682{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow;
807
808 if (op == NULL) 683 if (op == NULL)
809 { 684 {
810 /* this should never happen */ 685 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 686 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 687 return;
813 } 688 }
814 689
815 if (op->env != NULL) 690 if (op->env)
816 { 691 {
817 /* Animation is currently handled by client, so nothing 692 /* Animation is currently handled by client, so nothing
818 * to do in this case. 693 * to do in this case.
819 */ 694 */
820 return; 695 return;
825 */ 700 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 701 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 702 return;
828 703
829 /* make sure the object is within map boundaries */ 704 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 705 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 706 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 707 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 708#ifdef MANY_CORES
834 abort (); 709 abort ();
835#endif 710#endif
836 return; 711 return;
837 } 712 }
838 713
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 714 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 715
716 if (!(m.flags_ & P_UPTODATE))
717 /* nop */;
846 if (action == UP_OBJ_INSERT) 718 else if (action == UP_OBJ_INSERT)
847 { 719 {
720 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 721 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 722 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 723 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 724 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
725 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 726 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 727 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 728 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 729 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 730 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 731 * to have move_allow right now.
871 */ 732 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 733 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 734 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 735 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 736 }
878 /* if the object is being removed, we can't make intelligent 737 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 738 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 739 * that is being removed.
881 */ 740 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 741 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 742 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 743 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 744 /* Nothing to do for that case */ ;
886 else 745 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 746 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 747
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 748 if (op->more)
896 update_object (op->more, action); 749 update_object (op->more, action);
897}
898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921} 750}
922 751
923object::object () 752object::object ()
924{ 753{
925 SET_FLAG (this, FLAG_REMOVED); 754 SET_FLAG (this, FLAG_REMOVED);
928 face = blank_face; 757 face = blank_face;
929} 758}
930 759
931object::~object () 760object::~object ()
932{ 761{
762 unlink ();
763
933 free_key_values (this); 764 free_key_values (this);
934} 765}
935 766
767static int object_count;
768
936void object::link () 769void object::link ()
937{ 770{
771 assert (!index);//D
772 uuid = UUID::gen ();
938 count = ++ob_count; 773 count = ++object_count;
939 uuid = gen_uuid ();
940 774
941 prev = 0; 775 refcnt_inc ();
942 next = object::first; 776 objects.insert (this);
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 777}
949 778
950void object::unlink () 779void object::unlink ()
951{ 780{
952 //count = 0;//D 781 if (!index)
953 if (!prev && !next) return;//D 782 return;
954 783
955 if (this == object::first) 784 objects.erase (this);
956 object::first = next; 785 refcnt_dec ();
786}
957 787
958 /* Remove this object from the list of used objects */ 788void
959 if (prev) prev->next = next; 789object::activate ()
960 if (next) next->prev = prev; 790{
791 /* If already on active list, don't do anything */
792 if (active)
793 return;
961 794
962 prev = 0; 795 if (has_active_speed ())
963 next = 0; 796 actives.insert (this);
797}
798
799void
800object::activate_recursive ()
801{
802 activate ();
803
804 for (object *op = inv; op; op = op->below)
805 op->activate_recursive ();
806}
807
808/* This function removes object 'op' from the list of active
809 * objects.
810 * This should only be used for style maps or other such
811 * reference maps where you don't want an object that isn't
812 * in play chewing up cpu time getting processed.
813 * The reverse of this is to call update_ob_speed, which
814 * will do the right thing based on the speed of the object.
815 */
816void
817object::deactivate ()
818{
819 /* If not on the active list, nothing needs to be done */
820 if (!active)
821 return;
822
823 actives.erase (this);
824}
825
826void
827object::deactivate_recursive ()
828{
829 for (object *op = inv; op; op = op->below)
830 op->deactivate_recursive ();
831
832 deactivate ();
833}
834
835void
836object::set_flag_inv (int flag, int value)
837{
838 for (object *op = inv; op; op = op->below)
839 {
840 op->flag [flag] = value;
841 op->set_flag_inv (flag, value);
842 }
843}
844
845/*
846 * Remove and free all objects in the inventory of the given object.
847 * object.c ?
848 */
849void
850object::destroy_inv (bool drop_to_ground)
851{
852 // need to check first, because the checks below might segfault
853 // as we might be on an invalid mapspace and crossfire code
854 // is too buggy to ensure that the inventory is empty.
855 // corollary: if you create arrows etc. with stuff in tis inventory,
856 // cf will crash below with off-map x and y
857 if (!inv)
858 return;
859
860 /* Only if the space blocks everything do we not process -
861 * if some form of movement is allowed, let objects
862 * drop on that space.
863 */
864 if (!drop_to_ground
865 || !map
866 || map->in_memory != MAP_IN_MEMORY
867 || map->nodrop
868 || ms ().move_block == MOVE_ALL)
869 {
870 while (inv)
871 {
872 inv->destroy_inv (drop_to_ground);
873 inv->destroy ();
874 }
875 }
876 else
877 { /* Put objects in inventory onto this space */
878 while (inv)
879 {
880 object *op = inv;
881
882 if (op->flag [FLAG_STARTEQUIP]
883 || op->flag [FLAG_NO_DROP]
884 || op->type == RUNE
885 || op->type == TRAP
886 || op->flag [FLAG_IS_A_TEMPLATE]
887 || op->flag [FLAG_DESTROY_ON_DEATH])
888 op->destroy ();
889 else
890 map->insert (op, x, y);
891 }
892 }
964} 893}
965 894
966object *object::create () 895object *object::create ()
967{ 896{
968 object *op = new object; 897 object *op = new object;
969 op->link (); 898 op->link ();
970 return op; 899 return op;
971} 900}
972 901
973/* 902void
974 * free_object() frees everything allocated by an object, removes 903object::do_destroy ()
975 * it from the list of used objects, and puts it on the list of
976 * free objects. The IS_FREED() flag is set in the object.
977 * The object must have been removed by remove_ob() first for
978 * this function to succeed.
979 *
980 * If free_inventory is set, free inventory as well. Else drop items in
981 * inventory to the ground.
982 */
983void object::free (bool free_inventory)
984{ 904{
985 if (QUERY_FLAG (this, FLAG_FREED)) 905 attachable::do_destroy ();
906
907 if (flag [FLAG_IS_LINKED])
908 remove_button_link (this);
909
910 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this);
912
913 if (!flag [FLAG_REMOVED])
914 remove ();
915
916 destroy_inv (true);
917
918 deactivate ();
919 unlink ();
920
921 flag [FLAG_FREED] = 1;
922
923 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->path = "<freed objects map>";
932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935 freed_map->nodrop = 1;
936
937 freed_map->alloc ();
938 freed_map->in_memory = MAP_IN_MEMORY;
939 }
940
941 map = freed_map;
942 x = 1;
943 y = 1;
944 }
945
946 if (more)
947 {
948 more->destroy ();
949 more = 0;
950 }
951
952 head = 0;
953
954 // clear those pointers that likely might cause circular references
955 owner = 0;
956 enemy = 0;
957 attacked_by = 0;
958 current_weapon = 0;
959}
960
961void
962object::destroy (bool destroy_inventory)
963{
964 if (destroyed ())
986 return; 965 return;
987 966
988 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 967 if (destroy_inventory)
989 remove_friendly_object (this); 968 destroy_inv (false);
990 969
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 970 if (is_head ())
992 remove_ob (this); 971 if (sound_destroy)
972 play_sound (sound_destroy);
973 else if (flag [FLAG_MONSTER])
974 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
993 975
994 SET_FLAG (this, FLAG_FREED); 976 attachable::destroy ();
995
996 if (more)
997 {
998 more->free (free_inventory);
999 more = 0;
1000 }
1001
1002 if (inv)
1003 {
1004 /* Only if the space blocks everything do we not process -
1005 * if some form of movement is allowed, let objects
1006 * drop on that space.
1007 */
1008 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1009 {
1010 object *op = inv;
1011
1012 while (op)
1013 {
1014 object *tmp = op->below;
1015 op->free (free_inventory);
1016 op = tmp;
1017 }
1018 }
1019 else
1020 { /* Put objects in inventory onto this space */
1021 object *op = inv;
1022
1023 while (op)
1024 {
1025 object *tmp = op->below;
1026
1027 remove_ob (op);
1028
1029 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1030 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1031 free_object (op);
1032 else
1033 {
1034 op->x = x;
1035 op->y = y;
1036 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1037 }
1038
1039 op = tmp;
1040 }
1041 }
1042 }
1043
1044 // clear those pointers that likely might have circular references to us
1045 owner = 0;
1046 enemy = 0;
1047 attacked_by = 0;
1048
1049 /* Remove object from the active list */
1050 speed = 0;
1051 update_ob_speed (this);
1052
1053 unlink ();
1054
1055 mortals.push_back (this);
1056} 977}
1057 978
1058/* 979/*
1059 * sub_weight() recursively (outwards) subtracts a number from the 980 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)). 981 * weight of an object (and what is carried by it's environment(s)).
