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Comparing deliantra/server/common/object.C (file contents):
Revision 1.222 by root, Wed Apr 30 05:06:36 2008 UTC vs.
Revision 1.295 by root, Fri Nov 6 13:03:34 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 52 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 56};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
60 0, 58 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
64}; 69};
65 70
66static void 71static void
67write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
68{ 73{
139 144
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 146static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
143{ 148{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 149 /* 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 150 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 151 * different structure or at least keep the lists sorted...
149 */ 152 */
150 153
151 /* For each field in wants, */ 154 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 155 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 156 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 157 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 }
168 158
169 /* If we get here, every field in wants has a matching field in has. */ 159 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 160 return true;
171} 161}
172 162
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 163/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 164static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 165compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 166{
177 /* However, there may be fields in has which aren't partnered in wants, 167 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 168 * so we need to run the comparison *twice*. :(
179 */ 169 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 170 return compare_ob_value_lists_one (ob1, ob2)
171 && compare_ob_value_lists_one (ob2, ob1);
181} 172}
182 173
183/* Function examines the 2 objects given to it, and returns true if 174/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 175 * they can be merged together.
185 * 176 *
200 || ob1->speed != ob2->speed 191 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 192 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
203 return 0; 194 return 0;
204 195
205 /* Do not merge objects if nrof would overflow. First part checks 196 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 197 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 198 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; 199 return 0;
212 200
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* 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 202 * 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 203 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 209
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 212
225 if (ob1->arch->name != ob2->arch->name 213 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 214 || ob1->name != ob2->name
227 || ob1->title != ob2->title 215 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 216 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 217 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 218 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 219 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 220 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 221 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 222 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 223 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 225 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 226 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 227 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 228 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 229 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 238 return 0;
250 239
251 if ((ob1->flag ^ ob2->flag) 240 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 241 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 242 .reset (FLAG_REMOVED)
255 .any ()) 243 .any ())
256 return 0; 244 return 0;
257 245
258 /* This is really a spellbook check - we should in general 246 /* This is really a spellbook check - we should in general
340 { 328 {
341 // see if we are in a container of sorts 329 // see if we are in a container of sorts
342 if (env) 330 if (env)
343 { 331 {
344 // the player inventory itself is always visible 332 // the player inventory itself is always visible
345 if (env->type == PLAYER) 333 if (env->is_player ())
346 return env; 334 return env;
347 335
348 // else a player could have our env open 336 // else a player could have our env open
349 object *envest = env->outer_env (); 337 object *envest = env->outer_env_or_self ();
350 338
351 // the player itself is always on a map, so we will find him here 339 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 340 // even if our inv is in a player.
353 if (envest->is_on_map ()) 341 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 342 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 343 if (pl->container_ () == env)
356 return pl; 344 return pl;
357 } 345 }
358 else 346 else
359 { 347 {
360 // maybe there is a player standing on the same mapspace 348 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 349 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 350 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container) 351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
364 return pl; 353 return pl;
365 } 354 }
366 } 355 }
367 356
368 return 0; 357 return 0;
369} 358}
370 359
371// adjust weight per container type ("of holding") 360// adjust weight per container type ("of holding")
372static sint32 361static sint32
373weight_adjust (object *op, sint32 weight) 362weight_adjust_for (object *op, sint32 weight)
374{ 363{
375 return op->type == CONTAINER 364 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight; 366 : weight;
378} 367}
384static void 373static void
385adjust_weight (object *op, sint32 weight) 374adjust_weight (object *op, sint32 weight)
386{ 375{
387 while (op) 376 while (op)
388 { 377 {
378 // adjust by actual difference to account for rounding errors
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
389 weight = weight_adjust (op, weight); 380 weight = weight_adjust_for (op, op->carrying)
381 - weight_adjust_for (op, op->carrying - weight);
390 382
391 if (!weight) 383 if (!weight)
392 return; 384 return;
393 385
394 op->carrying += weight; 386 op->carrying += weight;
417 op->update_weight (); 409 op->update_weight ();
418 410
419 sum += op->total_weight (); 411 sum += op->total_weight ();
420 } 412 }
421 413
422 sum = weight_adjust (this, sum); 414 sum = weight_adjust_for (this, sum);
423 415
424 if (sum != carrying) 416 if (sum != carrying)
425 { 417 {
426 carrying = sum; 418 carrying = sum;
427 419
443 object_freezer freezer; 435 object_freezer freezer;
444 op->write (freezer); 436 op->write (freezer);
445 return freezer.as_string (); 437 return freezer.as_string ();
446} 438}
447 439
440char *
441object::as_string ()
442{
443 return dump_object (this);
444}
445
448/* 446/*
449 * get_nearest_part(multi-object, object 2) returns the part of the 447 * get_nearest_part(multi-object, object 2) returns the part of the
450 * multi-object 1 which is closest to the second object. 448 * multi-object 1 which is closest to the second object.
451 * If it's not a multi-object, it is returned. 449 * If it's not a multi-object, it is returned.
452 */ 450 */
453object * 451static object *
454get_nearest_part (object *op, const object *pl) 452get_nearest_part (object *op, const object *pl)
455{ 453{
456 object *tmp, *closest; 454 object *tmp, *closest;
457 int last_dist, i; 455 int last_dist, i;
458 456
489 */ 487 */
490object * 488object *
491find_object_name (const char *str) 489find_object_name (const char *str)
492{ 490{
493 shstr_cmp str_ (str); 491 shstr_cmp str_ (str);
494 object *op;
495 492
493 if (str_)
496 for_all_objects (op) 494 for_all_objects (op)
497 if (op->name == str_) 495 if (op->name == str_)
498 break; 496 return op;
499 497
500 return op; 498 return 0;
501} 499}
502 500
503/* 501/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 502 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 503 * skill and experience objects.
567 update_stats (); 565 update_stats ();
568 566
569 new_draw_info_format (NDI_UNIQUE, 0, this, 567 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, " 568 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. " 569 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name); 570 "[You need to unapply some items first - use the 'body' command to see "
571 "how many items you cna wera on a specific body part.]", &ob->name);
573 return false; 572 return false;
574 } 573 }
575 574
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 } 576 }
603 } 602 }
604 603
605 op->key_values = 0; 604 op->key_values = 0;
606} 605}
607 606
608object & 607/*
609object::operator =(const object &src) 608 * copy_to first frees everything allocated by the dst object,
609 * and then copies the contents of itself into the second
610 * object, allocating what needs to be allocated. Basically, any
611 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
612 * if the first object is freed, the pointers in the new object
613 * will point at garbage.
