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Comparing deliantra/server/common/object.C (file contents):
Revision 1.227 by root, Sat May 3 09:04:17 2008 UTC vs.
Revision 1.272 by root, Sat Dec 27 04:09:58 2008 UTC

32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
139 140
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 142static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
143{ 144{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
149 */ 148 */
150 149
151 /* For each field in wants, */ 150 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 152 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 153 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 154
169 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 156 return true;
171} 157}
172 158
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 160static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 162{
177 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
179 */ 165 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
181} 168}
182 169
183/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 171 * they can be merged together.
185 * 172 *
200 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 188 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
203 return 0; 190 return 0;
204 191
205 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 195 return 0;
212 196
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 205
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 208
225 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 210 || ob1->name != ob2->name
227 || ob1->title != ob2->title 211 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 218 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 234 return 0;
250 235
251 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
255 .any ()) 239 .any ())
256 return 0; 240 return 0;
257 241
258 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
340 { 324 {
341 // see if we are in a container of sorts 325 // see if we are in a container of sorts
342 if (env) 326 if (env)
343 { 327 {
344 // the player inventory itself is always visible 328 // the player inventory itself is always visible
345 if (env->type == PLAYER) 329 if (env->is_player ())
346 return env; 330 return env;
347 331
348 // else a player could have our env open 332 // else a player could have our env open
349 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
350 334
358 else 342 else
359 { 343 {
360 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
363 if (!pl->container || this == pl->container) 348 || this == pl->container)
364 return pl; 349 return pl;
365 } 350 }
366 } 351 }
367 352
368 return 0; 353 return 0;
369} 354}
370 355
371// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
372static sint32 357static sint32
373weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
374{ 359{
375 return op->type == CONTAINER 360 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight; 362 : weight;
378} 363}
384static void 369static void
385adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
386{ 371{
387 while (op) 372 while (op)
388 { 373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
389 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
390 378
391 if (!weight) 379 if (!weight)
392 return; 380 return;
393 381
394 op->carrying += weight; 382 op->carrying += weight;
417 op->update_weight (); 405 op->update_weight ();
418 406
419 sum += op->total_weight (); 407 sum += op->total_weight ();
420 } 408 }
421 409
422 sum = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
423 411
424 if (sum != carrying) 412 if (sum != carrying)
425 { 413 {
426 carrying = sum; 414 carrying = sum;
427 415
489 */ 477 */
490object * 478object *
491find_object_name (const char *str) 479find_object_name (const char *str)
492{ 480{
493 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
494 object *op;
495 482
483 if (str_)
496 for_all_objects (op) 484 for_all_objects (op)
497 if (op->name == str_) 485 if (op->name == str_)
498 break; 486 return op;
499 487
500 return op; 488 return 0;
501} 489}
502 490
503/* 491/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 493 * skill and experience objects.
649 } 637 }
650 638
651 if (speed < 0) 639 if (speed < 0)
652 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
653 641
654 dst->set_speed (dst->speed); 642 dst->activate ();
655} 643}
656 644
657void 645void
658object::instantiate () 646object::instantiate ()
659{ 647{
771 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
772 { 760 {
773 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
774 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
775 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
776 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
778 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
779 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
780 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
781 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
782 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
783 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
784 * to have move_allow right now. 772 * have move_allow right now.
785 */ 773 */
786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
788 m.flags_ = 0; 776 m.invalidate ();
789 } 777 }
790 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
791 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
792 * that is being removed. 780 * that is being removed.
793 */ 781 */
794 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
795 m.flags_ = 0; 783 m.invalidate ();
796 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
797 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
798 else 786 else
799 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
800 788
842object::activate () 830object::activate ()
843{ 831{
844 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
845 if (active) 833 if (active)
846 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
847 838
848 if (has_active_speed ()) 839 if (has_active_speed ())
849 actives.insert (this); 840 actives.insert (this);
850} 841}
851 842
915 * drop on that space. 906 * drop on that space.