1061 */ 982 */
1062
1063void 983void
1064sub_weight (object *op, signed long weight) 984sub_weight (object *op, signed long weight)
1065{ 985{
1066 while (op != NULL) 986 while (op != NULL)
1067 { 987 {
1071 op->carrying -= weight; 991 op->carrying -= weight;
1072 op = op->env; 992 op = op->env;
1073 } 993 }
1074} 994}
1075 995
1076/* remove_ob(op): 996/* op->remove ():
1077 * This function removes the object op from the linked list of objects 997 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 998 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 999 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 1000 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 1001 * the previous environment.
1082 * Beware: This function is called from the editor as well!
1083 */ 1002 */
1084
1085void 1003void
1086remove_ob (object *op) 1004object::do_remove ()
1087{ 1005{
1088 object *tmp, *last = 0; 1006 object *tmp, *last = 0;
1089 object *otmp; 1007 object *otmp;
1090 1008
1091 tag_t tag;
1092 int check_walk_off;
1093 mapstruct *m;
1094
1095 sint16 x, y;
1096
1097 if (QUERY_FLAG (op, FLAG_REMOVED)) 1009 if (QUERY_FLAG (this, FLAG_REMOVED))
1098 return; 1010 return;
1099 1011
1100 SET_FLAG (op, FLAG_REMOVED); 1012 SET_FLAG (this, FLAG_REMOVED);
1013 INVOKE_OBJECT (REMOVE, this);
1101 1014
1102 if (op->more != NULL) 1015 if (more)
1103 remove_ob (op->more); 1016 more->remove ();
1104 1017
1105 /* 1018 /*
1106 * In this case, the object to be removed is in someones 1019 * In this case, the object to be removed is in someones
1107 * inventory. 1020 * inventory.
1108 */ 1021 */
1109 if (op->env != NULL) 1022 if (env)
1110 { 1023 {
1111 if (op->nrof) 1024 if (nrof)
1112 sub_weight (op->env, op->weight * op->nrof); 1025 sub_weight (env, weight * nrof);
1113 else 1026 else
1114 sub_weight (op->env, op->weight + op->carrying); 1027 sub_weight (env, weight + carrying);
1115 1028
1116 /* NO_FIX_PLAYER is set when a great many changes are being 1029 /* NO_FIX_PLAYER is set when a great many changes are being
1117 * made to players inventory. If set, avoiding the call 1030 * made to players inventory. If set, avoiding the call
1118 * to save cpu time. 1031 * to save cpu time.
1119 */ 1032 */
1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1033 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1121 fix_player (otmp); 1034 otmp->update_stats ();
1122 1035
1123 if (op->above != NULL) 1036 if (above)
1124 op->above->below = op->below; 1037 above->below = below;
1125 else 1038 else
1126 op->env->inv = op->below; 1039 env->inv = below;
1127 1040
1128 if (op->below != NULL) 1041 if (below)
1129 op->below->above = op->above; 1042 below->above = above;
1130 1043
1131 /* we set up values so that it could be inserted into 1044 /* we set up values so that it could be inserted into
1132 * the map, but we don't actually do that - it is up 1045 * the map, but we don't actually do that - it is up
1133 * to the caller to decide what we want to do. 1046 * to the caller to decide what we want to do.
1134 */ 1047 */
1135 op->x = op->env->x, op->y = op->env->y; 1048 x = env->x, y = env->y;
1136 op->map = op->env->map; 1049 map = env->map;
1137 op->above = NULL, op->below = NULL; 1050 above = 0, below = 0;
1138 op->env = NULL; 1051 env = 0;
1139 } 1052 }
1140 else if (op->map) 1053 else if (map)
1141 { 1054 {
1142 x = op->x; 1055 if (type == PLAYER)
1143 y = op->y;
1144 m = get_map_from_coord (op->map, &x, &y);
1145
1146 if (!m)
1147 {
1148 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1149 op->map->path, op->x, op->y);
1150 /* in old days, we used to set x and y to 0 and continue.
1151 * it seems if we get into this case, something is probablye
1152 * screwed up and should be fixed.
1153 */
1154 abort ();
1155 } 1056 {
1057 // leaving a spot always closes any open container on the ground
1058 if (container && !container->env)
1059 // this causes spurious floorbox updates, but it ensures
1060 // that the CLOSE event is being sent.
1061 close_container ();
1156 1062
1157 if (op->map != m) 1063 --map->players;
1158 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1064 map->touch ();
1159 op->map->path, m->path, op->x, op->y, x, y);
1160
1161 /* Re did the following section of code - it looks like it had
1162 * lots of logic for things we no longer care about
1163 */ 1065 }
1066
1067 map->dirty = true;
1068 mapspace &ms = this->ms ();
1164 1069
1165 /* link the object above us */ 1070 /* link the object above us */
1166 if (op->above) 1071 if (above)
1167 op->above->below = op->below; 1072 above->below = below;
1168 else 1073 else
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1074 ms.top = below; /* we were top, set new top */
1170 1075
1171 /* Relink the object below us, if there is one */ 1076 /* Relink the object below us, if there is one */
1172 if (op->below) 1077 if (below)
1173 op->below->above = op->above; 1078 below->above = above;
1174 else 1079 else
1175 { 1080 {
1176 /* Nothing below, which means we need to relink map object for this space 1081 /* Nothing below, which means we need to relink map object for this space
1177 * use translated coordinates in case some oddness with map tiling is 1082 * use translated coordinates in case some oddness with map tiling is
1178 * evident 1083 * evident
1179 */ 1084 */
1180 if (GET_MAP_OB (m, x, y) != op) 1085 if (GET_MAP_OB (map, x, y) != this)
1181 {
1182 dump_object (op);
1183 LOG (llevError,
1184 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1086 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1185 dump_object (GET_MAP_OB (m, x, y)); 1087
1186 LOG (llevError, "%s\n", errmsg); 1088 ms.bot = above; /* goes on above it. */
1187 } 1089 }
1188 1090
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1190 }
1191
1192 op->above = 0; 1091 above = 0;
1193 op->below = 0; 1092 below = 0;
1194 1093
1195 if (op->map->in_memory == MAP_SAVING) 1094 if (map->in_memory == MAP_SAVING)
1196 return; 1095 return;
1197 1096
1198 tag = op->count; 1097 int check_walk_off = !flag [FLAG_NO_APPLY];
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200 1098
1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1099 if (object *pl = ms.player ())
1100 {
1101 if (pl->container == this)
1102 /* If a container that the player is currently using somehow gets
1103 * removed (most likely destroyed), update the player view
1104 * appropriately.
1105 */
1106 pl->close_container ();
1107
1108 pl->contr->ns->floorbox_update ();
1109 }
1110
1111 for (tmp = ms.bot; tmp; tmp = tmp->above)
1202 { 1112 {
1203 /* No point updating the players look faces if he is the object 1113 /* No point updating the players look faces if he is the object
1204 * being removed. 1114 * being removed.
1205 */ 1115 */
1206 1116
1207 if (tmp->type == PLAYER && tmp != op) 1117 /* See if object moving off should effect something */
1118 if (check_walk_off
1119 && ((move_type & tmp->move_off)
1120 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1208 { 1121 {
1209 /* If a container that the player is currently using somehow gets 1122 move_apply (tmp, this, 0);
1210 * removed (most likely destroyed), update the player view
1211 * appropriately.
1212 */
1213 if (tmp->container == op)
1214 {
1215 CLEAR_FLAG (op, FLAG_APPLIED);
1216 tmp->container = NULL;
1217 }
1218 1123
1219 tmp->contr->socket.update_look = 1; 1124 if (destroyed ())
1125 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1220 } 1126 }
1221 1127
1222 /* See if player moving off should effect something */
1223 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 {
1225 move_apply (tmp, op, NULL);
1226
1227 if (was_destroyed (op, tag))
1228 {
1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1230 }
1231 }
1232
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234
1235 if (tmp->above == tmp)
1236 tmp->above = NULL;
1237
1238 last = tmp; 1128 last = tmp;
1239 } 1129 }
1240 1130
1241 /* last == NULL of there are no objects on this space */ 1131 /* last == NULL if there are no objects on this space */
1132 //TODO: this makes little sense, why only update the topmost object?
1242 if (last == NULL) 1133 if (!last)
1243 { 1134 map->at (x, y).flags_ = 0;
1244 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1245 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1246 * those out anyways, and if there are any flags set right now, they won't
1247 * be correct anyways.