614 */
615void
616object::copy_to (object *dst)
610{ 617{
611 bool is_freed = flag [FLAG_FREED]; 618 dst->remove ();
612 bool is_removed = flag [FLAG_REMOVED];
613
614 *(object_copy *)this = src; 619 *(object_copy *)dst = *this;
615
616 flag [FLAG_FREED] = is_freed;
617 flag [FLAG_REMOVED] = is_removed; 620 dst->flag [FLAG_REMOVED] = true;
618 621
619 /* Copy over key_values, if any. */ 622 /* Copy over key_values, if any. */
620 if (src.key_values) 623 if (key_values)
621 { 624 {
622 key_value *tail = 0; 625 key_value *tail = 0;
623 key_values = 0; 626 dst->key_values = 0;
624 627
625 for (key_value *i = src.key_values; i; i = i->next) 628 for (key_value *i = key_values; i; i = i->next)
626 { 629 {
627 key_value *new_link = new key_value; 630 key_value *new_link = new key_value;
628 631
629 new_link->next = 0; 632 new_link->next = 0;
630 new_link->key = i->key; 633 new_link->key = i->key;
631 new_link->value = i->value; 634 new_link->value = i->value;
632 635
633 /* Try and be clever here, too. */ 636 /* Try and be clever here, too. */
634 if (!key_values) 637 if (!dst->key_values)
635 { 638 {
636 key_values = new_link; 639 dst->key_values = new_link;
637 tail = new_link; 640 tail = new_link;
638 } 641 }
639 else 642 else
640 { 643 {
641 tail->next = new_link; 644 tail->next = new_link;
642 tail = new_link; 645 tail = new_link;
643 } 646 }
644 } 647 }
645 } 648 }
646}
647
648/*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660 649
661 if (speed < 0) 650 if (speed < 0)
662 dst->speed_left -= rndm (); 651 dst->speed_left -= rndm ();
663 652
664 dst->set_speed (dst->speed); 653 dst->activate ();
665} 654}
666 655
667void 656void
668object::instantiate () 657object::instantiate ()
669{ 658{
686object * 675object *
687object::clone () 676object::clone ()
688{ 677{
689 object *neu = create (); 678 object *neu = create ();
690 copy_to (neu); 679 copy_to (neu);
680 neu->map = map; // not copied by copy_to
691 return neu; 681 return neu;
692} 682}
693 683
694/* 684/*
695 * If an object with the IS_TURNABLE() flag needs to be turned due 685 * If an object with the IS_TURNABLE() flag needs to be turned due
780 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
781 { 771 {
782 // this is likely overkill, TODO: revisit (schmorp) 772 // this is likely overkill, TODO: revisit (schmorp)
783 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 773 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
784 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 774 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 775 || (op->is_player () && !(m.flags_ & P_PLAYER))
786 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 776 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
787 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 777 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 778 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789 || (m.move_on | op->move_on ) != m.move_on 779 || (m.move_on | op->move_on ) != m.move_on
790 || (m.move_off | op->move_off ) != m.move_off 780 || (m.move_off | op->move_off ) != m.move_off
791 || (m.move_slow | op->move_slow) != m.move_slow 781 || (m.move_slow | op->move_slow) != m.move_slow
792 /* This isn't perfect, but I don't expect a lot of objects to 782 /* This isn't perfect, but I don't expect a lot of objects to
793 * to have move_allow right now. 783 * have move_allow right now.
794 */ 784 */
795 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 785 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
796 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 786 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
797 m.flags_ = 0; 787 m.invalidate ();
798 } 788 }
799 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
800 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
801 * that is being removed. 791 * that is being removed.
802 */ 792 */
803 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
804 m.flags_ = 0; 794 m.invalidate ();
805 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
806 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
807 else 797 else
808 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
809 799
813 803
814object::object () 804object::object ()
815{ 805{
816 SET_FLAG (this, FLAG_REMOVED); 806 SET_FLAG (this, FLAG_REMOVED);
817 807
818 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
819 face = blank_face; 809 face = blank_face;
820} 810}
821 811
822object::~object () 812object::~object ()
823{ 813{
853 /* If already on active list, don't do anything */ 843 /* If already on active list, don't do anything */
854 if (active) 844 if (active)
855 return; 845 return;
856 846
857 if (has_active_speed ()) 847 if (has_active_speed ())
848 {
849 if (flag [FLAG_FREED])
850 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
851
858 actives.insert (this); 852 actives.insert (this);
853 }
859} 854}
860 855
861void 856void
862object::activate_recursive () 857object::activate_recursive ()
863{ 858{
924 * drop on that space. 919 * drop on that space.
925 */ 920 */
926 if (!drop_to_ground 921 if (!drop_to_ground
927 || !map 922 || !map
928 || map->in_memory != MAP_ACTIVE 923 || map->in_memory != MAP_ACTIVE
929 || map->nodrop 924 || map->no_drop
930 || ms ().move_block == MOVE_ALL) 925 || ms ().move_block == MOVE_ALL)
931 { 926 {
932 while (inv) 927 while (inv)
933 {
934 inv->destroy_inv (false);
935 inv->destroy (); 928 inv->destroy ();
936 }
937 } 929 }
938 else 930 else
939 { /* Put objects in inventory onto this space */ 931 { /* Put objects in inventory onto this space */
940 while (inv) 932 while (inv)
941 { 933 {
945 || op->flag [FLAG_NO_DROP] 937 || op->flag [FLAG_NO_DROP]
946 || op->type == RUNE 938 || op->type == RUNE
947 || op->type == TRAP 939 || op->type == TRAP
948 || op->flag [FLAG_IS_A_TEMPLATE] 940 || op->flag [FLAG_IS_A_TEMPLATE]
949 || op->flag [FLAG_DESTROY_ON_DEATH]) 941 || op->flag [FLAG_DESTROY_ON_DEATH])
950 op->destroy (true); 942 op->destroy ();
951 else 943 else
952 map->insert (op, x, y); 944 map->insert (op, x, y);
953 } 945 }
954 } 946 }
955} 947}
959 object *op = new object; 951 object *op = new object;
960 op->link (); 952 op->link ();
961 return op; 953 return op;
962} 954}
963 955
956static struct freed_map : maptile
957{
958 freed_map ()
959 {
960 path = "<freed objects map>";
961 name = "/internal/freed_objects_map";
962 width = 3;
963 height = 3;
964 no_drop = 1;
965 no_reset = 1;
966
967 alloc ();
968 in_memory = MAP_ACTIVE;
969 }
970
971 ~freed_map ()
972 {
973 destroy ();
974 }
975} freed_map; // freed objects are moved here to avoid crashes
976
964void 977void
965object::do_destroy () 978object::do_destroy ()
966{ 979{
967 if (flag [FLAG_IS_LINKED]) 980 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 981 remove_link ();
969 982
970 if (flag [FLAG_FRIENDLY]) 983 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 984 remove_friendly_object (this);
972 985
973 remove (); 986 remove ();
978 unlink (); 991 unlink ();
979 992
980 flag [FLAG_FREED] = 1; 993 flag [FLAG_FREED] = 1;
981 994
982 // hack to ensure that freed objects still have a valid map 995 // hack to ensure that freed objects still have a valid map
983 {
984 static maptile *freed_map; // freed objects are moved here to avoid crashes
985
986 if (!freed_map)
987 {
988 freed_map = new maptile;
989
990 freed_map->path = "<freed objects map>";
991 freed_map->name = "/internal/freed_objects_map";
992 freed_map->width = 3;
993 freed_map->height = 3;
994 freed_map->nodrop = 1;
995
996 freed_map->alloc ();
997 freed_map->in_memory = MAP_ACTIVE;
998 }
999
1000 map = freed_map; 996 map = &freed_map;
1001 x = 1; 997 x = 1;
1002 y = 1; 998 y = 1;
1003 }
1004 999
1005 if (more) 1000 if (more)
1006 { 1001 {
1007 more->destroy (); 1002 more->destroy ();
1008 more = 0; 1003 more = 0;
1016 attacked_by = 0; 1011 attacked_by = 0;
1017 current_weapon = 0; 1012 current_weapon = 0;
1018} 1013}
1019 1014
1020void 1015void
1021object::destroy (bool destroy_inventory) 1016object::destroy ()
1022{ 1017{
1023 if (destroyed ()) 1018 if (destroyed ())
1024 return; 1019 return;
1025 1020
1026 if (!is_head () && !head->destroyed ()) 1021 if (!is_head () && !head->destroyed ())
1027 { 1022 {
1028 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1023 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1029 head->destroy (destroy_inventory); 1024 head->destroy ();
1025 return;
1030 } 1026 }
1031 1027
1032 destroy_inv (!destroy_inventory); 1028 destroy_inv (false);
1033 1029
1034 if (is_head ()) 1030 if (is_head ())
1035 if (sound_destroy) 1031 if (sound_destroy)
1036 play_sound (sound_destroy); 1032 play_sound (sound_destroy);
1037 else if (flag [FLAG_MONSTER]) 1033 else if (flag [FLAG_MONSTER])
1048 * the previous environment. 1044 * the previous environment.