916 */ 907 */
917 if (!drop_to_ground 908 if (!drop_to_ground
918 || !map 909 || !map
919 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
920 || map->nodrop 911 || map->no_drop
921 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
922 { 913 {
923 while (inv) 914 while (inv)
924 {
925 inv->destroy_inv (false);
926 inv->destroy (); 915 inv->destroy ();
927 }
928 } 916 }
929 else 917 else
930 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
931 while (inv) 919 while (inv)
932 { 920 {
936 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
937 || op->type == RUNE 925 || op->type == RUNE
938 || op->type == TRAP 926 || op->type == TRAP
939 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
940 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
941 op->destroy (true); 929 op->destroy ();
942 else 930 else
943 map->insert (op, x, y); 931 map->insert (op, x, y);
944 } 932 }
945 } 933 }
946} 934}
954 942
955static struct freed_map : maptile 943static struct freed_map : maptile
956{ 944{
957 freed_map () 945 freed_map ()
958 { 946 {
959 path = "<freed objects map>"; 947 path = "<freed objects map>";
960 name = "/internal/freed_objects_map"; 948 name = "/internal/freed_objects_map";
961 width = 3; 949 width = 3;
962 height = 3; 950 height = 3;
963 nodrop = 1; 951 no_drop = 1;
952 no_reset = 1;
964 953
965 alloc (); 954 alloc ();
966 in_memory = MAP_ACTIVE; 955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
967 } 961 }
968} freed_map; // freed objects are moved here to avoid crashes 962} freed_map; // freed objects are moved here to avoid crashes
969 963
970void 964void
971object::do_destroy () 965object::do_destroy ()
1004 attacked_by = 0; 998 attacked_by = 0;
1005 current_weapon = 0; 999 current_weapon = 0;
1006} 1000}
1007 1001
1008void 1002void
1009object::destroy (bool destroy_inventory) 1003object::destroy ()
1010{ 1004{
1011 if (destroyed ()) 1005 if (destroyed ())
1012 return; 1006 return;
1013 1007
1014 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1015 { 1009 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory); 1011 head->destroy ();
1018 return; 1012 return;
1019 } 1013 }
1020 1014
1021 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1022 1016
1023 if (is_head ()) 1017 if (is_head ())
1024 if (sound_destroy) 1018 if (sound_destroy)
1025 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1063 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065 1059
1066 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1067 1061
1068 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1069
1070 if (below)
1071 below->above = above;
1072 1063
1073 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up 1065 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1076 */ 1067 */
1077 map = env->map; 1068 map = env->map;
1078 x = env->x; 1069 x = env->x;
1079 y = env->y; 1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1080 above = 0; 1076 above = 0;
1081 below = 0; 1077 below = 0;
1082 env = 0; 1078 env = 0;
1083 1079
1084 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1085 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1086 * to save cpu time. 1082 * to save cpu time.
1087 */ 1083 */
1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1089 otmp->update_stats (); 1087 pl->update_stats ();
1088
1089 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y);
1091 }
1090 } 1092 }
1091 else if (map) 1093 else if (map)
1092 { 1094 {
1093 map->dirty = true; 1095 map->dirty = true;
1094 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1095 1097
1096 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1097 { 1099 {
1098 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1099 { 1101 {
1102 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103
1100 // leaving a spot always closes any open container on the ground 1104 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env) 1105 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures 1106 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent. 1107 // that the CLOSE event is being sent.
1104 close_container (); 1108 close_container ();
1114 1118
1115 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1116 } 1120 }
1117 1121
1118 /* link the object above us */ 1122 /* link the object above us */
1119 if (above) 1123 // re-link, make sure compiler can easily use cmove
1120 above->below = below; 1124 *(above ? &above->below : &ms.top) = below;
1121 else 1125 *(below ? &below->above : &ms.bot) = above;
1122 ms.top = below; /* we were top, set new top */
1123
1124 /* Relink the object below us, if there is one */
1125 if (below)
1126 below->above = above;
1127 else
1128 {
1129 /* Nothing below, which means we need to relink map object for this space
1130 * use translated coordinates in case some oddness with map tiling is
1131 * evident
1132 */
1133 if (GET_MAP_OB (map, x, y) != this)
1134 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 ());
1135
1136 ms.bot = above; /* goes on above it. */
1137 }
1138 1126
1139 above = 0; 1127 above = 0;
1140 below = 0; 1128 below = 0;
1129
1130 ms.invalidate ();
1141 1131
1142 if (map->in_memory == MAP_SAVING) 1132 if (map->in_memory == MAP_SAVING)
1143 return; 1133 return;
1144 1134
1145 int check_walk_off = !flag [FLAG_NO_APPLY]; 1135 int check_walk_off = !flag [FLAG_NO_APPLY];
1178 } 1168 }
1179 1169
1180 last = tmp; 1170 last = tmp;
1181 } 1171 }
1182 1172
1183 /* last == NULL if there are no objects on this space */ 1173 if (affects_los ())
1184 //TODO: this makes little sense, why only update the topmost object?