1248 */
1249 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1250 update_position (op->map, op->x, op->y);
1251 }
1252 else 1135 else
1253 update_object (last, UP_OBJ_REMOVE); 1136 update_object (last, UP_OBJ_REMOVE);
1254 1137
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1138 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1256 update_all_los (op->map, op->x, op->y); 1139 update_all_los (map, x, y);
1257 } 1140 }
1258} 1141}
1259 1142
1260/* 1143/*
1261 * merge_ob(op,top): 1144 * merge_ob(op,top):
1269merge_ob (object *op, object *top) 1152merge_ob (object *op, object *top)
1270{ 1153{
1271 if (!op->nrof) 1154 if (!op->nrof)
1272 return 0; 1155 return 0;
1273 1156
1274 if (top == NULL) 1157 if (!top)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above); 1158 for (top = op; top && top->above; top = top->above)
1159 ;
1276 1160
1277 for (; top != NULL; top = top->below) 1161 for (; top; top = top->below)
1278 { 1162 {
1279 if (top == op) 1163 if (top == op)
1280 continue; 1164 continue;
1281 if (CAN_MERGE (op, top)) 1165
1166 if (object::can_merge (op, top))
1282 { 1167 {
1283 top->nrof += op->nrof; 1168 top->nrof += op->nrof;
1284 1169
1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1170/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1286 op->weight = 0; /* Don't want any adjustements now */ 1171 op->weight = 0; /* Don't want any adjustements now */
1287 remove_ob (op); 1172 op->destroy ();
1288 free_object (op);
1289 return top; 1173 return top;
1290 } 1174 }
1291 } 1175 }
1292 1176
1293 return 0; 1177 return 0;
1294} 1178}
1295 1179
1180void
1181object::expand_tail ()
1182{
1183 if (more)
1184 return;
1185
1186 object *prev = this;
1187
1188 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1189 {
1190 object *op = arch_to_object (at);
1191
1192 op->name = name;
1193 op->name_pl = name_pl;
1194 op->title = title;
1195
1196 op->head = this;
1197 prev->more = op;
1198
1199 prev = op;
1200 }
1201}
1202
1296/* 1203/*
1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1204 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1298 * job preparing multi-part monsters 1205 * job preparing multi-part monsters.
1299 */ 1206 */
1300object * 1207object *
1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1302{ 1209{
1303 object *tmp;
1304
1305 if (op->head)
1306 op = op->head;
1307
1308 for (tmp = op; tmp; tmp = tmp->more) 1210 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1309 { 1211 {
1310 tmp->x = x + tmp->arch->clone.x; 1212 tmp->x = x + tmp->arch->x;
1311 tmp->y = y + tmp->arch->clone.y; 1213 tmp->y = y + tmp->arch->y;
1312 } 1214 }
1313 1215
1314 return insert_ob_in_map (op, m, originator, flag); 1216 return insert_ob_in_map (op, m, originator, flag);
1315} 1217}
1316 1218
1332 * Return value: 1234 * Return value:
1333 * new object if 'op' was merged with other object 1235 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed 1236 * NULL if 'op' was destroyed
1335 * just 'op' otherwise 1237 * just 'op' otherwise
1336 */ 1238 */
1337
1338object * 1239object *
1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1240insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1340{ 1241{
1242 assert (!op->flag [FLAG_FREED]);
1243
1341 object *tmp, *top, *floor = NULL; 1244 object *top, *floor = NULL;
1342 sint16 x, y;
1343 1245
1344 if (QUERY_FLAG (op, FLAG_FREED)) 1246 op->remove ();
1345 {
1346 LOG (llevError, "Trying to insert freed object!\n");
1347 return NULL;
1348 }
1349
1350 if (m == NULL)
1351 {
1352 dump_object (op);
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1354 return op;
1355 }
1356
1357 if (out_of_map (m, op->x, op->y))
1358 {
1359 dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1361#ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object
1363 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted.
1365 */
1366 abort ();
1367#endif
1368 return op;
1369 }
1370
1371 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 {
1373 dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1375 return op;
1376 }
1377
1378 if (op->more != NULL)
1379 {
1380 /* The part may be on a different map. */
1381
1382 object *more = op->more;
1383
1384 /* We really need the caller to normalize coordinates - if
1385 * we set the map, that doesn't work if the location is within
1386 * a map and this is straddling an edge. So only if coordinate
1387 * is clear wrong do we normalize it.
1388 */
1389 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1390 more->map = get_map_from_coord (m, &more->x, &more->y);
1391 else if (!more->map)
1392 {
1393 /* For backwards compatibility - when not dealing with tiled maps,
1394 * more->map should always point to the parent.
1395 */
1396 more->map = m;
1397 }
1398
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 {
1401 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403
1404 return NULL;
1405 }
1406 }
1407
1408 CLEAR_FLAG (op, FLAG_REMOVED);
1409 1247
1410 /* Ideally, the caller figures this out. However, it complicates a lot 1248 /* Ideally, the caller figures this out. However, it complicates a lot
1411 * of areas of callers (eg, anything that uses find_free_spot would now 1249 * of areas of callers (eg, anything that uses find_free_spot would now
1412 * need extra work 1250 * need extra work
1413 */ 1251 */
1414 op->map = get_map_from_coord (m, &op->x, &op->y); 1252 if (!xy_normalise (m, op->x, op->y))
1415 x = op->x; 1253 {
1416 y = op->y; 1254 op->destroy ();
1255 return 0;
1256 }
1257
1258 if (object *more = op->more)
1259 if (!insert_ob_in_map (more, m, originator, flag))
1260 return 0;
1261
1262 CLEAR_FLAG (op, FLAG_REMOVED);
1263
1264 op->map = m;
1265 mapspace &ms = op->ms ();
1417 1266
1418 /* this has to be done after we translate the coordinates. 1267 /* this has to be done after we translate the coordinates.
1419 */ 1268 */
1420 if (op->nrof && !(flag & INS_NO_MERGE)) 1269 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1270 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp)) 1271 if (object::can_merge (op, tmp))
1423 { 1272 {
1424 op->nrof += tmp->nrof; 1273 op->nrof += tmp->nrof;
1425 remove_ob (tmp); 1274 tmp->destroy ();
1426 free_object (tmp);
1427 } 1275 }
1428 1276
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1277 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1278 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 1279
1444 op->below = originator->below; 1292 op->below = originator->below;
1445 1293
1446 if (op->below) 1294 if (op->below)
1447 op->below->above = op; 1295 op->below->above = op;
1448 else 1296 else
1449 SET_MAP_OB (op->map, op->x, op->y, op); 1297 ms.bot = op;
1450 1298
1451 /* since *below* originator, no need to update top */ 1299 /* since *below* originator, no need to update top */
1452 originator->below = op; 1300 originator->below = op;
1453 } 1301 }
1454 else 1302 else
1455 { 1303 {
1304 top = ms.bot;
1305
1456 /* If there are other objects, then */ 1306 /* If there are other objects, then */
1457 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1307 if (top)
1458 { 1308 {
1459 object *last = NULL; 1309 object *last = 0;
1460 1310
1461 /* 1311 /*
1462 * If there are multiple objects on this space, we do some trickier handling. 1312 * If there are multiple objects on this space, we do some trickier handling.
1463 * We've already dealt with merging if appropriate. 1313 * We've already dealt with merging if appropriate.
1464 * Generally, we want to put the new object on top. But if 1314 * Generally, we want to put the new object on top. But if
1468 * once we get to them. This reduces the need to traverse over all of 1318 * once we get to them. This reduces the need to traverse over all of
1469 * them when adding another one - this saves quite a bit of cpu time 1319 * them when adding another one - this saves quite a bit of cpu time
1470 * when lots of spells are cast in one area. Currently, it is presumed 1320 * when lots of spells are cast in one area. Currently, it is presumed
1471 * that flying non pickable objects are spell objects. 1321 * that flying non pickable objects are spell objects.
1472 */ 1322 */
1473 1323 for (top = ms.bot; top; top = top->above)
1474 while (top != NULL)
1475 { 1324 {
1476 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1325 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1477 floor = top; 1326 floor = top;
1478 1327
1479 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1328 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1482 top = top->below; 1331 top = top->below;
1483 break; 1332 break;
1484 } 1333 }
1485 1334
1486 last = top; 1335 last = top;
1487 top = top->above;
1488 } 1336 }
1489 1337
1490 /* Don't want top to be NULL, so set it to the last valid object */ 1338 /* Don't want top to be NULL, so set it to the last valid object */
1491 top = last; 1339 top = last;
1492 1340
1494 * looks like instead of lots of conditions here. 1342 * looks like instead of lots of conditions here.
1495 * makes things faster, and effectively the same result. 1343 * makes things faster, and effectively the same result.
1496 */ 1344 */
1497 1345
1498 /* Have object 'fall below' other objects that block view. 1346 /* Have object 'fall below' other objects that block view.
1499 * Unless those objects are exits, type 66 1347 * Unless those objects are exits.
1500 * If INS_ON_TOP is used, don't do this processing 1348 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise 1349 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd. 1350 * stacking is a bit odd.