1049 */ 1045 */
1050void 1046void
1051object::do_remove () 1047object::do_remove ()
1052{ 1048{
1053 object *tmp, *last = 0;
1054 object *otmp;
1055
1056 if (flag [FLAG_REMOVED]) 1049 if (flag [FLAG_REMOVED])
1057 return; 1050 return;
1058 1051
1059 INVOKE_OBJECT (REMOVE, this); 1052 INVOKE_OBJECT (REMOVE, this);
1060 1053
1074 esrv_del_item (pl->contr, count); 1067 esrv_del_item (pl->contr, count);
1075 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1076 1069
1077 adjust_weight (env, -total_weight ()); 1070 adjust_weight (env, -total_weight ());
1078 1071
1079 *(above ? &above->below : &env->inv) = below; 1072 object *pl = in_player ();
1080
1081 if (below)
1082 below->above = above;
1083 1073
1084 /* we set up values so that it could be inserted into 1074 /* we set up values so that it could be inserted into
1085 * the map, but we don't actually do that - it is up 1075 * the map, but we don't actually do that - it is up
1086 * to the caller to decide what we want to do. 1076 * to the caller to decide what we want to do.
1087 */ 1077 */
1088 map = env->map; 1078 map = env->map;
1089 x = env->x; 1079 x = env->x;
1090 y = env->y; 1080 y = env->y;
1081
1082 // make sure cmov optimisation is applicable
1083 *(above ? &above->below : &env->inv) = below;
1084 *(below ? &below->above : &above ) = above; // &above is just a dummy
1085
1091 above = 0; 1086 above = 0;
1092 below = 0; 1087 below = 0;
1093 env = 0; 1088 env = 0;
1094 1089
1095 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1096 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1097 * to save cpu time. 1092 * to save cpu time.
1098 */ 1093 */
1099 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1100 otmp->update_stats (); 1097 pl->update_stats ();
1098
1099 if (glow_radius && pl->is_on_map ())
1100 update_all_los (pl->map, pl->x, pl->y);
1101 }
1101 } 1102 }
1102 else if (map) 1103 else if (map)
1103 { 1104 {
1104 map->dirty = true; 1105 map->dirty = true;
1105 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1106 1107
1107 if (object *pl = ms.player ()) 1108 if (object *pl = ms.player ())
1108 { 1109 {
1109 if (type == PLAYER) // this == pl(!) 1110 if (is_player ())
1110 { 1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1111 // leaving a spot always closes any open container on the ground 1115 // leaving a spot always closes any open container on the ground
1112 if (container && !container->env) 1116 if (container && !container->env)
1113 // this causes spurious floorbox updates, but it ensures 1117 // this causes spurious floorbox updates, but it ensures
1114 // that the CLOSE event is being sent. 1118 // that the CLOSE event is being sent.
1115 close_container (); 1119 close_container ();
1116 1120
1117 --map->players; 1121 --map->players;
1118 map->touch (); 1122 map->touch ();
1119 } 1123 }
1120 else if (pl->container == this) 1124 else if (pl->container_ () == this)
1121 { 1125 {
1122 // removing a container should close it 1126 // removing a container should close it
1123 close_container (); 1127 close_container ();
1124 } 1128 }
1125 1129
1126 esrv_del_item (pl->contr, count); 1130 esrv_del_item (pl->contr, count);
1127 } 1131 }
1128 1132
1129 /* link the object above us */ 1133 /* link the object above us */
1130 if (above) 1134 // re-link, make sure compiler can easily use cmove
1131 above->below = below; 1135 *(above ? &above->below : &ms.top) = below;
1132 else 1136 *(below ? &below->above : &ms.bot) = above;
1133 ms.top = below; /* we were top, set new top */
1134
1135 /* Relink the object below us, if there is one */
1136 if (below)
1137 below->above = above;
1138 else
1139 {
1140 /* Nothing below, which means we need to relink map object for this space
1141 * use translated coordinates in case some oddness with map tiling is
1142 * evident
1143 */
1144 if (GET_MAP_OB (map, x, y) != this)
1145 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 ());
1146
1147 ms.bot = above; /* goes on above it. */
1148 }
1149 1137
1150 above = 0; 1138 above = 0;
1151 below = 0; 1139 below = 0;
1152 1140
1141 ms.invalidate ();
1142
1153 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1154 return; 1144 return;
1155 1145
1156 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1157 1147
1158 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1159 { 1149 {
1160 if (pl->container == this) 1150 if (pl->container_ () == this)
1161 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1162 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1163 * appropriately. 1153 * appropriately.
1164 */ 1154 */
1165 pl->close_container (); 1155 pl->close_container ();
1166 1156
1167 //TODO: the floorbox prev/next might need updating 1157 //TODO: the floorbox prev/next might need updating
1168 esrv_del_item (pl->contr, count); 1158 //esrv_del_item (pl->contr, count);
1159 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns)
1161 pl->contr->ns->floorbox_update ();
1169 } 1162 }
1170 1163
1164 if (check_walk_off)
1171 for (tmp = ms.bot; tmp; tmp = tmp->above) 1165 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1172 { 1166 {
1167 above = tmp->above;
1168
1173 /* No point updating the players look faces if he is the object 1169 /* No point updating the players look faces if he is the object
1174 * being removed. 1170 * being removed.