1185 if (!last)
1186 map->at (x, y).flags_ = 0;
1187 else
1188 update_object (last, UP_OBJ_REMOVE);
1189
1190 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1191 update_all_los (map, x, y); 1174 update_all_los (map, x, y);
1192 } 1175 }
1193} 1176}
1194 1177
1195/* 1178/*
1219 esrv_update_item (UPD_NROF, pl, top); 1202 esrv_update_item (UPD_NROF, pl, top);
1220 1203
1221 op->weight = 0; // cancel the addition above 1204 op->weight = 0; // cancel the addition above
1222 op->carrying = 0; // must be 0 already 1205 op->carrying = 0; // must be 0 already
1223 1206
1224 op->destroy (1); 1207 op->destroy ();
1225 1208
1226 return top; 1209 return top;
1227 } 1210 }
1228 1211
1229 return 0; 1212 return 0;
1257 * job preparing multi-part monsters. 1240 * job preparing multi-part monsters.
1258 */ 1241 */
1259object * 1242object *
1260insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1243insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1261{ 1244{
1245 op->remove ();
1246
1262 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1263 { 1248 {
1264 tmp->x = x + tmp->arch->x; 1249 tmp->x = x + tmp->arch->x;
1265 tmp->y = y + tmp->arch->y; 1250 tmp->y = y + tmp->arch->y;
1266 } 1251 }
1289 * just 'op' otherwise 1274 * just 'op' otherwise
1290 */ 1275 */
1291object * 1276object *
1292insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1293{ 1278{
1294 assert (!op->flag [FLAG_FREED]);
1295
1296 op->remove (); 1279 op->remove ();
1280
1281 if (m == &freed_map)//D TODO: remove soon
1282 {//D
1283 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1284 }//D
1297 1285
1298 /* Ideally, the caller figures this out. However, it complicates a lot 1286 /* Ideally, the caller figures this out. However, it complicates a lot
1299 * of areas of callers (eg, anything that uses find_free_spot would now 1287 * of areas of callers (eg, anything that uses find_free_spot would now
1300 * need extra work 1288 * need extra work
1301 */ 1289 */
1302 if (!xy_normalise (m, op->x, op->y)) 1290 if (!xy_normalise (m, op->x, op->y))
1303 { 1291 {
1304 op->destroy (1); 1292 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1305 return 0; 1293 return 0;
1306 } 1294 }
1307 1295
1308 if (object *more = op->more) 1296 if (object *more = op->more)
1309 if (!insert_ob_in_map (more, m, originator, flag)) 1297 if (!insert_ob_in_map (more, m, originator, flag))
1318 */ 1306 */
1319 if (op->nrof && !(flag & INS_NO_MERGE)) 1307 if (op->nrof && !(flag & INS_NO_MERGE))
1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1308 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1321 if (object::can_merge (op, tmp)) 1309 if (object::can_merge (op, tmp))
1322 { 1310 {
1323 // TODO: we atcually want to update tmp, not op, 1311 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp 1312 // but some caller surely breaks when we return tmp
1325 // from here :/ 1313 // from here :/
1326 op->nrof += tmp->nrof; 1314 op->nrof += tmp->nrof;
1327 tmp->destroy (1); 1315 tmp->destroy ();
1328 } 1316 }
1329 1317
1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1318 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1319 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1332 1320
1339 { 1327 {
1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1328 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1341 abort (); 1329 abort ();
1342 } 1330 }
1343 1331
1332 if (!originator->is_on_map ())
1333 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334 op->debug_desc (), originator->debug_desc ());
1335
1344 op->above = originator; 1336 op->above = originator;
1345 op->below = originator->below; 1337 op->below = originator->below;
1346
1347 if (op->below)
1348 op->below->above = op;
1349 else
1350 ms.bot = op;
1351
1352 /* since *below* originator, no need to update top */
1353 originator->below = op; 1338 originator->below = op;
1339
1340 *(op->below ? &op->below->above : &ms.bot) = op;
1354 } 1341 }
1355 else 1342 else
1356 { 1343 {
1357 object *top, *floor = NULL; 1344 object *floor = 0;
1358 1345 object *top = ms.top;
1359 top = ms.bot;
1360 1346
1361 /* If there are other objects, then */ 1347 /* If there are other objects, then */
1362 if (top) 1348 if (top)
1363 { 1349 {
1364 object *last = 0;
1365
1366 /* 1350 /*
1367 * If there are multiple objects on this space, we do some trickier handling. 1351 * If there are multiple objects on this space, we do some trickier handling.