1503 */ 1351 */
1504 if (!(flag & INS_ON_TOP) && 1352 if (!(flag & INS_ON_TOP)
1505 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1353 && ms.flags () & P_BLOCKSVIEW
1354 && (op->face && !faces [op->face].visibility))
1506 { 1355 {
1507 for (last = top; last != floor; last = last->below) 1356 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1357 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break; 1358 break;
1359
1510 /* Check to see if we found the object that blocks view, 1360 /* Check to see if we found the object that blocks view,
1511 * and make sure we have a below pointer for it so that 1361 * and make sure we have a below pointer for it so that
1512 * we can get inserted below this one, which requires we 1362 * we can get inserted below this one, which requires we
1513 * set top to the object below us. 1363 * set top to the object below us.
1514 */ 1364 */
1515 if (last && last->below && last != floor) 1365 if (last && last->below && last != floor)
1516 top = last->below; 1366 top = last->below;
1517 } 1367 }
1518 } /* If objects on this space */ 1368 } /* If objects on this space */
1519 1369
1520 if (flag & INS_MAP_LOAD)
1521 top = GET_MAP_TOP (op->map, op->x, op->y);
1522
1523 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1524 top = floor; 1371 top = floor;
1525 1372
1526 /* Top is the object that our object (op) is going to get inserted above. 1373 /* Top is the object that our object (op) is going to get inserted above.
1527 */ 1374 */
1528 1375
1529 /* First object on this space */ 1376 /* First object on this space */
1530 if (!top) 1377 if (!top)
1531 { 1378 {
1532 op->above = GET_MAP_OB (op->map, op->x, op->y); 1379 op->above = ms.bot;
1533 1380
1534 if (op->above) 1381 if (op->above)
1535 op->above->below = op; 1382 op->above->below = op;
1536 1383
1537 op->below = NULL; 1384 op->below = 0;
1538 SET_MAP_OB (op->map, op->x, op->y, op); 1385 ms.bot = op;
1539 } 1386 }
1540 else 1387 else
1541 { /* get inserted into the stack above top */ 1388 { /* get inserted into the stack above top */
1542 op->above = top->above; 1389 op->above = top->above;
1543 1390
1546 1393
1547 op->below = top; 1394 op->below = top;
1548 top->above = op; 1395 top->above = op;
1549 } 1396 }
1550 1397
1551 if (op->above == NULL) 1398 if (!op->above)
1552 SET_MAP_TOP (op->map, op->x, op->y, op); 1399 ms.top = op;
1553 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1554 1401
1555 if (op->type == PLAYER) 1402 if (op->type == PLAYER)
1403 {
1556 op->contr->do_los = 1; 1404 op->contr->do_los = 1;
1405 ++op->map->players;
1406 op->map->touch ();
1407 }
1557 1408
1558 /* If we have a floor, we know the player, if any, will be above 1409 op->map->dirty = true;
1559 * it, so save a few ticks and start from there. 1410
1560 */ 1411 if (object *pl = ms.player ())
1561 if (!(flag & INS_MAP_LOAD)) 1412 pl->contr->ns->floorbox_update ();
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1563 if (tmp->type == PLAYER)
1564 tmp->contr->socket.update_look = 1;
1565 1413
1566 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1568 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1569 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way - 1418 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range, 1419 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area 1420 * or just updating the P_UPTODATE for spaces within this area
1573 * of effect may be sufficient. 1421 * of effect may be sufficient.
1574 */ 1422 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1423 if (op->map->darkness && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y); 1424 update_all_los (op->map, op->x, op->y);
1577 1425
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1426 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT); 1427 update_object (op, UP_OBJ_INSERT);
1580 1428
1429 INVOKE_OBJECT (INSERT, op);
1430
1581 /* Don't know if moving this to the end will break anything. However, 1431 /* Don't know if moving this to the end will break anything. However,
1582 * we want to have update_look set above before calling this. 1432 * we want to have floorbox_update called before calling this.
1583 * 1433 *
1584 * check_move_on() must be after this because code called from 1434 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like 1435 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object(). 1437 * update_object().
1588 */ 1438 */
1589 1439
1590 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* if this is not the head or flag has been passed, don't check walk on status */
1591 if (!(flag & INS_NO_WALK_ON) && !op->head) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1592 { 1442 {
1593 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1594 return NULL; 1444 return 0;
1595 1445
1596 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1597 * walk on's. 1447 * walk on's.
1598 */ 1448 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1600 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1601 return NULL; 1451 return 0;
1602 } 1452 }
1603 1453
1604 return op; 1454 return op;
1605} 1455}
1606 1456
1607/* this function inserts an object in the map, but if it 1457/* this function inserts an object in the map, but if it
1608 * finds an object of its own type, it'll remove that one first. 1458 * finds an object of its own type, it'll remove that one first.
1609 * op is the object to insert it under: supplies x and the map. 1459 * op is the object to insert it under: supplies x and the map.
1610 */ 1460 */
1611void 1461void
1612replace_insert_ob_in_map (const char *arch_string, object *op) 1462replace_insert_ob_in_map (const char *arch_string, object *op)
1613{ 1463{
1614 object * 1464 object *tmp, *tmp1;
1615 tmp;
1616 object *
1617 tmp1;
1618 1465
1619 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1620 1467
1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1624 { 1470 tmp->destroy ();
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629 1471
1630 tmp1 = arch_to_object (find_archetype (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1631 1473
1632 tmp1->x = op->x; 1474 tmp1->x = op->x;
1633 tmp1->y = op->y; 1475 tmp1->y = op->y;
1634 insert_ob_in_map (tmp1, op->map, op, 0); 1476 insert_ob_in_map (tmp1, op->map, op, 0);
1477}
1478
1479object *
1480object::insert_at (object *where, object *originator, int flags)
1481{
1482 return where->map->insert (this, where->x, where->y, originator, flags);
1635} 1483}
1636 1484
1637/* 1485/*
1638 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1639 * is returned contains nr objects, and the remaining parts contains 1487 * is returned contains nr objects, and the remaining parts contains
1640 * the rest (or is removed and freed if that number is 0). 1488 * the rest (or is removed and freed if that number is 0).
1641 * On failure, NULL is returned, and the reason put into the 1489 * On failure, NULL is returned, and the reason put into the
1642 * global static errmsg array. 1490 * global static errmsg array.
1643 */ 1491 */
1644
1645object * 1492object *
1646get_split_ob (object *orig_ob, uint32 nr) 1493get_split_ob (object *orig_ob, uint32 nr)
1647{ 1494{
1648 object * 1495 object *newob;
1649 newob;
1650 int
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1652 1497
1653 if (orig_ob->nrof < nr) 1498 if (orig_ob->nrof < nr)
1654 { 1499 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL; 1501 return NULL;
1657 } 1502 }
1658 1503
1659 newob = object_create_clone (orig_ob); 1504 newob = object_create_clone (orig_ob);
1660 1505
1661 if ((orig_ob->nrof -= nr) < 1) 1506 if ((orig_ob->nrof -= nr) < 1)
1662 { 1507 orig_ob->destroy (1);
1663 if (!is_removed)
1664 remove_ob (orig_ob);
1665 free_object2 (orig_ob, 1);
1666 }
1667 else if (!is_removed) 1508 else if (!is_removed)
1668 { 1509 {
1669 if (orig_ob->env != NULL) 1510 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr); 1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1686 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1687 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1688 * 1529 *
1689 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1690 */ 1531 */
1691
1692object * 1532object *
1693decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1694{ 1534{
1695 object *tmp; 1535 object *tmp;
1696 player *pl;
1697 1536
1698 if (i == 0) /* objects with op->nrof require this check */ 1537 if (i == 0) /* objects with op->nrof require this check */
1699 return op; 1538 return op;
1700 1539
1701 if (i > op->nrof) 1540 if (i > op->nrof)
1702 i = op->nrof; 1541 i = op->nrof;
1703 1542
1704 if (QUERY_FLAG (op, FLAG_REMOVED)) 1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i; 1544 op->nrof -= i;
1706 else if (op->env != NULL) 1545 else if (op->env)
1707 { 1546 {
1708 /* is this object in the players inventory, or sub container 1547 /* is this object in the players inventory, or sub container
1709 * therein? 1548 * therein?
1710 */ 1549 */
1711 tmp = is_player_inv (op->env); 1550 tmp = op->in_player ();
1712 /* nope. Is this a container the player has opened? 1551 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player. 1552 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly 1553 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map, 1554 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player. 1555 * and then searching the map for a player.