1175 */ 1171 */
1176 1172
1177 /* See if object moving off should effect something */ 1173 /* See if object moving off should effect something */
1178 if (check_walk_off
1179 && ((move_type & tmp->move_off) 1174 if ((move_type & tmp->move_off)
1180 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1175 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1181 {
1182 move_apply (tmp, this, 0); 1176 move_apply (tmp, this, 0);
1183
1184 if (destroyed ())
1185 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1186 } 1177 }
1187 1178
1188 last = tmp; 1179 if (affects_los ())
1189 }
1190
1191 /* last == NULL if there are no objects on this space */
1192 //TODO: this makes little sense, why only update the topmost object?
1193 if (!last)
1194 map->at (x, y).flags_ = 0;
1195 else
1196 update_object (last, UP_OBJ_REMOVE);
1197
1198 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1199 update_all_los (map, x, y); 1180 update_all_los (map, x, y);
1200 } 1181 }
1201} 1182}
1202 1183
1203/* 1184/*
1227 esrv_update_item (UPD_NROF, pl, top); 1208 esrv_update_item (UPD_NROF, pl, top);
1228 1209
1229 op->weight = 0; // cancel the addition above 1210 op->weight = 0; // cancel the addition above
1230 op->carrying = 0; // must be 0 already 1211 op->carrying = 0; // must be 0 already
1231 1212
1232 op->destroy (1); 1213 op->destroy ();
1233 1214
1234 return top; 1215 return top;
1235 } 1216 }
1236 1217
1237 return 0; 1218 return 0;
1265 * job preparing multi-part monsters. 1246 * job preparing multi-part monsters.
1266 */ 1247 */
1267object * 1248object *
1268insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1249insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1269{ 1250{
1251 op->remove ();
1252
1270 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1254 {
1272 tmp->x = x + tmp->arch->x; 1255 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->y; 1256 tmp->y = y + tmp->arch->y;
1274 } 1257 }
1297 * just 'op' otherwise 1280 * just 'op' otherwise
1298 */ 1281 */
1299object * 1282object *
1300insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1284{
1302 assert (!op->flag [FLAG_FREED]);
1303
1304 op->remove (); 1285 op->remove ();
1286
1287 if (m == &freed_map)//D TODO: remove soon
1288 {//D
1289 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1290 }//D
1305 1291
1306 /* Ideally, the caller figures this out. However, it complicates a lot 1292 /* Ideally, the caller figures this out. However, it complicates a lot
1307 * of areas of callers (eg, anything that uses find_free_spot would now 1293 * of areas of callers (eg, anything that uses find_free_spot would now
1308 * need extra work 1294 * need extra work
1309 */ 1295 */
1296 maptile *newmap = m;
1310 if (!xy_normalise (m, op->x, op->y)) 1297 if (!xy_normalise (newmap, op->x, op->y))
1311 { 1298 {
1312 op->destroy (1); 1299 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1313 return 0; 1300 return 0;
1314 } 1301 }
1315 1302
1316 if (object *more = op->more) 1303 if (object *more = op->more)
1317 if (!insert_ob_in_map (more, m, originator, flag)) 1304 if (!insert_ob_in_map (more, m, originator, flag))
1318 return 0; 1305 return 0;
1319 1306
1320 CLEAR_FLAG (op, FLAG_REMOVED); 1307 op->flag [FLAG_REMOVED] = false;
1321 1308 op->env = 0;
1322 op->map = m; 1309 op->map = newmap;
1310
1323 mapspace &ms = op->ms (); 1311 mapspace &ms = op->ms ();
1324 1312
1325 /* this has to be done after we translate the coordinates. 1313 /* this has to be done after we translate the coordinates.
1326 */ 1314 */
1327 if (op->nrof && !(flag & INS_NO_MERGE)) 1315 if (op->nrof && !(flag & INS_NO_MERGE))
1328 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1329 if (object::can_merge (op, tmp)) 1317 if (object::can_merge (op, tmp))
1330 { 1318 {
1331 // TODO: we atcually want to update tmp, not op, 1319 // TODO: we actually want to update tmp, not op,
1332 // but some caller surely breaks when we return tmp 1320 // but some caller surely breaks when we return tmp
1333 // from here :/ 1321 // from here :/
1334 op->nrof += tmp->nrof; 1322 op->nrof += tmp->nrof;
1335 tmp->destroy (1); 1323 tmp->destroy ();
1336 } 1324 }
1337 1325
1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1339 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1327 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1340 1328
1347 { 1335 {
1348 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1349 abort (); 1337 abort ();
1350 } 1338 }
1351 1339
1340 if (!originator->is_on_map ())
1341 {
1342 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1343 op->debug_desc (), originator->debug_desc ());
1344 abort ();
1345 }
1346
1352 op->above = originator; 1347 op->above = originator;
1353 op->below = originator->below; 1348 op->below = originator->below;
1354
1355 if (op->below)
1356 op->below->above = op;
1357 else
1358 ms.bot = op;
1359
1360 /* since *below* originator, no need to update top */
1361 originator->below = op; 1349 originator->below = op;
1350
1351 *(op->below ? &op->below->above : &ms.bot) = op;
1362 } 1352 }
1363 else 1353 else
1364 { 1354 {
1365 object *top, *floor = NULL; 1355 object *floor = 0;
1366 1356 object *top = ms.top;
1367 top = ms.bot;
1368 1357
1369 /* If there are other objects, then */ 1358 /* If there are other objects, then */
1370 if (top) 1359 if (top)
1371 { 1360 {
1372 object *last = 0;
1373
1374 /* 1361 /*
1375 * If there are multiple objects on this space, we do some trickier handling. 1362 * If there are multiple objects on this space, we do some trickier handling.
1376 * We've already dealt with merging if appropriate. 1363 * We've already dealt with merging if appropriate.
1377 * Generally, we want to put the new object on top. But if 1364 * Generally, we want to put the new object on top. But if
1378 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1365 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1381 * once we get to them. This reduces the need to traverse over all of 1368 * once we get to them. This reduces the need to traverse over all of
1382 * them when adding another one - this saves quite a bit of cpu time 1369 * them when adding another one - this saves quite a bit of cpu time
1383 * when lots of spells are cast in one area. Currently, it is presumed 1370 * when lots of spells are cast in one area. Currently, it is presumed
1384 * that flying non pickable objects are spell objects. 1371 * that flying non pickable objects are spell objects.