1368 * We've already dealt with merging if appropriate. 1352 * We've already dealt with merging if appropriate.
1369 * Generally, we want to put the new object on top. But if 1353 * Generally, we want to put the new object on top. But if
1370 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1373 * once we get to them. This reduces the need to traverse over all of 1357 * once we get to them. This reduces the need to traverse over all of
1374 * them when adding another one - this saves quite a bit of cpu time 1358 * them when adding another one - this saves quite a bit of cpu time
1375 * when lots of spells are cast in one area. Currently, it is presumed 1359 * when lots of spells are cast in one area. Currently, it is presumed
1376 * that flying non pickable objects are spell objects. 1360 * that flying non pickable objects are spell objects.
1377 */ 1361 */
1378 for (top = ms.bot; top; top = top->above) 1362 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1379 { 1363 {
1380 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1381 floor = top; 1365 floor = tmp;
1382 1366
1383 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1367 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1384 { 1368 {
1385 /* We insert above top, so we want this object below this */ 1369 /* We insert above top, so we want this object below this */
1386 top = top->below; 1370 top = tmp->below;
1387 break; 1371 break;
1388 } 1372 }
1389 1373
1390 last = top; 1374 top = tmp;
1391 } 1375 }
1392
1393 /* Don't want top to be NULL, so set it to the last valid object */
1394 top = last;
1395 1376
1396 /* We let update_position deal with figuring out what the space 1377 /* We let update_position deal with figuring out what the space
1397 * looks like instead of lots of conditions here. 1378 * looks like instead of lots of conditions here.
1398 * makes things faster, and effectively the same result. 1379 * makes things faster, and effectively the same result.
1399 */ 1380 */
1406 */ 1387 */
1407 if (!(flag & INS_ON_TOP) 1388 if (!(flag & INS_ON_TOP)
1408 && ms.flags () & P_BLOCKSVIEW 1389 && ms.flags () & P_BLOCKSVIEW
1409 && (op->face && !faces [op->face].visibility)) 1390 && (op->face && !faces [op->face].visibility))
1410 { 1391 {
1392 object *last;
1393
1411 for (last = top; last != floor; last = last->below) 1394 for (last = top; last != floor; last = last->below)
1412 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1395 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1413 break; 1396 break;
1414 1397
1415 /* Check to see if we found the object that blocks view, 1398 /* Check to see if we found the object that blocks view,
1423 } /* If objects on this space */ 1406 } /* If objects on this space */
1424 1407
1425 if (flag & INS_ABOVE_FLOOR_ONLY) 1408 if (flag & INS_ABOVE_FLOOR_ONLY)
1426 top = floor; 1409 top = floor;
1427 1410
1428 /* Top is the object that our object (op) is going to get inserted above. 1411 // insert object above top, or bottom-most if top = 0
1429 */
1430
1431 /* First object on this space */
1432 if (!top) 1412 if (!top)
1433 { 1413 {
1414 op->below = 0;
1434 op->above = ms.bot; 1415 op->above = ms.bot;
1435
1436 if (op->above)
1437 op->above->below = op;
1438
1439 op->below = 0;
1440 ms.bot = op; 1416 ms.bot = op;
1417
1418 *(op->above ? &op->above->below : &ms.top) = op;
1441 } 1419 }
1442 else 1420 else
1443 { /* get inserted into the stack above top */ 1421 {
1444 op->above = top->above; 1422 op->above = top->above;
1445
1446 if (op->above)
1447 op->above->below = op; 1423 top->above = op;
1448 1424
1449 op->below = top; 1425 op->below = top;