1717 */ 1556 */
1718 if (!tmp) 1557 if (!tmp)
1719 { 1558 for_all_players (pl)
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env) 1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1722 break; 1562 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 } 1563 }
1728 1564
1729 if (i < op->nrof) 1565 if (i < op->nrof)
1730 { 1566 {
1731 sub_weight (op->env, op->weight * i); 1567 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i; 1568 op->nrof -= i;
1733 if (tmp) 1569 if (tmp)
1734 {
1735 esrv_send_item (tmp, op); 1570 esrv_send_item (tmp, op);
1736 }
1737 } 1571 }
1738 else 1572 else
1739 { 1573 {
1740 remove_ob (op); 1574 op->remove ();
1741 op->nrof = 0; 1575 op->nrof = 0;
1742 if (tmp) 1576 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count); 1577 esrv_del_item (tmp->contr, op->count);
1745 }
1746 } 1578 }
1747 } 1579 }
1748 else 1580 else
1749 { 1581 {
1750 object *above = op->above; 1582 object *above = op->above;
1751 1583
1752 if (i < op->nrof) 1584 if (i < op->nrof)
1753 op->nrof -= i; 1585 op->nrof -= i;
1754 else 1586 else
1755 { 1587 {
1756 remove_ob (op); 1588 op->remove ();
1757 op->nrof = 0; 1589 op->nrof = 0;
1758 } 1590 }
1759 1591
1760 /* Since we just removed op, op->above is null */ 1592 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above) 1593 for (tmp = above; tmp; tmp = tmp->above)
1762 if (tmp->type == PLAYER) 1594 if (tmp->type == PLAYER)
1763 { 1595 {
1764 if (op->nrof) 1596 if (op->nrof)
1765 esrv_send_item (tmp, op); 1597 esrv_send_item (tmp, op);
1766 else 1598 else
1770 1602
1771 if (op->nrof) 1603 if (op->nrof)
1772 return op; 1604 return op;
1773 else 1605 else
1774 { 1606 {
1775 free_object (op); 1607 op->destroy ();
1776 return NULL; 1608 return 0;
1777 } 1609 }
1778} 1610}
1779 1611
1780/* 1612/*
1781 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1782 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1783 */ 1615 */
1784
1785void 1616void
1786add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1787{ 1618{
1788 while (op != NULL) 1619 while (op != NULL)
1789 { 1620 {
1793 op->carrying += weight; 1624 op->carrying += weight;
1794 op = op->env; 1625 op = op->env;
1795 } 1626 }
1796} 1627}
1797 1628
1629object *
1630insert_ob_in_ob (object *op, object *where)
1631{
1632 if (!where)
1633 {
1634 char *dump = dump_object (op);
1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1636 free (dump);
1637 return op;
1638 }
1639
1640 if (where->head_ () != where)
1641 {
1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1643 where = where->head;
1644 }
1645
1646 return where->insert (op);
1647}
1648
1798/* 1649/*
1799 * insert_ob_in_ob(op,environment): 1650 * env->insert (op)
1800 * This function inserts the object op in the linked list 1651 * This function inserts the object op in the linked list
1801 * inside the object environment. 1652 * inside the object environment.
1802 * 1653 *
1803 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1804 * the inventory at the last position or next to other objects of the same
1805 * type.
1806 * Frank: Now sorted by type, archetype and magic!
1807 *
1808 * The function returns now pointer to inserted item, and return value can 1654 * The function returns now pointer to inserted item, and return value can
1809 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1810 */ 1656 */
1811
1812object * 1657object *
1813insert_ob_in_ob (object *op, object *where) 1658object::insert (object *op)
1814{ 1659{
1815 object *
1816 tmp, *
1817 otmp;
1818
1819 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 { 1661 op->remove ();
1821 dump_object (op);
1822 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where == NULL)
1827 {
1828 dump_object (op);
1829 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1830 return op;
1831 }
1832
1833 if (where->head)
1834 {
1835 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1836 where = where->head;
1837 }
1838 1662
1839 if (op->more) 1663 if (op->more)
1840 { 1664 {
1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1665 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842 return op; 1666 return op;
1843 } 1667 }
1844 1668
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1846 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1847 if (op->nrof) 1672 if (op->nrof)
1848 { 1673 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op)) 1675 if (object::can_merge (tmp, op))
1851 { 1676 {
1852 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1853 (client needs the original object) */ 1678 (client needs the original object) */
1854 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to 1680 /* Weight handling gets pretty funky. Since we are adding to
1856 * tmp->nrof, we need to increase the weight. 1681 * tmp->nrof, we need to increase the weight.
1857 */ 1682 */
1858 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1859 SET_FLAG (op, FLAG_REMOVED); 1684 SET_FLAG (op, FLAG_REMOVED);
1860 free_object (op); /* free the inserted object */ 1685 op->destroy (); /* free the inserted object */
1861 op = tmp; 1686 op = tmp;
1862 remove_ob (op); /* and fix old object's links */ 1687 op->remove (); /* and fix old object's links */
1863 CLEAR_FLAG (op, FLAG_REMOVED); 1688 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break; 1689 break;
1865 } 1690 }
1866 1691
1867 /* I assume combined objects have no inventory 1692 /* I assume combined objects have no inventory
1868 * We add the weight - this object could have just been removed 1693 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract 1694 * (if it was possible to merge). calling remove_ob will subtract
1870 * the weight, so we need to add it in again, since we actually do 1695 * the weight, so we need to add it in again, since we actually do
1871 * the linking below 1696 * the linking below
1872 */ 1697 */
1873 add_weight (where, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1874 } 1699 }
1875 else 1700 else
1876 add_weight (where, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1877 1702
1878 otmp = is_player_inv (where); 1703 if (object *otmp = this->in_player ())
1879 if (otmp && otmp->contr != NULL)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp); 1705 otmp->update_stats ();
1883 }
1884 1706
1707 op->owner = 0; // its his/hers now. period.
1885 op->map = NULL; 1708 op->map = 0;
1886 op->env = where; 1709 op->env = this;
1887 op->above = NULL; 1710 op->above = 0;
1888 op->below = NULL; 1711 op->below = 0;
1889 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1890 1713
1891 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1892 if ((op->glow_radius != 0) && where->map) 1715 if (op->glow_radius && map)
1893 { 1716 {
1894#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map)) 1720 if (map->darkness)
1898 update_all_los (where->map, where->x, where->y); 1721 update_all_los (map, x, y);
1899 } 1722 }
1900 1723
1901 /* Client has no idea of ordering so lets not bother ordering it here. 1724 /* Client has no idea of ordering so lets not bother ordering it here.
1902 * It sure simplifies this function... 1725 * It sure simplifies this function...
1903 */ 1726 */
1904 if (where->inv == NULL) 1727 if (!inv)
1905 where->inv = op; 1728 inv = op;
1906 else 1729 else
1907 { 1730 {
1908 op->below = where->inv; 1731 op->below = inv;
1909 op->below->above = op; 1732 op->below->above = op;
1910 where->inv = op; 1733 inv = op;
1911 } 1734 }
1735
1736 INVOKE_OBJECT (INSERT, this);
1737
1912 return op; 1738 return op;
1913} 1739}
1914 1740
1915/* 1741/*
1916 * Checks if any objects has a move_type that matches objects 1742 * Checks if any objects has a move_type that matches objects
1930 * 1756 *
1931 * MSW 2001-07-08: Check all objects on space, not just those below 1757 * MSW 2001-07-08: Check all objects on space, not just those below
1932 * object being inserted. insert_ob_in_map may not put new objects 1758 * object being inserted. insert_ob_in_map may not put new objects
1933 * on top. 1759 * on top.
1934 */ 1760 */
1935
1936int 1761int
1937check_move_on (object *op, object *originator) 1762check_move_on (object *op, object *originator)
1938{ 1763{
1939 object * 1764 object *tmp;
1940 tmp; 1765 maptile *m = op->map;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y; 1766 int x = op->x, y = op->y;
1947 1767
1948 MoveType 1768 MoveType move_on, move_slow, move_block;
1949 move_on,
1950 move_slow,
1951 move_block;
1952 1769
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1770 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0; 1771 return 0;
1955
1956 tag = op->count;
1957 1772
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1959 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1960 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961 1776
1977 1792
1978 /* The objects have to be checked from top to bottom. 1793 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top: 1794 * Hence, we first go to the top:
1980 */ 1795 */
1981 1796
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1983 { 1798 {
1984 /* Trim the search when we find the first other spell effect 1799 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects, 1800 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them. 1801 * we don't need to check all of them.
1987 */ 1802 */
2005 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2006 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2007 { 1822 {
2008 1823
2009 float 1824 float
2010 diff = tmp->move_slow_penalty * FABS (op->speed); 1825 diff = tmp->move_slow_penalty * fabs (op->speed);
2011 1826
2012 if (op->type == PLAYER) 1827 if (op->type == PLAYER)
2013 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2014 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2015 diff /= 4.0; 1830 diff /= 4.0;
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1837 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1838 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 { 1839 {
2025 move_apply (tmp, op, originator); 1840 move_apply (tmp, op, originator);
2026 1841
2027 if (was_destroyed (op, tag)) 1842 if (op->destroyed ())
2028 return 1; 1843 return 1;
2029 1844
2030 /* what the person/creature stepped onto has moved the object 1845 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did, 1846 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result. 1847 * have a feeling strange problems would result.