1385 */ 1372 */
1386 for (top = ms.bot; top; top = top->above) 1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1387 { 1374 {
1388 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1389 floor = top; 1376 floor = tmp;
1390 1377
1391 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1378 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1392 { 1379 {
1393 /* We insert above top, so we want this object below this */ 1380 /* We insert above top, so we want this object below this */
1394 top = top->below; 1381 top = tmp->below;
1395 break; 1382 break;
1396 } 1383 }
1397 1384
1398 last = top; 1385 top = tmp;
1399 } 1386 }
1400
1401 /* Don't want top to be NULL, so set it to the last valid object */
1402 top = last;
1403 1387
1404 /* We let update_position deal with figuring out what the space 1388 /* We let update_position deal with figuring out what the space
1405 * looks like instead of lots of conditions here. 1389 * looks like instead of lots of conditions here.
1406 * makes things faster, and effectively the same result. 1390 * makes things faster, and effectively the same result.
1407 */ 1391 */
1414 */ 1398 */
1415 if (!(flag & INS_ON_TOP) 1399 if (!(flag & INS_ON_TOP)
1416 && ms.flags () & P_BLOCKSVIEW 1400 && ms.flags () & P_BLOCKSVIEW
1417 && (op->face && !faces [op->face].visibility)) 1401 && (op->face && !faces [op->face].visibility))
1418 { 1402 {
1403 object *last;
1404
1419 for (last = top; last != floor; last = last->below) 1405 for (last = top; last != floor; last = last->below)
1420 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1421 break; 1407 break;
1422 1408
1423 /* Check to see if we found the object that blocks view, 1409 /* Check to see if we found the object that blocks view,
1431 } /* If objects on this space */ 1417 } /* If objects on this space */
1432 1418
1433 if (flag & INS_ABOVE_FLOOR_ONLY) 1419 if (flag & INS_ABOVE_FLOOR_ONLY)
1434 top = floor; 1420 top = floor;
1435 1421
1436 /* Top is the object that our object (op) is going to get inserted above. 1422 // insert object above top, or bottom-most if top = 0
1437 */
1438
1439 /* First object on this space */
1440 if (!top) 1423 if (!top)
1441 { 1424 {
1425 op->below = 0;
1442 op->above = ms.bot; 1426 op->above = ms.bot;
1443
1444 if (op->above)
1445 op->above->below = op;
1446
1447 op->below = 0;
1448 ms.bot = op; 1427 ms.bot = op;
1428
1429 *(op->above ? &op->above->below : &ms.top) = op;
1449 } 1430 }
1450 else 1431 else
1451 { /* get inserted into the stack above top */ 1432 {
1452 op->above = top->above; 1433 op->above = top->above;
1453
1454 if (op->above)
1455 op->above->below = op; 1434 top->above = op;
1456 1435
1457 op->below = top; 1436 op->below = top;
1458 top->above = op; 1437 *(op->above ? &op->above->below : &ms.top) = op;
1459 } 1438 }
1439 }
1460 1440
1461 if (!op->above) 1441 if (op->is_player ())
1462 ms.top = op;
1463 } /* else not INS_BELOW_ORIGINATOR */
1464
1465 if (op->type == PLAYER)
1466 { 1442 {
1467 op->contr->do_los = 1; 1443 op->contr->do_los = 1;
1468 ++op->map->players; 1444 ++op->map->players;
1469 op->map->touch (); 1445 op->map->touch ();
1470 } 1446 }
1471 1447
1472 op->map->dirty = true; 1448 op->map->dirty = true;
1473 1449
1474 if (object *pl = ms.player ()) 1450 if (object *pl = ms.player ())
1475 //TODO: the floorbox prev/next might need updating 1451 //TODO: the floorbox prev/next might need updating
1476 esrv_send_item (pl, op); 1452 //esrv_send_item (pl, op);
1453 //TODO: update floorbox to preserve ordering
1454 if (pl->contr->ns)
1455 pl->contr->ns->floorbox_update ();
1477 1456
1478 /* If this object glows, it may affect lighting conditions that are 1457 /* If this object glows, it may affect lighting conditions that are
1479 * visible to others on this map. But update_all_los is really 1458 * visible to others on this map. But update_all_los is really
1480 * an inefficient way to do this, as it means los for all players 1459 * an inefficient way to do this, as it means los for all players
1481 * on the map will get recalculated. The players could very well 1460 * on the map will get recalculated. The players could very well
1482 * be far away from this change and not affected in any way - 1461 * be far away from this change and not affected in any way -
1483 * this should get redone to only look for players within range, 1462 * this should get redone to only look for players within range,
1484 * or just updating the P_UPTODATE for spaces within this area 1463 * or just updating the P_UPTODATE for spaces within this area
1485 * of effect may be sufficient. 1464 * of effect may be sufficient.
1486 */ 1465 */
1487 if (op->map->darkness && (op->glow_radius != 0)) 1466 if (op->affects_los ())
1467 {
1468 op->ms ().invalidate ();
1488 update_all_los (op->map, op->x, op->y); 1469 update_all_los (op->map, op->x, op->y);
1470 }
1489 1471
1490 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1472 /* updates flags (blocked, alive, no magic, etc) for this map space */
1491 update_object (op, UP_OBJ_INSERT); 1473 update_object (op, UP_OBJ_INSERT);
1492 1474
1493 INVOKE_OBJECT (INSERT, op); 1475 INVOKE_OBJECT (INSERT, op);
1500 * blocked() and wall() work properly), and these flags are updated by 1482 * blocked() and wall() work properly), and these flags are updated by
1501 * update_object(). 1483 * update_object().
1502 */ 1484 */
1503 1485
1504 /* if this is not the head or flag has been passed, don't check walk on status */ 1486 /* if this is not the head or flag has been passed, don't check walk on status */
1505 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1487 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1506 { 1488 {
1507 if (check_move_on (op, originator)) 1489 if (check_move_on (op, originator))
1508 return 0; 1490 return 0;
1509 1491
1510 /* If we are a multi part object, lets work our way through the check 1492 /* If we are a multi part object, lets work our way through the check
1521/* this function inserts an object in the map, but if it 1503/* this function inserts an object in the map, but if it
1522 * finds an object of its own type, it'll remove that one first. 1504 * finds an object of its own type, it'll remove that one first.
1523 * op is the object to insert it under: supplies x and the map. 1505 * op is the object to insert it under: supplies x and the map.
1524 */ 1506 */
1525void 1507void
1526replace_insert_ob_in_map (const char *arch_string, object *op) 1508replace_insert_ob_in_map (shstr_tmp archname, object *op)
1527{ 1509{
1528 /* first search for itself and remove any old instances */ 1510 /* first search for itself and remove any old instances */
1529 1511
1530 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1512 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1513 if (tmp->arch->archname == archname) /* same archetype */
1532 tmp->destroy (1); 1514 tmp->destroy ();
1533 1515
1534 object *tmp = arch_to_object (archetype::find (arch_string)); 1516 object *tmp = arch_to_object (archetype::find (archname));
1535 1517
1536 tmp->x = op->x; 1518 tmp->x = op->x;
1537 tmp->y = op->y; 1519 tmp->y = op->y;
1538 1520
1539 insert_ob_in_map (tmp, op->map, op, 0); 1521 insert_ob_in_map (tmp, op->map, op, 0);
1561 if (!nr) 1543 if (!nr)
1562 return true; 1544 return true;
1563 1545
1564 nr = min (nr, nrof); 1546 nr = min (nr, nrof);
1565 1547
1548 if (nrof > nr)
1549 {
1566 nrof -= nr; 1550 nrof -= nr;
1567
1568 if (nrof)
1569 {
1570 adjust_weight (env, -weight * nr); // carrying == 0 1551 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1571 1552
1572 if (object *pl = visible_to ()) 1553 if (object *pl = visible_to ())
1573 esrv_update_item (UPD_NROF, pl, this); 1554 esrv_update_item (UPD_NROF, pl, this);
1574 1555
1575 return true; 1556 return true;
1576 } 1557 }
1577 else 1558 else
1578 { 1559 {
1579 destroy (1); 1560 destroy ();
1580 return false; 1561 return false;
1581 } 1562 }
1582} 1563}
1583 1564
1584/* 1565/*
1601 } 1582 }
1602 else 1583 else
1603 { 1584 {
1604 decrease (nr); 1585 decrease (nr);
1605 1586
1606 object *op = object_create_clone (this); 1587 object *op = deep_clone ();
1607 op->nrof = nr; 1588 op->nrof = nr;
1608 return op; 1589 return op;
1609 } 1590 }
1610} 1591}
1611 1592
1661 if (object *pl = tmp->visible_to ()) 1642 if (object *pl = tmp->visible_to ())
1662 esrv_update_item (UPD_NROF, pl, tmp); 1643 esrv_update_item (UPD_NROF, pl, tmp);
1663 1644
1664 adjust_weight (this, op->total_weight ()); 1645 adjust_weight (this, op->total_weight ());
1665 1646
1666 op->destroy (1); 1647 op->destroy ();
1667 op = tmp; 1648 op = tmp;
1668 goto inserted; 1649 goto inserted;
1669 } 1650 }
1670 1651
1671 op->owner = 0; // it's his/hers now. period. 1652 op->owner = 0; // it's his/hers now. period.
1689 1670
1690 adjust_weight (this, op->total_weight ()); 1671 adjust_weight (this, op->total_weight ());
1691 1672
1692inserted: 1673inserted:
1693 /* reset the light list and los of the players on the map */ 1674 /* reset the light list and los of the players on the map */
1694 if (op->glow_radius && map && map->darkness) 1675 if (op->glow_radius && is_on_map ())
1676 {
1677 update_stats ();
1695 update_all_los (map, x, y); 1678 update_all_los (map, x, y);
1696 1679 }
1680 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1697 // if this is a player's inventory, update stats 1681 // if this is a player's inventory, update stats
1698 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1699 update_stats (); 1682 update_stats ();
1700 1683
1701 INVOKE_OBJECT (INSERT, this); 1684 INVOKE_OBJECT (INSERT, this);
1702 1685
1703 return op; 1686 return op;
1724 * on top. 1707 * on top.
1725 */ 1708 */
1726int 1709int
1727check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1728{ 1711{
1712 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1713 return 0;
1714
1729 object *tmp; 1715 object *tmp;
1730 maptile *m = op->map; 1716 maptile *m = op->map;
1731 int x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1732 1718
1733 MoveType move_on, move_slow, move_block; 1719 mapspace &ms = m->at (x, y);
1734 1720
1735 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 ms.update ();
1736 return 0;
1737 1722
1738 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1723 MoveType move_on = ms.move_on;
1739 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1724 MoveType move_slow = ms.move_slow;
1740 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1725 MoveType move_block = ms.move_block;
1741 1726
1742 /* if nothing on this space will slow op down or be applied, 1727 /* if nothing on this space will slow op down or be applied,
1743 * no need to do checking below. have to make sure move_type 1728 * no need to do checking below. have to make sure move_type
1744 * is set, as lots of objects don't have it set - we treat that 1729 * is set, as lots of objects don't have it set - we treat that
1745 * as walking. 1730 * as walking.
1756 return 0; 1741 return 0;
1757 1742
1758 /* The objects have to be checked from top to bottom. 1743 /* The objects have to be checked from top to bottom.
1759 * Hence, we first go to the top: 1744 * Hence, we first go to the top:
1760 */ 1745 */
1761 1746 for (object *next, *tmp = ms.top; tmp; tmp = next)
1762 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1763 {
1764 /* Trim the search when we find the first other spell effect
1765 * this helps performance so that if a space has 50 spell objects,
1766 * we don't need to check all of them.
1767 */
1768 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1769 break;
1770 } 1747 {
1748 next = tmp->below;
1771 1749
1772 for (; tmp; tmp = tmp->below)
1773 {
1774 if (tmp == op) 1750 if (tmp == op)
1775 continue; /* Can't apply yourself */ 1751 continue; /* Can't apply yourself */
1776 1752
1777 /* Check to see if one of the movement types should be slowed down. 1753 /* Check to see if one of the movement types should be slowed down.
1778 * Second check makes sure that the movement types not being slowed 1754 * Second check makes sure that the movement types not being slowed
1783 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1759 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1784 { 1760 {
1785 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1787 { 1763 {
1788
1789 float
1790 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 float diff = tmp->move_slow_penalty * fabs (op->speed);
1791 1765
1792 if (op->type == PLAYER) 1766 if (op->is_player ())
1793 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1794 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1795 diff /= 4.0; 1769 diff /= 4.0;
1796 1770
1797 op->speed_left -= diff; 1771 op->speed_left -= diff;
1798 } 1772 }
1799 } 1773 }
1832 LOG (llevError, "Present_arch called outside map.\n"); 1806 LOG (llevError, "Present_arch called outside map.\n");
1833 return NULL; 1807 return NULL;
1834 } 1808 }
1835 1809
1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->arch == at) 1811 if (tmp->arch->archname == at->archname)
1838 return tmp; 1812 return tmp;
1839 1813
1840 return NULL; 1814 return NULL;
1841} 1815}
1842 1816
1906 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1907 */ 1881 */
1908object * 1882object *
1909present_arch_in_ob (const archetype *at, const object *op) 1883present_arch_in_ob (const archetype *at, const object *op)
1910{ 1884{
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1913 return tmp; 1887 return tmp;
1914 1888
1915 return NULL; 1889 return NULL;
1916} 1890}
1917 1891
2005 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
2006 */ 1980 */
2007 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2008 continue; 1982 continue;
2009 1983
2010 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
2011 continue; 1985 continue;
2012 1986
2013 altern [index++] = i; 1987 altern [index++] = i;
2014 } 1988 }
2015 1989
2083 * there is capable of. 2057 * there is capable of.
2084 */ 2058 */
2085int 2059int
2086find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2087{ 2061{
2088 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2089
2090 sint16 nx, ny;
2091 object *tmp;
2092 maptile *mp;
2093
2094 MoveType blocked, move_type; 2063 MoveType move_type;
2095 2064
2096 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2097 { 2066 {
2098 exclude = exclude->head; 2067 exclude = exclude->head;
2099 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2102 { 2071 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2104 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2105 } 2074 }
2106 2075
2107 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2108 { 2077 {
2109 mp = m; 2078 mapxy pos (m, x, y);
2110 nx = x + freearr_x[i]; 2079 pos.move (i);
2111 ny = y + freearr_y[i];
2112 2080
2113 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2114
2115 if (mflags & P_OUT_OF_MAP)
2116 max = maxfree[i]; 2082 max = maxfree[i];
2117 else 2083 else
2118 { 2084 {
2119 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2120 2086
2121 blocked = ms.move_block;
2122
2123 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2124 max = maxfree[i]; 2088 max = maxfree [i];
2125 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2126 { 2090 {
2127 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2128 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2129 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2130 break;
2131
2132 if (tmp)
2133 return freedir[i]; 2094 return freedir [i];
2134 } 2095 }
2135 } 2096 }
2136 } 2097 }
2137 2098
2138 return 0; 2099 return 0;
2213 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2214 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2215 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2216 * functions. 2177 * functions.
2217 */ 2178 */
2218int reduction_dir[SIZEOFFREE][3] = { 2179static const int reduction_dir[SIZEOFFREE][3] = {
2219 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2220 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2221 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2222 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2223 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2319int 2280int
2320can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2321{ 2282{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2325} 2286}
2326 2287
2327/* 2288/*
2328 * create clone from object to another 2289 * create clone from object to another
2329 */ 2290 */
2330object * 2291object *
2331object_create_clone (object *asrc) 2292object::deep_clone ()
2332{ 2293{
2333 object *dst = 0, *tmp, *src, *prev, *item; 2294 assert (("deep_clone called on non-head object", is_head ()));
2334 2295
2335 if (!asrc) 2296 object *dst = clone ();
2336 return 0;
2337 2297
2338 src = asrc->head_ (); 2298 object *prev = dst;
2339
2340 prev = 0;
2341 for (object *part = src; part; part = part->more) 2299 for (object *part = this->more; part; part = part->more)
2342 { 2300 {
2343 tmp = part->clone (); 2301 object *tmp = part->clone ();
2344 tmp->x -= src->x;
2345 tmp->y -= src->y;
2346
2347 if (!part->head)
2348 {
2349 dst = tmp;
2350 tmp->head = 0;
2351 }
2352 else
2353 tmp->head = dst; 2302 tmp->head = dst;
2354
2355 tmp->more = 0;
2356
2357 if (prev)
2358 prev->more = tmp; 2303 prev->more = tmp;
2359
2360 prev = tmp; 2304 prev = tmp;
2361 } 2305 }
2362 2306
2363 for (item = src->inv; item; item = item->below) 2307 for (object *item = inv; item; item = item->below)
2364 insert_ob_in_ob (object_create_clone (item), dst); 2308 insert_ob_in_ob (item->deep_clone (), dst);
2365 2309
2366 return dst; 2310 return dst;
2367} 2311}
2368 2312
2369/* This returns the first object in who's inventory that 2313/* This returns the first object in who's inventory that
2378 return tmp; 2322 return tmp;
2379 2323
2380 return 0; 2324 return 0;
2381} 2325}
2382 2326
2383/* If ob has a field named key, return the link from the list, 2327shstr_tmp
2384 * otherwise return NULL. 2328object::kv_get (shstr_tmp key) const
2385 *
2386 * key must be a passed in shared string - otherwise, this won't
2387 * do the desired thing.
2388 */
2389key_value *
2390get_ob_key_link (const object *ob, const char *key)
2391{ 2329{
2392 for (key_value *link = ob->key_values; link; link = link->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2393 if (link->key == key) 2331 if (kv->key == key)
2394 return link;
2395
2396 return 0;
2397}
2398
2399/*
2400 * Returns the value of op has an extra_field for key, or NULL.
2401 *
2402 * The argument doesn't need to be a shared string.
2403 *
2404 * The returned string is shared.
2405 */
2406const char *
2407get_ob_key_value (const object *op, const char *const key)
2408{
2409 key_value *link;
2410 shstr_cmp canonical_key (key);
2411
2412 if (!canonical_key)
2413 {
2414 /* 1. There being a field named key on any object
2415 * implies there'd be a shared string to find.
2416 * 2. Since there isn't, no object has this field.
2417 * 3. Therefore, *this* object doesn't have this field.
2418 */
2419 return 0;
2420 }
2421
2422 /* This is copied from get_ob_key_link() above -
2423 * only 4 lines, and saves the function call overhead.
2424 */
2425 for (link = op->key_values; link; link = link->next)
2426 if (link->key == canonical_key)
2427 return link->value; 2332 return kv->value;
2428 2333
2429 return 0; 2334 return shstr ();
2430} 2335}
2431 2336
2432/* 2337void
2433 * Updates the canonical_key in op to value. 2338object::kv_set (shstr_tmp key, shstr_tmp value)
2434 *
2435 * canonical_key is a shared string (value doesn't have to be).
2436 *
2437 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2438 * keys.
2439 *
2440 * Returns TRUE on success.
2441 */
2442int
2443set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2444{ 2339{
2445 key_value *field = NULL, *last = NULL; 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2446 2341 if (kv->key == key)
2447 for (field = op->key_values; field != NULL; field = field->next)
2448 {
2449 if (field->key != canonical_key)
2450 { 2342 {
2451 last = field; 2343 kv->value = value;
2452 continue; 2344 return;
2453 } 2345 }
2454 2346
2455 if (value) 2347 key_value *kv = new key_value;
2456 field->value = value; 2348
2457 else 2349 kv->next = key_values;
2350 kv->key = key;
2351 kv->value = value;
2352
2353 key_values = kv;
2354}
2355
2356void
2357object::kv_del (shstr_tmp key)
2358{
2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2360 if ((*kvp)->key == key)
2458 { 2361 {
2459 /* Basically, if the archetype has this key set, 2362 key_value *kv = *kvp;
2460 * we need to store the null value so when we save 2363 *kvp = (*kvp)->next;
2461 * it, we save the empty value so that when we load, 2364 delete kv;
2462 * we get this value back again. 2365 return;
2463 */
2464 if (get_ob_key_link (op->arch, canonical_key))
2465 field->value = 0;
2466 else
2467 {
2468 if (last)
2469 last->next = field->next;
2470 else
2471 op->key_values = field->next;
2472
2473 delete field;
2474 }
2475 } 2366 }
2476 return TRUE;
2477 }
2478 /* IF we get here, key doesn't exist */
2479
2480 /* No field, we'll have to add it. */
2481
2482 if (!add_key)
2483 return FALSE;
2484
2485 /* There isn't any good reason to store a null
2486 * value in the key/value list. If the archetype has
2487 * this key, then we should also have it, so shouldn't
2488 * be here. If user wants to store empty strings,
2489 * should pass in ""
2490 */
2491 if (value == NULL)
2492 return TRUE;
2493
2494 field = new key_value;
2495
2496 field->key = canonical_key;
2497 field->value = value;
2498 /* Usual prepend-addition. */
2499 field->next = op->key_values;
2500 op->key_values = field;
2501
2502 return TRUE;
2503}
2504
2505/*
2506 * Updates the key in op to value.
2507 *
2508 * If add_key is FALSE, this will only update existing keys,
2509 * and not add new ones.
2510 * In general, should be little reason FALSE is ever passed in for add_key
2511 *
2512 * Returns TRUE on success.
2513 */
2514int
2515set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2516{
2517 shstr key_ (key);
2518
2519 return set_ob_key_value_s (op, key_, value, add_key);
2520} 2367}
2521 2368
2522object::depth_iterator::depth_iterator (object *container) 2369object::depth_iterator::depth_iterator (object *container)
2523: iterator_base (container) 2370: iterator_base (container)
2524{ 2371{
2574{ 2421{
2575 char flagdesc[512]; 2422 char flagdesc[512];
2576 char info2[256 * 4]; 2423 char info2[256 * 4];
2577 char *p = info; 2424 char *p = info;
2578 2425
2579 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2426 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2580 count, 2427 count,
2581 uuid.c_str (), 2428 uuid.c_str (),
2582 &name, 2429 &name,
2583 title ? "\",title:\"" : "", 2430 title ? ",title:\"" : "",
2584 title ? (const char *)title : "", 2431 title ? (const char *)title : "",
2432 title ? "\"" : "",
2585 flag_desc (flagdesc, 512), type); 2433 flag_desc (flagdesc, 512), type);
2586 2434
2587 if (!flag[FLAG_REMOVED] && env) 2435 if (!flag[FLAG_REMOVED] && env)
2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2436 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2589 2437
2645 container = 0; 2493 container = 0;
2646 2494
2647 // client needs item update to make it work, client bug requires this to be separate 2495 // client needs item update to make it work, client bug requires this to be separate
2648 esrv_update_item (UPD_FLAGS, this, old_container); 2496 esrv_update_item (UPD_FLAGS, this, old_container);
2649 2497
2650 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2498 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2651 play_sound (sound_find ("chest_close")); 2499 play_sound (sound_find ("chest_close"));
2652 } 2500 }
2653 2501
2654 if (new_container) 2502 if (new_container)
2655 { 2503 {
2665 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2513 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2666 new_container->insert (closer); 2514 new_container->insert (closer);
2667 } 2515 }
2668#endif 2516#endif
2669 2517
2670 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2518 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2671 2519
2672 // make sure the container is available, client bug requires this to be separate 2520 // make sure the container is available, client bug requires this to be separate
2673 esrv_send_item (this, new_container); 2521 esrv_send_item (this, new_container);
2674 2522
2675 new_container->flag [FLAG_APPLIED] = true; 2523 new_container->flag [FLAG_APPLIED] = true;
2683// else if (!old_container->env && contr && contr->ns) 2531// else if (!old_container->env && contr && contr->ns)
2684// contr->ns->floorbox_reset (); 2532// contr->ns->floorbox_reset ();
2685} 2533}
2686 2534
2687object * 2535object *
2688object::force_find (const shstr name) 2536object::force_find (shstr_tmp name)
2689{ 2537{
2690 /* cycle through his inventory to look for the MARK we want to 2538 /* cycle through his inventory to look for the MARK we want to
2691 * place 2539 * place
2692 */ 2540 */
2693 for (object *tmp = inv; tmp; tmp = tmp->below) 2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2695 return splay (tmp); 2543 return splay (tmp);
2696 2544
2697 return 0; 2545 return 0;
2698} 2546}
2699 2547
2548//-GPL
2549
2700void 2550void
2551object::force_set_timer (int duration)
2552{
2553 this->duration = 1;
2554 this->speed_left = -1.f;
2555
2556 this->set_speed (duration ? 1.f / duration : 0.f);
2557}
2558
2559object *
2701object::force_add (const shstr name, int duration) 2560object::force_add (shstr_tmp name, int duration)
2702{ 2561{
2703 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2704 force->destroy (); 2563 force->destroy ();
2705 2564
2706 object *force = get_archetype (FORCE_NAME); 2565 object *force = get_archetype (FORCE_NAME);
2707 2566
2708 force->slaying = name; 2567 force->slaying = name;
2709 force->stats.food = 1; 2568 force->force_set_timer (duration);
2710 force->speed_left = -1.f;
2711
2712 force->set_speed (duration ? 1.f / duration : 0.f);
2713 force->flag [FLAG_IS_USED_UP] = true;
2714 force->flag [FLAG_APPLIED] = true; 2569 force->flag [FLAG_APPLIED] = true;
2715 2570
2716 insert (force); 2571 return insert (force);
2717} 2572}
2718 2573
2719void 2574void
2720object::play_sound (faceidx sound) 2575object::play_sound (faceidx sound) const
2721{ 2576{
2722 if (!sound) 2577 if (!sound)
2723 return; 2578 return;
2724 2579
2725 if (flag [FLAG_REMOVED]) 2580 if (is_on_map ())
2581 map->play_sound (sound, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::say_msg (const char *msg) const
2588{
2589 if (is_on_map ())
2590 map->say_msg (msg, x, y);
2591 else if (object *pl = in_player ())
2592 pl->contr->play_sound (sound);
2593}
2594
2595void
2596object::make_noise ()
2597{
2598 // we do not model noise in the map, so instead put
2599 // a temporary light into the noise source
2600 // could use the map instead, but that's less reliable for our
2601 // goal, which is to make invisibility a bit harder to exploit
2602
2603 // currently only works sensibly for players
2604 if (!is_player ())
2726 return; 2605 return;
2727 2606
2728 if (env) 2607 // find old force, or create new one
2729 { 2608 object *force = force_find (shstr_noise_force);
2730 if (object *pl = in_player ()) 2609
2731 pl->contr->play_sound (sound); 2610 if (force)
2732 } 2611 force->speed_left = -1.f; // patch old speed up
2733 else 2612 else
2734 map->play_sound (sound, x, y); 2613 {
2735} 2614 force = archetype::get (shstr_noise_force);
2736 2615
2616 force->slaying = shstr_noise_force;
2617 force->stats.food = 1;
2618 force->speed_left = -1.f;
2619
2620 force->set_speed (1.f / 4.f);
2621 force->flag [FLAG_IS_USED_UP] = true;
2622 force->flag [FLAG_APPLIED] = true;
2623
2624 insert (force);
2625 }
2626}
2627

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