1450 top->above = op; 1426 *(op->above ? &op->above->below : &ms.top) = op;
1451 } 1427 }
1428 }
1452 1429
1453 if (!op->above) 1430 if (op->is_player ())
1454 ms.top = op;
1455 } /* else not INS_BELOW_ORIGINATOR */
1456
1457 if (op->type == PLAYER)
1458 { 1431 {
1459 op->contr->do_los = 1; 1432 op->contr->do_los = 1;
1460 ++op->map->players; 1433 ++op->map->players;
1461 op->map->touch (); 1434 op->map->touch ();
1462 } 1435 }
1477 * be far away from this change and not affected in any way - 1450 * be far away from this change and not affected in any way -
1478 * this should get redone to only look for players within range, 1451 * this should get redone to only look for players within range,
1479 * or just updating the P_UPTODATE for spaces within this area 1452 * or just updating the P_UPTODATE for spaces within this area
1480 * of effect may be sufficient. 1453 * of effect may be sufficient.
1481 */ 1454 */
1482 if (op->map->darkness && (op->glow_radius != 0)) 1455 if (op->affects_los ())
1456 {
1457 op->ms ().invalidate ();
1483 update_all_los (op->map, op->x, op->y); 1458 update_all_los (op->map, op->x, op->y);
1459 }
1484 1460
1485 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1461 /* updates flags (blocked, alive, no magic, etc) for this map space */
1486 update_object (op, UP_OBJ_INSERT); 1462 update_object (op, UP_OBJ_INSERT);
1487 1463
1488 INVOKE_OBJECT (INSERT, op); 1464 INVOKE_OBJECT (INSERT, op);
1522{ 1498{
1523 /* first search for itself and remove any old instances */ 1499 /* first search for itself and remove any old instances */
1524 1500
1525 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1501 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1526 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1502 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1527 tmp->destroy (1); 1503 tmp->destroy ();
1528 1504
1529 object *tmp = arch_to_object (archetype::find (arch_string)); 1505 object *tmp = arch_to_object (archetype::find (arch_string));
1530 1506
1531 tmp->x = op->x; 1507 tmp->x = op->x;
1532 tmp->y = op->y; 1508 tmp->y = op->y;
1556 if (!nr) 1532 if (!nr)
1557 return true; 1533 return true;
1558 1534
1559 nr = min (nr, nrof); 1535 nr = min (nr, nrof);
1560 1536
1537 if (nrof > nr)
1538 {
1561 nrof -= nr; 1539 nrof -= nr;
1562
1563 if (nrof)
1564 {
1565 adjust_weight (env, -weight * nr); // carrying == 0 1540 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1566 1541
1567 if (object *pl = visible_to ()) 1542 if (object *pl = visible_to ())
1568 esrv_update_item (UPD_NROF, pl, this); 1543 esrv_update_item (UPD_NROF, pl, this);
1569 1544
1570 return true; 1545 return true;
1571 } 1546 }
1572 else 1547 else
1573 { 1548 {
1574 destroy (1); 1549 destroy ();
1575 return false; 1550 return false;
1576 } 1551 }
1577} 1552}
1578 1553
1579/* 1554/*
1596 } 1571 }
1597 else 1572 else
1598 { 1573 {
1599 decrease (nr); 1574 decrease (nr);
1600 1575
1601 object *op = object_create_clone (this); 1576 object *op = deep_clone ();
1602 op->nrof = nr; 1577 op->nrof = nr;
1603 return op; 1578 return op;
1604 } 1579 }
1605} 1580}
1606 1581
1656 if (object *pl = tmp->visible_to ()) 1631 if (object *pl = tmp->visible_to ())
1657 esrv_update_item (UPD_NROF, pl, tmp); 1632 esrv_update_item (UPD_NROF, pl, tmp);
1658 1633
1659 adjust_weight (this, op->total_weight ()); 1634 adjust_weight (this, op->total_weight ());
1660 1635
1661 op->destroy (1); 1636 op->destroy ();
1662 op = tmp; 1637 op = tmp;
1663 goto inserted; 1638 goto inserted;
1664 } 1639 }
1665 1640
1666 op->owner = 0; // it's his/hers now. period. 1641 op->owner = 0; // it's his/hers now. period.
1684 1659
1685 adjust_weight (this, op->total_weight ()); 1660 adjust_weight (this, op->total_weight ());
1686 1661
1687inserted: 1662inserted:
1688 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1689 if (op->glow_radius && map && map->darkness) 1664 if (op->glow_radius && is_on_map ())
1665 {
1666 update_stats ();
1690 update_all_los (map, x, y); 1667 update_all_los (map, x, y);
1691 1668 }
1669 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1692 // if this is a player's inventory, update stats 1670 // if this is a player's inventory, update stats
1693 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1694 update_stats (); 1671 update_stats ();
1695 1672
1696 INVOKE_OBJECT (INSERT, this); 1673 INVOKE_OBJECT (INSERT, this);
1697 1674
1698 return op; 1675 return op;
1782 { 1759 {
1783 1760
1784 float 1761 float
1785 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 diff = tmp->move_slow_penalty * fabs (op->speed);
1786 1763
1787 if (op->type == PLAYER) 1764 if (op->is_player ())
1788 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1789 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1790 diff /= 4.0; 1767 diff /= 4.0;
1791 1768
1792 op->speed_left -= diff; 1769 op->speed_left -= diff;
1827 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1828 return NULL; 1805 return NULL;
1829 } 1806 }
1830 1807
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1832 if (tmp->arch == at) 1809 if (tmp->arch->archname == at->archname)
1833 return tmp; 1810 return tmp;
1834 1811
1835 return NULL; 1812 return NULL;
1836} 1813}
1837 1814
1901 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1902 */ 1879 */
1903object * 1880object *
1904present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1905{ 1882{
1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1908 return tmp; 1885 return tmp;
1909 1886
1910 return NULL; 1887 return NULL;
1911} 1888}
1912 1889
2000 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
2001 */ 1978 */
2002 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2003 continue; 1980 continue;
2004 1981
2005 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
2006 continue; 1983 continue;
2007 1984
2008 altern [index++] = i; 1985 altern [index++] = i;
2009 } 1986 }
2010 1987
2118 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2119 max = maxfree[i]; 2096 max = maxfree[i];
2120 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2121 { 2098 {
2122 for (tmp = ms.bot; tmp; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2124 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2125 break; 2102 break;
2126 2103
2127 if (tmp) 2104 if (tmp)
2128 return freedir[i]; 2105 return freedir[i];
2314int 2291int
2315can_pick (const object *who, const object *item) 2292can_pick (const object *who, const object *item)
2316{ 2293{
2317 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2318 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2319 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2320} 2297}
2321 2298
2322/* 2299/*
2323 * create clone from object to another 2300 * create clone from object to another
2324 */ 2301 */
2325object * 2302object *
2326object_create_clone (object *asrc) 2303object::deep_clone ()
2327{ 2304{
2305 assert (("deep_clone called on non-head object", is_head ()));
2306
2328 object *dst = 0; 2307 object *dst = clone ();
2329 2308
2330 if (!asrc)
2331 return 0;
2332
2333 object *src = asrc->head_ ();
2334
2335 object *prev = 0; 2309 object *prev = dst;
2336 for (object *part = src; part; part = part->more) 2310 for (object *part = this->more; part; part = part->more)
2337 { 2311 {
2338 object *tmp = part->clone (); 2312 object *tmp = part->clone ();
2339
2340 tmp->x -= src->x;
2341 tmp->y -= src->y;
2342
2343 if (!part->head)
2344 {
2345 dst = tmp;
2346 tmp->head = 0;
2347 }
2348 else
2349 tmp->head = dst; 2313 tmp->head = dst;
2350
2351 tmp->more = 0;
2352
2353 if (prev)
2354 prev->more = tmp; 2314 prev->more = tmp;
2355
2356 prev = tmp; 2315 prev = tmp;
2357 } 2316 }
2358 2317
2359 for (object *item = src->inv; item; item = item->below) 2318 for (object *item = inv; item; item = item->below)
2360 insert_ob_in_ob (object_create_clone (item), dst); 2319 insert_ob_in_ob (item->deep_clone (), dst);
2361 2320
2362 return dst; 2321 return dst;
2363} 2322}
2364 2323
2365/* This returns the first object in who's inventory that 2324/* This returns the first object in who's inventory that
2374 return tmp; 2333 return tmp;
2375 2334
2376 return 0; 2335 return 0;
2377} 2336}
2378 2337
2379/* If ob has a field named key, return the link from the list, 2338const shstr &
2380 * otherwise return NULL. 2339object::kv_get (const shstr &key) const
2381 *
2382 * key must be a passed in shared string - otherwise, this won't
2383 * do the desired thing.
2384 */
2385key_value *
2386get_ob_key_link (const object *ob, const char *key)
2387{ 2340{
2388 for (key_value *link = ob->key_values; link; link = link->next) 2341 for (key_value *kv = key_values; kv; kv = kv->next)
2389 if (link->key == key) 2342 if (kv->key == key)
2390 return link;
2391
2392 return 0;
2393}
2394
2395/*
2396 * Returns the value of op has an extra_field for key, or NULL.
2397 *
2398 * The argument doesn't need to be a shared string.
2399 *
2400 * The returned string is shared.
2401 */
2402const char *
2403get_ob_key_value (const object *op, const char *const key)
2404{
2405 key_value *link;
2406 shstr_cmp canonical_key (key);
2407
2408 if (!canonical_key)
2409 {
2410 /* 1. There being a field named key on any object
2411 * implies there'd be a shared string to find.
2412 * 2. Since there isn't, no object has this field.
2413 * 3. Therefore, *this* object doesn't have this field.
2414 */
2415 return 0;
2416 }
2417
2418 /* This is copied from get_ob_key_link() above -
2419 * only 4 lines, and saves the function call overhead.
2420 */
2421 for (link = op->key_values; link; link = link->next)
2422 if (link->key == canonical_key)
2423 return link->value; 2343 return kv->value;
2424 2344
2425 return 0; 2345 return shstr_null;
2426} 2346}
2427 2347
2428/* 2348void
2429 * Updates the canonical_key in op to value. 2349object::kv_set (const shstr &key, const shstr &value)
2430 *
2431 * canonical_key is a shared string (value doesn't have to be).
2432 *
2433 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2434 * keys.
2435 *
2436 * Returns TRUE on success.
2437 */
2438int
2439set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2440{ 2350{
2441 key_value *field = NULL, *last = NULL; 2351 for (key_value *kv = key_values; kv; kv = kv->next)
2442 2352 if (kv->key == key)
2443 for (field = op->key_values; field != NULL; field = field->next)
2444 {
2445 if (field->key != canonical_key)
2446 { 2353 {
2447 last = field; 2354 kv->value = value;
2448 continue; 2355 return;
2449 } 2356 }
2450 2357
2451 if (value) 2358 key_value *kv = new key_value;
2452 field->value = value; 2359
2453 else 2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365}
2366
2367void
2368object::kv_del (const shstr &key)
2369{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key)
2454 { 2372 {
2455 /* Basically, if the archetype has this key set, 2373 key_value *kv = *kvp;
2456 * we need to store the null value so when we save 2374 *kvp = (*kvp)->next;
2457 * it, we save the empty value so that when we load, 2375 delete kv;
2458 * we get this value back again. 2376 return;
2459 */
2460 if (get_ob_key_link (op->arch, canonical_key))
2461 field->value = 0;
2462 else
2463 {
2464 if (last)
2465 last->next = field->next;
2466 else
2467 op->key_values = field->next;
2468
2469 delete field;
2470 }
2471 } 2377 }
2472 return TRUE;
2473 }
2474 /* IF we get here, key doesn't exist */
2475
2476 /* No field, we'll have to add it. */
2477
2478 if (!add_key)
2479 return FALSE;
2480
2481 /* There isn't any good reason to store a null
2482 * value in the key/value list. If the archetype has
2483 * this key, then we should also have it, so shouldn't
2484 * be here. If user wants to store empty strings,
2485 * should pass in ""
2486 */
2487 if (value == NULL)
2488 return TRUE;
2489
2490 field = new key_value;
2491
2492 field->key = canonical_key;
2493 field->value = value;
2494 /* Usual prepend-addition. */
2495 field->next = op->key_values;
2496 op->key_values = field;
2497
2498 return TRUE;
2499}
2500
2501/*
2502 * Updates the key in op to value.
2503 *
2504 * If add_key is FALSE, this will only update existing keys,
2505 * and not add new ones.
2506 * In general, should be little reason FALSE is ever passed in for add_key
2507 *
2508 * Returns TRUE on success.
2509 */
2510int
2511set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2512{
2513 shstr key_ (key);
2514
2515 return set_ob_key_value_s (op, key_, value, add_key);
2516} 2378}
2517 2379
2518object::depth_iterator::depth_iterator (object *container) 2380object::depth_iterator::depth_iterator (object *container)
2519: iterator_base (container) 2381: iterator_base (container)
2520{ 2382{
2570{ 2432{
2571 char flagdesc[512]; 2433 char flagdesc[512];
2572 char info2[256 * 4]; 2434 char info2[256 * 4];
2573 char *p = info; 2435 char *p = info;
2574 2436
2575 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2437 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2576 count, 2438 count,
2577 uuid.c_str (), 2439 uuid.c_str (),
2578 &name, 2440 &name,
2579 title ? "\",title:\"" : "", 2441 title ? ",title:\"" : "",
2580 title ? (const char *)title : "", 2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2581 flag_desc (flagdesc, 512), type); 2444 flag_desc (flagdesc, 512), type);
2582 2445
2583 if (!flag[FLAG_REMOVED] && env) 2446 if (!flag[FLAG_REMOVED] && env)
2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2585 2448
2691 return splay (tmp); 2554 return splay (tmp);
2692 2555
2693 return 0; 2556 return 0;
2694} 2557}
2695 2558
2696void 2559object *
2697object::force_add (const shstr name, int duration) 2560object::force_add (const shstr name, int duration)
2698{ 2561{
2699 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2700 force->destroy (); 2563 force->destroy ();
2701 2564
2707 2570
2708 force->set_speed (duration ? 1.f / duration : 0.f); 2571 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true; 2572 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true; 2573 force->flag [FLAG_APPLIED] = true;
2711 2574
2712 insert (force); 2575 return insert (force);
2713} 2576}
2714 2577
2715void 2578void
2716object::play_sound (faceidx sound) 2579object::play_sound (faceidx sound)
2717{ 2580{
2728 } 2591 }
2729 else 2592 else
2730 map->play_sound (sound, x, y); 2593 map->play_sound (sound, x, y);
2731} 2594}
2732 2595
2596void
2597object::make_noise ()
2598{
2599 // we do not model noise in the map, so instead put
2600 // a temporary light into the noise source
2601 // could use the map instead, but that's less reliable for our
2602 // goal, which is to make invisibility a bit harder to exploit
2603
2604 // currently only works sensibly for players
2605 if (!is_player ())
2606 return;
2607
2608 // find old force, or create new one
2609 object *force = force_find (shstr_noise_force);
2610
2611 if (force)
2612 force->speed_left = -1.f; // patch old speed up
2613 else
2614 {
2615 force = archetype::get (shstr_noise_force);
2616
2617 force->slaying = shstr_noise_force;
2618 force->stats.food = 1;
2619 force->speed_left = -1.f;
2620
2621 force->set_speed (1.f / 4.f);
2622 force->flag [FLAG_IS_USED_UP] = true;
2623 force->flag [FLAG_APPLIED] = true;
2624
2625 insert (force);
2626 }
2627}
2628

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