2042/* 1857/*
2043 * present_arch(arch, map, x, y) searches for any objects with 1858 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates. 1859 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
2046 */ 1861 */
2047
2048object * 1862object *
2049present_arch (const archetype *at, mapstruct *m, int x, int y) 1863present_arch (const archetype *at, maptile *m, int x, int y)
2050{ 1864{
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y)) 1865 if (!m || out_of_map (m, x, y))
2055 { 1866 {
2056 LOG (llevError, "Present_arch called outside map.\n"); 1867 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL; 1868 return NULL;
2058 } 1869 }
2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1870
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2060 if (tmp->arch == at) 1872 if (tmp->arch == at)
2061 return tmp; 1873 return tmp;
1874
2062 return NULL; 1875 return NULL;
2063} 1876}
2064 1877
2065/* 1878/*
2066 * present(type, map, x, y) searches for any objects with 1879 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates. 1880 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
2069 */ 1882 */
2070
2071object * 1883object *
2072present (unsigned char type, mapstruct *m, int x, int y) 1884present (unsigned char type, maptile *m, int x, int y)
2073{ 1885{
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y)) 1886 if (out_of_map (m, x, y))
2078 { 1887 {
2079 LOG (llevError, "Present called outside map.\n"); 1888 LOG (llevError, "Present called outside map.\n");
2080 return NULL; 1889 return NULL;
2081 } 1890 }
2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2083 if (tmp->type == type) 1893 if (tmp->type == type)
2084 return tmp; 1894 return tmp;
1895
2085 return NULL; 1896 return NULL;
2086} 1897}
2087 1898
2088/* 1899/*
2089 * present_in_ob(type, object) searches for any objects with 1900 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object. 1901 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
2092 */ 1903 */
2093
2094object * 1904object *
2095present_in_ob (unsigned char type, const object *op) 1905present_in_ob (unsigned char type, const object *op)
2096{ 1906{
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type) 1908 if (tmp->type == type)
2102 return tmp; 1909 return tmp;
1910
2103 return NULL; 1911 return NULL;
2104} 1912}
2105 1913
2106/* 1914/*
2107 * present_in_ob (type, str, object) searches for any objects with 1915 * present_in_ob (type, str, object) searches for any objects with
2115 * str is the string to match against. Note that we match against 1923 * str is the string to match against. Note that we match against
2116 * the object name, not the archetype name. this is so that the 1924 * the object name, not the archetype name. this is so that the
2117 * spell code can use one object type (force), but change it's name 1925 * spell code can use one object type (force), but change it's name
2118 * to be unique. 1926 * to be unique.
2119 */ 1927 */
2120
2121object * 1928object *
2122present_in_ob_by_name (int type, const char *str, const object *op) 1929present_in_ob_by_name (int type, const char *str, const object *op)
2123{ 1930{
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1932 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp; 1933 return tmp;
2131 } 1934
2132 return NULL; 1935 return 0;
2133} 1936}
2134 1937
2135/* 1938/*
2136 * present_arch_in_ob(archetype, object) searches for any objects with 1939 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object. 1940 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none. 1941 * The first matching object is returned, or NULL if none.
2139 */ 1942 */
2140
2141object * 1943object *
2142present_arch_in_ob (const archetype *at, const object *op) 1944present_arch_in_ob (const archetype *at, const object *op)
2143{ 1945{
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2148 if (tmp->arch == at) 1947 if (tmp->arch == at)
2149 return tmp; 1948 return tmp;
1949
2150 return NULL; 1950 return NULL;
2151} 1951}
2152 1952
2153/* 1953/*
2154 * activate recursively a flag on an object inventory 1954 * activate recursively a flag on an object inventory
2155 */ 1955 */
2156void 1956void
2157flag_inv (object *op, int flag) 1957flag_inv (object *op, int flag)
2158{ 1958{
2159 object *
2160 tmp;
2161
2162 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2164 { 1960 {
2165 SET_FLAG (tmp, flag); 1961 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag); 1962 flag_inv (tmp, flag);
2167 } 1963 }
2168} /* 1964}
1965
1966/*
2169 * desactivate recursively a flag on an object inventory 1967 * deactivate recursively a flag on an object inventory
2170 */ 1968 */
2171void 1969void
2172unflag_inv (object *op, int flag) 1970unflag_inv (object *op, int flag)
2173{ 1971{
2174 object *
2175 tmp;
2176
2177 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2179 { 1973 {
2180 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
2182 } 1976 }
2183}
2184
2185/*
2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187 * all it's inventory (recursively).
2188 * If checksums are used, a player will get set_cheat called for
2189 * him/her-self and all object carried by a call to this function.
2190 */
2191
2192void
2193set_cheat (object *op)
2194{
2195 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ);
2197} 1977}
2198 1978
2199/* 1979/*
2200 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
2201 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
2203 * to search (see the freearr_x/y[] definition). 1983 * to search (see the freearr_x/y[] definition).
2204 * It returns a random choice among the alternatives found. 1984 * It returns a random choice among the alternatives found.
2205 * start and stop are where to start relative to the free_arr array (1,9 1985 * start and stop are where to start relative to the free_arr array (1,9
2206 * does all 4 immediate directions). This returns the index into the 1986 * does all 4 immediate directions). This returns the index into the
2207 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1987 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2208 * Note - this only checks to see if there is space for the head of the
2209 * object - if it is a multispace object, this should be called for all
2210 * pieces.
2211 * Note2: This function does correctly handle tiled maps, but does not 1988 * Note: This function does correctly handle tiled maps, but does not
2212 * inform the caller. However, insert_ob_in_map will update as 1989 * inform the caller. However, insert_ob_in_map will update as
2213 * necessary, so the caller shouldn't need to do any special work. 1990 * necessary, so the caller shouldn't need to do any special work.
2214 * Note - updated to take an object instead of archetype - this is necessary 1991 * Note - updated to take an object instead of archetype - this is necessary
2215 * because arch_blocked (now ob_blocked) needs to know the movement type 1992 * because arch_blocked (now ob_blocked) needs to know the movement type
2216 * to know if the space in question will block the object. We can't use 1993 * to know if the space in question will block the object. We can't use
2217 * the archetype because that isn't correct if the monster has been 1994 * the archetype because that isn't correct if the monster has been
2218 * customized, changed states, etc. 1995 * customized, changed states, etc.
2219 */ 1996 */
2220
2221int 1997int
2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1998find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2223{ 1999{
2224 int
2225 i,
2226 index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE]; 2000 int altern[SIZEOFFREE];
2001 int index = 0, flag;
2229 2002
2230 for (i = start; i < stop; i++) 2003 for (int i = start; i < stop; i++)
2231 { 2004 {
2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2005 mapxy pos (m, x, y); pos.move (i);
2233 if (!flag) 2006
2007 if (!pos.normalise ())
2008 continue;
2009
2010 mapspace &ms = *pos;
2011
2012 if (ms.flags () & P_IS_ALIVE)
2013 continue;
2014
2015 /* However, often
2016 * ob doesn't have any move type (when used to place exits)
2017 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2018 */
2019 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2020 {
2234 altern[index++] = i; 2021 altern [index++] = i;
2022 continue;
2023 }
2235 2024
2236 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* Basically, if we find a wall on a space, we cut down the search size.
2237 * In this way, we won't return spaces that are on another side of a wall. 2026 * In this way, we won't return spaces that are on another side of a wall.
2238 * This mostly work, but it cuts down the search size in all directions - 2027 * This mostly work, but it cuts down the search size in all directions -
2239 * if the space being examined only has a wall to the north and empty 2028 * if the space being examined only has a wall to the north and empty
2240 * spaces in all the other directions, this will reduce the search space 2029 * spaces in all the other directions, this will reduce the search space
2241 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2243 */ 2032 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2033 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2034 {
2245 stop = maxfree[i]; 2035 stop = maxfree[i];
2036 continue;
2037 }
2038
2039 /* Note it is intentional that we check ob - the movement type of the
2040 * head of the object should correspond for the entire object.
2041 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue;
2044
2045 if (ob->blocked (m, pos.x, pos.y))
2046 continue;
2047
2048 altern [index++] = i;
2246 } 2049 }
2050
2247 if (!index) 2051 if (!index)
2248 return -1; 2052 return -1;
2053
2249 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2250} 2055}
2251 2056
2252/* 2057/*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2254 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2255 * But it will return the first available spot, not a random choice. 2060 * But it will return the first available spot, not a random choice.
2256 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2061 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257 */ 2062 */
2258
2259int 2063int
2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2261{ 2065{
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2266 {
2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2268 return i; 2068 return i;
2269 } 2069
2270 return -1; 2070 return -1;
2271} 2071}
2272 2072
2273/* 2073/*
2274 * The function permute(arr, begin, end) randomly reorders the array 2074 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1]. 2075 * arr[begin..end-1].
2076 * now uses a fisher-yates shuffle, old permute was broken
2276 */ 2077 */
2277static void 2078static void
2278permute (int *arr, int begin, int end) 2079permute (int *arr, int begin, int end)
2279{ 2080{
2280 int 2081 arr += begin;
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin; 2082 end -= begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290 2083
2291 tmp = arr[i]; 2084 while (--end)
2292 arr[i] = arr[j]; 2085 swap (arr [end], arr [rndm (end + 1)]);
2293 arr[j] = tmp;
2294 }
2295} 2086}
2296 2087
2297/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2302 * the 3x3 area will be searched, just not in a predictable order. 2093 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2094 */
2304void 2095void
2305get_search_arr (int *search_arr) 2096get_search_arr (int *search_arr)
2306{ 2097{
2307 int 2098 int i;
2308 i;
2309 2099
2310 for (i = 0; i < SIZEOFFREE; i++) 2100 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i; 2101 search_arr[i] = i;
2313 }
2314 2102
2315 permute (search_arr, 1, SIZEOFFREE1 + 1); 2103 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2104 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2105 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318} 2106}
2327 * Perhaps incorrectly, but I'm making the assumption that exclude 2115 * Perhaps incorrectly, but I'm making the assumption that exclude
2328 * is actually want is going to try and move there. We need this info 2116 * is actually want is going to try and move there. We need this info
2329 * because we have to know what movement the thing looking to move 2117 * because we have to know what movement the thing looking to move
2330 * there is capable of. 2118 * there is capable of.
2331 */ 2119 */
2332
2333int 2120int
2334find_dir (mapstruct *m, int x, int y, object *exclude) 2121find_dir (maptile *m, int x, int y, object *exclude)
2335{ 2122{
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags; 2123 int i, max = SIZEOFFREE, mflags;
2339 2124
2340 sint16 nx, ny; 2125 sint16 nx, ny;
2341 object * 2126 object *tmp;
2342 tmp; 2127 maptile *mp;
2343 mapstruct *
2344 mp;
2345 2128
2346 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2347 2130
2348 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2349 { 2132 {
2350 exclude = exclude->head; 2133 exclude = exclude->head;
2351 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2352 } 2135 }
2353 else 2136 else
2361 mp = m; 2144 mp = m;
2362 nx = x + freearr_x[i]; 2145 nx = x + freearr_x[i];
2363 ny = y + freearr_y[i]; 2146 ny = y + freearr_y[i];
2364 2147
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2149
2366 if (mflags & P_OUT_OF_MAP) 2150 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i]; 2151 max = maxfree[i];
2369 }
2370 else 2152 else
2371 { 2153 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2154 mapspace &ms = mp->at (nx, ny);
2155
2156 blocked = ms.move_block;
2373 2157
2374 if ((move_type & blocked) == move_type) 2158 if ((move_type & blocked) == move_type)
2375 {
2376 max = maxfree[i]; 2159 max = maxfree[i];
2377 }
2378 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2379 { 2161 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2381 { 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2382 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2383 {
2384 break; 2165 break;
2385 } 2166
2386 }
2387 if (tmp) 2167 if (tmp)
2388 {
2389 return freedir[i]; 2168 return freedir[i];
2390 }
2391 } 2169 }
2392 } 2170 }
2393 } 2171 }
2172
2394 return 0; 2173 return 0;
2395} 2174}
2396 2175
2397/* 2176/*
2398 * distance(object 1, object 2) will return the square of the 2177 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects. 2178 * distance between the two given objects.
2400 */ 2179 */
2401
2402int 2180int
2403distance (const object *ob1, const object *ob2) 2181distance (const object *ob1, const object *ob2)
2404{ 2182{
2405 int
2406 i;
2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 return i;
2410} 2184}
2411 2185
2412/* 2186/*
2413 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction in which
2414 * an object which has subtracted the x and y coordinates of another 2188 * an object which has subtracted the x and y coordinates of another
2415 * object, needs to travel toward it. 2189 * object, needs to travel toward it.
2416 */ 2190 */
2417
2418int 2191int
2419find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2420{ 2193{
2421 int 2194 int q;
2422 q;
2423 2195
2424 if (y) 2196 if (y)
2425 q = x * 100 / y; 2197 q = x * 100 / y;
2426 else if (x) 2198 else if (x)
2427 q = -300 * x; 2199 q = -300 * x;
2452 2224
2453 return 3; 2225 return 3;
2454} 2226}
2455 2227
2456/* 2228/*
2457 * absdir(int): Returns a number between 1 and 8, which represent
2458 * the "absolute" direction of a number (it actually takes care of
2459 * "overflow" in previous calculations of a direction).
2460 */
2461
2462int
2463absdir (int d)
2464{
2465 while (d < 1)
2466 d += 8;
2467 while (d > 8)
2468 d -= 8;
2469 return d;
2470}
2471
2472/*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2474 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2475 */ 2231 */
2476
2477int 2232int
2478dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2479{ 2234{
2480 int 2235 int d;
2481 d;
2482 2236
2483 d = abs (dir1 - dir2); 2237 d = abs (dir1 - dir2);
2484 if (d > 4) 2238 if (d > 4)
2485 d = 8 - d; 2239 d = 8 - d;
2240
2486 return d; 2241 return d;
2487} 2242}
2488 2243
2489/* peterm: 2244/* peterm:
2490 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2245 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2493 * This basically means that if direction is 15, then it could either go 2248 * This basically means that if direction is 15, then it could either go
2494 * direction 4, 14, or 16 to get back to where we are. 2249 * direction 4, 14, or 16 to get back to where we are.
2495 * Moved from spell_util.c to object.c with the other related direction 2250 * Moved from spell_util.c to object.c with the other related direction
2496 * functions. 2251 * functions.
2497 */ 2252 */
2498
2499int
2500 reduction_dir[SIZEOFFREE][3] = { 2253int reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */ 2254 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */ 2255 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */ 2256 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */ 2257 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */ 2258 {0, 0, 0}, /* 4 */
2553 * find a path to that monster that we found. If not, 2306 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we 2307 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it 2308 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW 2309 * Modified to be map tile aware -.MSW
2557 */ 2310 */
2558
2559
2560int 2311int
2561can_see_monsterP (mapstruct *m, int x, int y, int dir) 2312can_see_monsterP (maptile *m, int x, int y, int dir)
2562{ 2313{
2563 sint16 dx, dy; 2314 sint16 dx, dy;
2564 int
2565 mflags; 2315 int mflags;
2566 2316
2567 if (dir < 0) 2317 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */ 2318 return 0; /* exit condition: invalid direction */
2569 2319
2570 dx = x + freearr_x[dir]; 2320 dx = x + freearr_x[dir];
2583 return 0; 2333 return 0;
2584 2334
2585 /* yes, can see. */ 2335 /* yes, can see. */
2586 if (dir < 9) 2336 if (dir < 9)
2587 return 1; 2337 return 1;
2338
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2339 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2589 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2340 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2341 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590} 2342}
2591
2592
2593 2343
2594/* 2344/*
2595 * can_pick(picker, item): finds out if an object is possible to be 2345 * can_pick(picker, item): finds out if an object is possible to be
2596 * picked up by the picker. Returnes 1 if it can be 2346 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0. 2347 * picked up, otherwise 0.
2599 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2600 * core dumps if they do. 2350 * core dumps if they do.
2601 * 2351 *
2602 * Add a check so we can't pick up invisible objects (0.93.8) 2352 * Add a check so we can't pick up invisible objects (0.93.8)
2603 */ 2353 */
2604
2605int 2354int
2606can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2607{ 2356{
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2610 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2611} 2360}
2612 2361
2613
2614/* 2362/*
2615 * create clone from object to another 2363 * create clone from object to another
2616 */ 2364 */
2617object * 2365object *
2618object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2619{ 2367{
2620 object *
2621 dst = NULL, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2622 2369
2623 if (!asrc) 2370 if (!asrc)
2624 return NULL; 2371 return 0;
2625 src = asrc; 2372
2626 if (src->head)
2627 src = src->head; 2373 src = asrc->head_ ();
2628 2374
2629 prev = NULL; 2375 prev = 0;
2630 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2631 { 2377 {
2632 tmp = get_object (); 2378 tmp = part->clone ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x; 2379 tmp->x -= src->x;
2635 tmp->y -= src->y; 2380 tmp->y -= src->y;
2381
2636 if (!part->head) 2382 if (!part->head)
2637 { 2383 {
2638 dst = tmp; 2384 dst = tmp;
2639 tmp->head = NULL; 2385 tmp->head = 0;
2640 } 2386 }
2641 else 2387 else
2642 {
2643 tmp->head = dst; 2388 tmp->head = dst;
2644 } 2389
2645 tmp->more = NULL; 2390 tmp->more = 0;
2391
2646 if (prev) 2392 if (prev)
2647 prev->more = tmp; 2393 prev->more = tmp;
2394
2648 prev = tmp; 2395 prev = tmp;
2649 } 2396 }
2650 2397
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below) 2398 for (item = src->inv; item; item = item->below)
2653 {
2654 (void) insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656 2400
2657 return dst; 2401 return dst;
2658}
2659
2660/* return true if the object was destroyed, 0 otherwise */
2661int
2662was_destroyed (const object *op, tag_t old_tag)
2663{
2664 /* checking for FLAG_FREED isn't necessary, but makes this function more
2665 * robust */
2666 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2667}
2668
2669/* GROS - Creates an object using a string representing its content. */
2670
2671/* Basically, we save the content of the string to a temp file, then call */
2672
2673/* load_object on it. I admit it is a highly inefficient way to make things, */
2674
2675/* but it was simple to make and allows reusing the load_object function. */
2676
2677/* Remember not to use load_object_str in a time-critical situation. */
2678
2679/* Also remember that multiparts objects are not supported for now. */
2680
2681object *
2682load_object_str (const char *obstr)
2683{
2684 object *
2685 op;
2686 char
2687 filename[MAX_BUF];
2688
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690
2691 FILE *
2692 tempfile = fopen (filename, "w");
2693
2694 if (tempfile == NULL)
2695 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL;
2698 }
2699
2700 fprintf (tempfile, obstr);
2701 fclose (tempfile);
2702
2703 op = get_object ();
2704
2705 object_thawer thawer (filename);
2706
2707 if (thawer)
2708 load_object (thawer, op, 0);
2709
2710 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2711 CLEAR_FLAG (op, FLAG_REMOVED);
2712
2713 return op;
2714} 2402}
2715 2403
2716/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2717 * has the same type and subtype match. 2405 * has the same type and subtype match.
2718 * returns NULL if no match. 2406 * returns NULL if no match.
2719 */ 2407 */
2720object * 2408object *
2721find_obj_by_type_subtype (const object *who, int type, int subtype) 2409find_obj_by_type_subtype (const object *who, int type, int subtype)
2722{ 2410{
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below) 2411 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype) 2412 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp; 2413 return tmp;
2729 2414
2730 return NULL; 2415 return 0;
2731} 2416}
2732 2417
2733/* If ob has a field named key, return the link from the list, 2418/* If ob has a field named key, return the link from the list,
2734 * otherwise return NULL. 2419 * otherwise return NULL.
2735 * 2420 *
2737 * do the desired thing. 2422 * do the desired thing.
2738 */ 2423 */
2739key_value * 2424key_value *
2740get_ob_key_link (const object *ob, const char *key) 2425get_ob_key_link (const object *ob, const char *key)
2741{ 2426{
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next) 2427 for (key_value *link = ob->key_values; link; link = link->next)
2746 {
2747 if (link->key == key) 2428 if (link->key == key)
2748 {
2749 return link; 2429 return link;
2750 }
2751 }
2752 2430
2753 return NULL; 2431 return 0;
2754} 2432}
2755 2433
2756/* 2434/*
2757 * Returns the value of op has an extra_field for key, or NULL. 2435 * Returns the value of op has an extra_field for key, or NULL.
2758 * 2436 *
2783 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2784 return link->value; 2462 return link->value;
2785 2463
2786 return 0; 2464 return 0;
2787} 2465}
2788
2789 2466
2790/* 2467/*
2791 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2792 * 2469 *
2793 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2798 * Returns TRUE on success. 2475 * Returns TRUE on success.
2799 */ 2476 */
2800int 2477int
2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{ 2479{
2803 key_value *
2804 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2805 2481
2806 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2807 { 2483 {
2808 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2809 { 2485 {
2818 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2819 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2820 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2821 * we get this value back again. 2497 * we get this value back again.
2822 */ 2498 */
2823 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2824 field->value = 0; 2500 field->value = 0;
2825 else 2501 else
2826 { 2502 {
2827 if (last) 2503 if (last)
2828 last->next = field->next; 2504 last->next = field->next;
2837 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2838 2514
2839 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2840 2516
2841 if (!add_key) 2517 if (!add_key)
2842 {
2843 return FALSE; 2518 return FALSE;
2844 } 2519
2845 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2849 * should pass in "" 2524 * should pass in ""
2898 } 2573 }
2899 else 2574 else
2900 item = item->env; 2575 item = item->env;
2901} 2576}
2902 2577
2578const char *
2579object::flag_desc (char *desc, int len) const
2580{
2581 char *p = desc;
2582 bool first = true;
2583
2584 *p = 0;
2585
2586 for (int i = 0; i < NUM_FLAGS; i++)
2587 {
2588 if (len <= 10) // magic constant!
2589 {
2590 snprintf (p, len, ",...");
2591 break;
2592 }
2593
2594 if (flag [i])
2595 {
2596 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2597 len -= cnt;
2598 p += cnt;
2599 first = false;
2600 }
2601 }
2602
2603 return desc;
2604}
2605
2903// return a suitable string describing an objetc in enough detail to find it 2606// return a suitable string describing an object in enough detail to find it
2904const char * 2607const char *
2905object::debug_desc (char *info) const 2608object::debug_desc (char *info) const
2906{ 2609{
2610 char flagdesc[512];
2907 char info2[256 * 3]; 2611 char info2[256 * 4];
2908 char *p = info; 2612 char *p = info;
2909 2613
2910 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2614 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2911 count, 2615 count,
2616 uuid.c_str (),
2912 &name, 2617 &name,
2913 title ? " " : "", 2618 title ? "\",title:\"" : "",
2914 title ? (const char *)title : ""); 2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2915 2621
2916 if (env) 2622 if (!this->flag[FLAG_REMOVED] && env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918 2624
2919 if (map) 2625 if (map)
2920 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2921 2627
2922 return info; 2628 return info;
2923} 2629}
2924 2630
2925const char * 2631const char *
2926object::debug_desc () const 2632object::debug_desc () const
2927{ 2633{
2928 static char info[256 * 3]; 2634 static char info[3][256 * 4];
2635 static int info_idx;
2636
2929 return debug_desc (info); 2637 return debug_desc (info [++info_idx % 3]);
2930} 2638}
2931 2639
2640struct region *
2641object::region () const
2642{
2643 return map ? map->region (x, y)
2644 : region::default_region ();
2645}
2646
2647const materialtype_t *
2648object::dominant_material () const
2649{
2650 if (materialtype_t *mt = name_to_material (materialname))
2651 return mt;
2652
2653 return name_to_material (shstr_unknown);
2654}
2655
2656void
2657object::open_container (object *new_container)
2658{
2659 if (container == new_container)
2660 return;
2661
2662 if (object *old_container = container)
2663 {
2664 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2665 return;
2666
2667#if 0
2668 // remove the "Close old_container" object.
2669 if (object *closer = old_container->inv)
2670 if (closer->type == CLOSE_CON)
2671 closer->destroy ();
2672#endif
2673
2674 old_container->flag [FLAG_APPLIED] = 0;
2675 container = 0;
2676
2677 esrv_update_item (UPD_FLAGS, this, old_container);
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2679 play_sound (sound_find ("chest_close"));
2680 }
2681
2682 if (new_container)
2683 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 return;
2686
2687 // TODO: this does not seem to serve any purpose anymore?
2688#if 0
2689 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch)
2691 {
2692 object *closer = arch_to_object (new_container->other_arch);
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer);
2695 }
2696#endif
2697
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699
2700 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container;
2702
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open"));
2706 }
2707}
2708
2709object *
2710object::force_find (const shstr name)
2711{
2712 /* cycle through his inventory to look for the MARK we want to
2713 * place
2714 */
2715 for (object *tmp = inv; tmp; tmp = tmp->below)
2716 if (tmp->type == FORCE && tmp->slaying == name)
2717 return splay (tmp);
2718
2719 return 0;
2720}
2721
2722void
2723object::force_add (const shstr name, int duration)
2724{
2725 if (object *force = force_find (name))
2726 force->destroy ();
2727
2728 object *force = get_archetype (FORCE_NAME);
2729
2730 force->slaying = name;
2731 force->stats.food = 1;
2732 force->speed_left = -1.f;
2733
2734 force->set_speed (duration ? 1.f / duration : 0.f);
2735 force->flag [FLAG_IS_USED_UP] = true;
2736 force->flag [FLAG_APPLIED] = true;
2737
2738 insert (force);
2739}
2740
2741void
2742object::play_sound (faceidx sound) const
2743{
2744 if (!sound)
2745 return;
2746
2747 if (flag [FLAG_REMOVED])
2748 return;
2749
2750 if (env)
2751 {
2752 if (object *pl = in_player ())
2753 pl->contr->play_sound (sound);
2754 }
2755 else
2756 map->play_sound (sound, x, y);
2757}
2758

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines