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Comparing deliantra/server/common/object.C (file contents):
Revision 1.216 by root, Tue Apr 22 23:50:23 2008 UTC vs.
Revision 1.293 by root, Wed Oct 21 00:44:39 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;
40 42
41short freearr_x[SIZEOFFREE] = { 43short freearr_x[SIZEOFFREE] = {
139 141
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 142/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 143static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 144compare_ob_value_lists_one (const object *wants, const object *has)
143{ 145{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* 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 147 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
149 */ 149 */
150 150
151 /* For each field in wants, */ 151 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 152 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 153 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 154 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 }
168 155
169 /* If we get here, every field in wants has a matching field in has. */ 156 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 157 return true;
171} 158}
172 159
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 160/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 161static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 162compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 163{
177 /* However, there may be fields in has which aren't partnered in wants, 164 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 165 * so we need to run the comparison *twice*. :(
179 */ 166 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 167 return compare_ob_value_lists_one (ob1, ob2)
168 && compare_ob_value_lists_one (ob2, ob1);
181} 169}
182 170
183/* Function examines the 2 objects given to it, and returns true if 171/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 172 * they can be merged together.
185 * 173 *
200 || ob1->speed != ob2->speed 188 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 189 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 190 || ob1->name != ob2->name)
203 return 0; 191 return 0;
204 192
205 /* Do not merge objects if nrof would overflow. First part checks 193 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 194 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 195 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; 196 return 0;
212 197
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 198 /* 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 199 * 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 200 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 205 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 206
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 209
225 if (ob1->arch->name != ob2->arch->name 210 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 211 || ob1->name != ob2->name
227 || ob1->title != ob2->title 212 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 213 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 214 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 215 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 216 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 217 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 218 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 219 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 220 || ob1->animation_id != ob2->animation_id
221 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 222 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 223 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 224 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 225 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 226 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 235 return 0;
250 236
251 if ((ob1->flag ^ ob2->flag) 237 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 238 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 239 .reset (FLAG_REMOVED)
255 .any ()) 240 .any ())
256 return 0; 241 return 0;
257 242
258 /* This is really a spellbook check - we should in general 243 /* This is really a spellbook check - we should in general
334 319
335// find player who can see this object 320// find player who can see this object
336object * 321object *
337object::visible_to () const 322object::visible_to () const
338{ 323{
339 if (!flag [FLAG_REMOVED]) 324 if (client_visible () && !flag [FLAG_REMOVED])
340 { 325 {
341 // see if we are in a container of sorts 326 // see if we are in a container of sorts
342 if (env) 327 if (env)
343 { 328 {
344 // the player inventory itself is always visible 329 // the player inventory itself is always visible
345 if (env->type == PLAYER) 330 if (env->is_player ())
346 return env; 331 return env;
347 332
348 // else a player could have our env open 333 // else a player could have our env open
349 object *envest = env->outer_env (); 334 object *envest = env->outer_env_or_self ();
350 335
351 // the player itself is always on a map, so we will find him here 336 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 337 // even if our inv is in a player.
353 if (envest->is_on_map ()) 338 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 339 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 340 if (pl->container_ () == env)
356 return pl; 341 return pl;
357 } 342 }
358 else 343 else
359 { 344 {
360 // maybe there is a player standing on the same mapspace 345 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 346 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 347 if (object *pl = ms ().player ())
348 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
349 || pl->container_ () == this)
363 return pl; 350 return pl;
364 } 351 }
365 } 352 }
366 353
367 return 0; 354 return 0;
368} 355}
369 356
370// adjust weight per container type ("of holding") 357// adjust weight per container type ("of holding")
371static sint32 358static sint32
372weight_adjust (object *op, sint32 weight) 359weight_adjust_for (object *op, sint32 weight)
373{ 360{
374 return op->type == CONTAINER 361 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight; 363 : weight;
377} 364}
383static void 370static void
384adjust_weight (object *op, sint32 weight) 371adjust_weight (object *op, sint32 weight)
385{ 372{
386 while (op) 373 while (op)
387 { 374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
388 weight = weight_adjust (op, weight); 377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
389 379
390 if (!weight) 380 if (!weight)
391 return; 381 return;
392 382
393 op->carrying += weight; 383 op->carrying += weight;
416 op->update_weight (); 406 op->update_weight ();
417 407
418 sum += op->total_weight (); 408 sum += op->total_weight ();
419 } 409 }
420 410
421 sum = weight_adjust (this, sum); 411 sum = weight_adjust_for (this, sum);
422 412
423 if (sum != carrying) 413 if (sum != carrying)
424 { 414 {
425 carrying = sum; 415 carrying = sum;
426 416
440 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
441 431
442 object_freezer freezer; 432 object_freezer freezer;
443 op->write (freezer); 433 op->write (freezer);
444 return freezer.as_string (); 434 return freezer.as_string ();
435}
436
437char *
438object::as_string ()
439{
440 return dump_object (this);
445} 441}
446 442
447/* 443/*
448 * get_nearest_part(multi-object, object 2) returns the part of the 444 * get_nearest_part(multi-object, object 2) returns the part of the
449 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
488 */ 484 */
489object * 485object *
490find_object_name (const char *str) 486find_object_name (const char *str)
491{ 487{
492 shstr_cmp str_ (str); 488 shstr_cmp str_ (str);
493 object *op;
494 489
490 if (str_)
495 for_all_objects (op) 491 for_all_objects (op)
496 if (op->name == str_) 492 if (op->name == str_)
497 break; 493 return op;
498 494
499 return op; 495 return 0;
500} 496}
501 497
502/* 498/*
503 * Sets the owner and sets the skill and exp pointers to owner's current 499 * Sets the owner and sets the skill and exp pointers to owner's current
504 * skill and experience objects. 500 * skill and experience objects.
566 update_stats (); 562 update_stats ();
567 563
568 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name); 567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
572 return false; 569 return false;
573 } 570 }
574 571
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 } 573 }
602 } 599 }
603 600
604 op->key_values = 0; 601 op->key_values = 0;
605} 602}
606 603
607object & 604/*
608object::operator =(const object &src) 605 * copy_to first frees everything allocated by the dst object,
606 * and then copies the contents of itself into the second
607 * object, allocating what needs to be allocated. Basically, any
608 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
609 * if the first object is freed, the pointers in the new object
610 * will point at garbage.
611 */
612void
613object::copy_to (object *dst)
609{ 614{
610 bool is_freed = flag [FLAG_FREED]; 615 dst->remove ();
611 bool is_removed = flag [FLAG_REMOVED];
612
613 *(object_copy *)this = src; 616 *(object_copy *)dst = *this;
614
615 flag [FLAG_FREED] = is_freed;
616 flag [FLAG_REMOVED] = is_removed; 617 dst->flag [FLAG_REMOVED] = true;
617 618
618 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
619 if (src.key_values) 620 if (key_values)
620 { 621 {
621 key_value *tail = 0; 622 key_value *tail = 0;
622 key_values = 0; 623 dst->key_values = 0;
623 624
624 for (key_value *i = src.key_values; i; i = i->next) 625 for (key_value *i = key_values; i; i = i->next)
625 { 626 {
626 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
627 628
628 new_link->next = 0; 629 new_link->next = 0;
629 new_link->key = i->key; 630 new_link->key = i->key;
630 new_link->value = i->value; 631 new_link->value = i->value;
631 632
632 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
633 if (!key_values) 634 if (!dst->key_values)
634 { 635 {
635 key_values = new_link; 636 dst->key_values = new_link;
636 tail = new_link; 637 tail = new_link;
637 } 638 }
638 else 639 else
639 { 640 {
640 tail->next = new_link; 641 tail->next = new_link;
641 tail = new_link; 642 tail = new_link;
642 } 643 }
643 } 644 }
644 } 645 }
645}
646
647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659 646
660 if (speed < 0) 647 if (speed < 0)
661 dst->speed_left -= rndm (); 648 dst->speed_left -= rndm ();
662 649
663 dst->set_speed (dst->speed); 650 dst->activate ();
664} 651}
665 652
666void 653void
667object::instantiate () 654object::instantiate ()
668{ 655{
685object * 672object *
686object::clone () 673object::clone ()
687{ 674{
688 object *neu = create (); 675 object *neu = create ();
689 copy_to (neu); 676 copy_to (neu);
677 neu->map = map; // not copied by copy_to
690 return neu; 678 return neu;
691} 679}
692 680
693/* 681/*
694 * If an object with the IS_TURNABLE() flag needs to be turned due 682 * If an object with the IS_TURNABLE() flag needs to be turned due
745 * UP_OBJ_FACE: only the objects face has changed. 733 * UP_OBJ_FACE: only the objects face has changed.
746 */ 734 */
747void 735void
748update_object (object *op, int action) 736update_object (object *op, int action)
749{ 737{
750 if (op == NULL) 738 if (!op)
751 { 739 {
752 /* this should never happen */ 740 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 741 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 742 return;
755 } 743 }
756 744
757 if (op->env) 745 if (!op->is_on_map ())
758 { 746 {
759 /* Animation is currently handled by client, so nothing 747 /* Animation is currently handled by client, so nothing
760 * to do in this case. 748 * to do in this case.
761 */ 749 */
762 return; 750 return;
763 } 751 }
764
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770 752
771 /* make sure the object is within map boundaries */ 753 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 754 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 755 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 756 LOG (llevError, "update_object() called for object out of map!\n");
785 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
786 { 768 {
787 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
794 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
795 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
796 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
797 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
798 * to have move_allow right now. 780 * have move_allow right now.
799 */ 781 */
800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
802 m.flags_ = 0; 784 m.invalidate ();
803 } 785 }
804 /* if the object is being removed, we can't make intelligent 786 /* if the object is being removed, we can't make intelligent
805 * decisions, because remove_ob can't really pass the object 787 * decisions, because remove_ob can't really pass the object
806 * that is being removed. 788 * that is being removed.
807 */ 789 */
808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
809 m.flags_ = 0; 791 m.invalidate ();
810 else if (action == UP_OBJ_FACE) 792 else if (action == UP_OBJ_FACE)
811 /* Nothing to do for that case */ ; 793 /* Nothing to do for that case */ ;
812 else 794 else
813 LOG (llevError, "update_object called with invalid action: %d\n", action); 795 LOG (llevError, "update_object called with invalid action: %d\n", action);
814 796
818 800
819object::object () 801object::object ()
820{ 802{
821 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
822 804
823 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
824 face = blank_face; 806 face = blank_face;
825} 807}
826 808
827object::~object () 809object::~object ()
828{ 810{
858 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
859 if (active) 841 if (active)
860 return; 842 return;
861 843
862 if (has_active_speed ()) 844 if (has_active_speed ())
845 {
846 if (flag [FLAG_FREED])
847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
848
863 actives.insert (this); 849 actives.insert (this);
850 }
864} 851}
865 852
866void 853void
867object::activate_recursive () 854object::activate_recursive ()
868{ 855{
917object::destroy_inv (bool drop_to_ground) 904object::destroy_inv (bool drop_to_ground)
918{ 905{
919 // need to check first, because the checks below might segfault 906 // need to check first, because the checks below might segfault
920 // as we might be on an invalid mapspace and crossfire code 907 // as we might be on an invalid mapspace and crossfire code
921 // is too buggy to ensure that the inventory is empty. 908 // is too buggy to ensure that the inventory is empty.
922 // corollary: if you create arrows etc. with stuff in tis inventory, 909 // corollary: if you create arrows etc. with stuff in its inventory,
923 // cf will crash below with off-map x and y 910 // cf will crash below with off-map x and y
924 if (!inv) 911 if (!inv)
925 return; 912 return;
926 913
927 /* Only if the space blocks everything do we not process - 914 /* Only if the space blocks everything do we not process -
929 * drop on that space. 916 * drop on that space.
930 */ 917 */
931 if (!drop_to_ground 918 if (!drop_to_ground
932 || !map 919 || !map
933 || map->in_memory != MAP_ACTIVE 920 || map->in_memory != MAP_ACTIVE
934 || map->nodrop 921 || map->no_drop
935 || ms ().move_block == MOVE_ALL) 922 || ms ().move_block == MOVE_ALL)
936 { 923 {
937 while (inv) 924 while (inv)
938 {
939 inv->destroy_inv (drop_to_ground);
940 inv->destroy (); 925 inv->destroy ();
941 }
942 } 926 }
943 else 927 else
944 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
945 while (inv) 929 while (inv)
946 { 930 {
964 object *op = new object; 948 object *op = new object;
965 op->link (); 949 op->link ();
966 return op; 950 return op;
967} 951}
968 952
953static struct freed_map : maptile
954{
955 freed_map ()
956 {
957 path = "<freed objects map>";
958 name = "/internal/freed_objects_map";
959 width = 3;
960 height = 3;
961 no_drop = 1;
962 no_reset = 1;
963
964 alloc ();
965 in_memory = MAP_ACTIVE;
966 }
967
968 ~freed_map ()
969 {
970 destroy ();
971 }
972} freed_map; // freed objects are moved here to avoid crashes
973
969void 974void
970object::do_destroy () 975object::do_destroy ()
971{ 976{
972 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this); 978 remove_link ();
974 979
975 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
976 remove_friendly_object (this); 981 remove_friendly_object (this);
977 982
978 remove (); 983 remove ();
979 984
980 attachable::do_destroy (); 985 attachable::do_destroy ();
981 986
982 destroy_inv (true);
983
984 deactivate (); 987 deactivate ();
985 unlink (); 988 unlink ();
986 989
987 flag [FLAG_FREED] = 1; 990 flag [FLAG_FREED] = 1;
988 991
989 // hack to ensure that freed objects still have a valid map 992 // hack to ensure that freed objects still have a valid map
990 {
991 static maptile *freed_map; // freed objects are moved here to avoid crashes
992
993 if (!freed_map)
994 {
995 freed_map = new maptile;
996
997 freed_map->path = "<freed objects map>";
998 freed_map->name = "/internal/freed_objects_map";
999 freed_map->width = 3;
1000 freed_map->height = 3;
1001 freed_map->nodrop = 1;
1002
1003 freed_map->alloc ();
1004 freed_map->in_memory = MAP_ACTIVE;
1005 }
1006
1007 map = freed_map; 993 map = &freed_map;
1008 x = 1; 994 x = 1;
1009 y = 1; 995 y = 1;
1010 }
1011 996
1012 if (more) 997 if (more)
1013 { 998 {
1014 more->destroy (); 999 more->destroy ();
1015 more = 0; 1000 more = 0;
1023 attacked_by = 0; 1008 attacked_by = 0;
1024 current_weapon = 0; 1009 current_weapon = 0;
1025} 1010}
1026 1011
1027void 1012void
1028object::destroy (bool destroy_inventory) 1013object::destroy ()
1029{ 1014{
1030 if (destroyed ()) 1015 if (destroyed ())
1031 return; 1016 return;
1032 1017
1033 if (destroy_inventory) 1018 if (!is_head () && !head->destroyed ())
1019 {
1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1021 head->destroy ();
1022 return;
1023 }
1024
1034 destroy_inv (false); 1025 destroy_inv (false);
1035 1026
1036 if (is_head ()) 1027 if (is_head ())
1037 if (sound_destroy) 1028 if (sound_destroy)
1038 play_sound (sound_destroy); 1029 play_sound (sound_destroy);
1039 else if (flag [FLAG_MONSTER]) 1030 else if (flag [FLAG_MONSTER])
1050 * the previous environment. 1041 * the previous environment.
1051 */ 1042 */
1052void 1043void
1053object::do_remove () 1044object::do_remove ()
1054{ 1045{
1055 object *tmp, *last = 0;
1056 object *otmp;
1057
1058 if (flag [FLAG_REMOVED]) 1046 if (flag [FLAG_REMOVED])
1059 return; 1047 return;
1060 1048
1061 INVOKE_OBJECT (REMOVE, this); 1049 INVOKE_OBJECT (REMOVE, this);
1062
1063 if (object *pl = visible_to ())
1064 esrv_del_item (pl->contr, count);
1065 1050
1066 flag [FLAG_REMOVED] = true; 1051 flag [FLAG_REMOVED] = true;
1067 1052
1068 if (more) 1053 if (more)
1069 more->remove (); 1054 more->remove ();
1072 * In this case, the object to be removed is in someones 1057 * In this case, the object to be removed is in someones
1073 * inventory. 1058 * inventory.
1074 */ 1059 */
1075 if (env) 1060 if (env)
1076 { 1061 {
1062 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1063 if (object *pl = visible_to ())
1064 esrv_del_item (pl->contr, count);
1065 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1066
1077 adjust_weight (env, -total_weight ()); 1067 adjust_weight (env, -total_weight ());
1078 1068
1079 *(above ? &above->below : &env->inv) = below; 1069 object *pl = in_player ();
1080
1081 if (below)
1082 below->above = above;
1083 1070
1084 /* we set up values so that it could be inserted into 1071 /* we set up values so that it could be inserted into
1085 * the map, but we don't actually do that - it is up 1072 * the map, but we don't actually do that - it is up
1086 * to the caller to decide what we want to do. 1073 * to the caller to decide what we want to do.
1087 */ 1074 */
1088 map = env->map; 1075 map = env->map;
1089 x = env->x; 1076 x = env->x;
1090 y = env->y; 1077 y = env->y;
1078
1079 // make sure cmov optimisation is applicable
1080 *(above ? &above->below : &env->inv) = below;
1081 *(below ? &below->above : &above ) = above; // &above is just a dummy
1082
1091 above = 0; 1083 above = 0;
1092 below = 0; 1084 below = 0;
1093 env = 0; 1085 env = 0;
1094 1086
1095 /* NO_FIX_PLAYER is set when a great many changes are being 1087 /* NO_FIX_PLAYER is set when a great many changes are being
1096 * made to players inventory. If set, avoiding the call 1088 * made to players inventory. If set, avoiding the call
1097 * to save cpu time. 1089 * to save cpu time.
1098 */ 1090 */
1099 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1091 if (pl)
1092 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1093 {
1100 otmp->update_stats (); 1094 pl->update_stats ();
1095
1096 if (glow_radius && pl->is_on_map ())
1097 update_all_los (pl->map, pl->x, pl->y);
1098 }
1101 } 1099 }
1102 else if (map) 1100 else if (map)
1103 { 1101 {
1104 if (type == PLAYER)
1105 {
1106 // leaving a spot always closes any open container on the ground
1107 if (container && !container->env)
1108 // this causes spurious floorbox updates, but it ensures
1109 // that the CLOSE event is being sent.
1110 close_container ();
1111
1112 --map->players;
1113 map->touch ();
1114 }
1115
1116 map->dirty = true; 1102 map->dirty = true;
1117 mapspace &ms = this->ms (); 1103 mapspace &ms = this->ms ();
1118 1104
1105 if (object *pl = ms.player ())
1106 {
1107 if (is_player ())
1108 {
1109 if (!flag [FLAG_WIZPASS])
1110 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1111
1112 // leaving a spot always closes any open container on the ground
1113 if (container && !container->env)
1114 // this causes spurious floorbox updates, but it ensures
1115 // that the CLOSE event is being sent.
1116 close_container ();
1117
1118 --map->players;
1119 map->touch ();
1120 }
1121 else if (pl->container_ () == this)
1122 {
1123 // removing a container should close it
1124 close_container ();
1125 }
1126
1127 esrv_del_item (pl->contr, count);
1128 }
1129
1119 /* link the object above us */ 1130 /* link the object above us */
1120 if (above) 1131 // re-link, make sure compiler can easily use cmove
1121 above->below = below; 1132 *(above ? &above->below : &ms.top) = below;
1122 else 1133 *(below ? &below->above : &ms.bot) = above;
1123 ms.top = below; /* we were top, set new top */
1124
1125 /* Relink the object below us, if there is one */
1126 if (below)
1127 below->above = above;
1128 else
1129 {
1130 /* Nothing below, which means we need to relink map object for this space
1131 * use translated coordinates in case some oddness with map tiling is
1132 * evident
1133 */
1134 if (GET_MAP_OB (map, x, y) != this)
1135 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 ());
1136
1137 ms.bot = above; /* goes on above it. */
1138 }
1139 1134
1140 above = 0; 1135 above = 0;
1141 below = 0; 1136 below = 0;
1142 1137
1138 ms.invalidate ();
1139
1143 if (map->in_memory == MAP_SAVING) 1140 if (map->in_memory == MAP_SAVING)
1144 return; 1141 return;
1145 1142
1146 int check_walk_off = !flag [FLAG_NO_APPLY]; 1143 int check_walk_off = !flag [FLAG_NO_APPLY];
1147 1144
1148 if (object *pl = ms.player ()) 1145 if (object *pl = ms.player ())
1149 { 1146 {
1150 if (pl->container == this) 1147 if (pl->container_ () == this)
1151 /* If a container that the player is currently using somehow gets 1148 /* If a container that the player is currently using somehow gets
1152 * removed (most likely destroyed), update the player view 1149 * removed (most likely destroyed), update the player view
1153 * appropriately. 1150 * appropriately.
1154 */ 1151 */
1155 pl->close_container (); 1152 pl->close_container ();
1156 1153
1154 //TODO: the floorbox prev/next might need updating
1155 //esrv_del_item (pl->contr, count);
1156 //TODO: update floorbox to preserve ordering
1157 if (pl->contr->ns)
1157 pl->contr->ns->floorbox_update (); 1158 pl->contr->ns->floorbox_update ();
1158 } 1159 }
1159 1160
1161 if (check_walk_off)
1160 for (tmp = ms.bot; tmp; tmp = tmp->above) 1162 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1161 { 1163 {
1164 above = tmp->above;
1165
1162 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1163 * being removed. 1167 * being removed.
1164 */ 1168 */
1165 1169
1166 /* See if object moving off should effect something */ 1170 /* See if object moving off should effect something */
1167 if (check_walk_off
1168 && ((move_type & tmp->move_off) 1171 if ((move_type & tmp->move_off)
1169 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1170 {
1171 move_apply (tmp, this, 0); 1173 move_apply (tmp, this, 0);
1172
1173 if (destroyed ())
1174 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1175 } 1174 }
1176 1175
1177 last = tmp; 1176 if (affects_los ())
1178 }
1179
1180 /* last == NULL if there are no objects on this space */
1181 //TODO: this makes little sense, why only update the topmost object?
1182 if (!last)
1183 map->at (x, y).flags_ = 0;
1184 else
1185 update_object (last, UP_OBJ_REMOVE);
1186
1187 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1188 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1189 } 1178 }
1190} 1179}
1191 1180
1192/* 1181/*
1216 esrv_update_item (UPD_NROF, pl, top); 1205 esrv_update_item (UPD_NROF, pl, top);
1217 1206
1218 op->weight = 0; // cancel the addition above 1207 op->weight = 0; // cancel the addition above
1219 op->carrying = 0; // must be 0 already 1208 op->carrying = 0; // must be 0 already
1220 1209
1221 op->destroy (1); 1210 op->destroy ();
1222 1211
1223 return top; 1212 return top;
1224 } 1213 }
1225 1214
1226 return 0; 1215 return 0;
1254 * job preparing multi-part monsters. 1243 * job preparing multi-part monsters.
1255 */ 1244 */
1256object * 1245object *
1257insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1258{ 1247{
1248 op->remove ();
1249
1259 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1260 { 1251 {
1261 tmp->x = x + tmp->arch->x; 1252 tmp->x = x + tmp->arch->x;
1262 tmp->y = y + tmp->arch->y; 1253 tmp->y = y + tmp->arch->y;
1263 } 1254 }
1286 * just 'op' otherwise 1277 * just 'op' otherwise
1287 */ 1278 */
1288object * 1279object *
1289insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1290{ 1281{
1291 assert (!op->flag [FLAG_FREED]);
1292
1293 object *top, *floor = NULL;
1294
1295 op->remove (); 1282 op->remove ();
1283
1284 if (m == &freed_map)//D TODO: remove soon
1285 {//D
1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1287 }//D
1296 1288
1297 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1298 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1299 * need extra work 1291 * need extra work
1300 */ 1292 */
1293 maptile *newmap = m;
1301 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1302 { 1295 {
1303 op->destroy (); 1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1304 return 0; 1297 return 0;
1305 } 1298 }
1306 1299
1307 if (object *more = op->more) 1300 if (object *more = op->more)
1308 if (!insert_ob_in_map (more, m, originator, flag)) 1301 if (!insert_ob_in_map (more, m, originator, flag))
1309 return 0; 1302 return 0;
1310 1303
1311 CLEAR_FLAG (op, FLAG_REMOVED); 1304 op->flag [FLAG_REMOVED] = false;
1312 1305 op->env = 0;
1313 op->map = m; 1306 op->map = newmap;
1307
1314 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1315 1309
1316 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1317 */ 1311 */
1318 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1319 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1320 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1321 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1322 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1323 tmp->destroy (1); 1320 tmp->destroy ();
1324 } 1321 }
1325 1322
1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1328 1325
1335 { 1332 {
1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1337 abort (); 1334 abort ();
1338 } 1335 }
1339 1336
1337 if (!originator->is_on_map ())
1338 {
1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1343
1340 op->above = originator; 1344 op->above = originator;
1341 op->below = originator->below; 1345 op->below = originator->below;
1342
1343 if (op->below)
1344 op->below->above = op;
1345 else
1346 ms.bot = op;
1347
1348 /* since *below* originator, no need to update top */
1349 originator->below = op; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1350 } 1349 }
1351 else 1350 else
1352 { 1351 {
1353 top = ms.bot; 1352 object *floor = 0;
1353 object *top = ms.top;
1354 1354
1355 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1356 if (top) 1356 if (top)
1357 { 1357 {
1358 object *last = 0;
1359
1360 /* 1358 /*
1361 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1362 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1363 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1367 * once we get to them. This reduces the need to traverse over all of 1365 * once we get to them. This reduces the need to traverse over all of
1368 * them when adding another one - this saves quite a bit of cpu time 1366 * them when adding another one - this saves quite a bit of cpu time
1369 * when lots of spells are cast in one area. Currently, it is presumed 1367 * when lots of spells are cast in one area. Currently, it is presumed
1370 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1371 */ 1369 */
1372 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1371 {
1374 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1375 floor = top; 1373 floor = tmp;
1376 1374
1377 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1378 { 1376 {
1379 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1380 top = top->below; 1378 top = tmp->below;
1381 break; 1379 break;
1382 } 1380 }
1383 1381
1384 last = top; 1382 top = tmp;
1385 } 1383 }
1386
1387 /* Don't want top to be NULL, so set it to the last valid object */
1388 top = last;
1389 1384
1390 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1391 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1392 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1393 */ 1388 */
1400 */ 1395 */
1401 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1402 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility)) 1398 && (op->face && !faces [op->face].visibility))
1404 { 1399 {
1400 object *last;
1401
1405 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1407 break; 1404 break;
1408 1405
1409 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1417 } /* If objects on this space */ 1414 } /* If objects on this space */
1418 1415
1419 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor; 1417 top = floor;
1421 1418
1422 /* Top is the object that our object (op) is going to get inserted above. 1419 // insert object above top, or bottom-most if top = 0
1423 */
1424
1425 /* First object on this space */
1426 if (!top) 1420 if (!top)
1427 { 1421 {
1422 op->below = 0;
1428 op->above = ms.bot; 1423 op->above = ms.bot;
1429
1430 if (op->above)
1431 op->above->below = op;
1432
1433 op->below = 0;
1434 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1427 }
1436 else 1428 else
1437 { /* get inserted into the stack above top */ 1429 {
1438 op->above = top->above; 1430 op->above = top->above;
1439
1440 if (op->above)
1441 op->above->below = op; 1431 top->above = op;
1442 1432
1443 op->below = top; 1433 op->below = top;
1444 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1435 }
1436 }
1446 1437
1447 if (!op->above) 1438 if (op->is_player ())
1448 ms.top = op;
1449 } /* else not INS_BELOW_ORIGINATOR */
1450
1451 if (op->type == PLAYER)
1452 { 1439 {
1453 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1454 ++op->map->players; 1441 ++op->map->players;
1455 op->map->touch (); 1442 op->map->touch ();
1456 } 1443 }
1457 1444
1458 op->map->dirty = true; 1445 op->map->dirty = true;
1459 1446
1460 if (object *pl = ms.player ()) 1447 if (object *pl = ms.player ())
1448 //TODO: the floorbox prev/next might need updating
1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1451 if (pl->contr->ns)
1461 pl->contr->ns->floorbox_update (); 1452 pl->contr->ns->floorbox_update ();
1462 1453
1463 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1464 * visible to others on this map. But update_all_los is really 1455 * visible to others on this map. But update_all_los is really
1465 * an inefficient way to do this, as it means los for all players 1456 * an inefficient way to do this, as it means los for all players
1466 * on the map will get recalculated. The players could very well 1457 * on the map will get recalculated. The players could very well
1467 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1468 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1469 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1470 * of effect may be sufficient. 1461 * of effect may be sufficient.
1471 */ 1462 */
1472 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1473 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1474 1468
1475 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1476 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1477 1471
1478 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1485 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1486 * update_object(). 1480 * update_object().
1487 */ 1481 */
1488 1482
1489 /* if this is not the head or flag has been passed, don't check walk on status */ 1483 /* if this is not the head or flag has been passed, don't check walk on status */
1490 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1491 { 1485 {
1492 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1493 return 0; 1487 return 0;
1494 1488
1495 /* If we are a multi part object, lets work our way through the check 1489 /* If we are a multi part object, lets work our way through the check
1506/* this function inserts an object in the map, but if it 1500/* this function inserts an object in the map, but if it
1507 * finds an object of its own type, it'll remove that one first. 1501 * finds an object of its own type, it'll remove that one first.
1508 * op is the object to insert it under: supplies x and the map. 1502 * op is the object to insert it under: supplies x and the map.
1509 */ 1503 */
1510void 1504void
1511replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1512{ 1506{
1513 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1514 1508
1515 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1516 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1517 tmp->destroy (1); 1511 tmp->destroy ();
1518 1512
1519 object *tmp = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1520 1514
1521 tmp->x = op->x; 1515 tmp->x = op->x;
1522 tmp->y = op->y; 1516 tmp->y = op->y;
1523 1517
1524 insert_ob_in_map (tmp, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1546 if (!nr) 1540 if (!nr)
1547 return true; 1541 return true;
1548 1542
1549 nr = min (nr, nrof); 1543 nr = min (nr, nrof);
1550 1544
1545 if (nrof > nr)
1546 {
1551 nrof -= nr; 1547 nrof -= nr;
1552
1553 if (nrof)
1554 {
1555 adjust_weight (env, -weight * nr); // carrying == 0 1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1556 1549
1557 if (object *pl = visible_to ()) 1550 if (object *pl = visible_to ())
1558 esrv_update_item (UPD_NROF, pl, this); 1551 esrv_update_item (UPD_NROF, pl, this);
1559 1552
1560 return true; 1553 return true;
1561 } 1554 }
1562 else 1555 else
1563 { 1556 {
1564 destroy (1); 1557 destroy ();
1565 return false; 1558 return false;
1566 } 1559 }
1567} 1560}
1568 1561
1569/* 1562/*
1586 } 1579 }
1587 else 1580 else
1588 { 1581 {
1589 decrease (nr); 1582 decrease (nr);
1590 1583
1591 object *op = object_create_clone (this); 1584 object *op = deep_clone ();
1592 op->nrof = nr; 1585 op->nrof = nr;
1593 return op; 1586 return op;
1594 } 1587 }
1595} 1588}
1596 1589
1646 if (object *pl = tmp->visible_to ()) 1639 if (object *pl = tmp->visible_to ())
1647 esrv_update_item (UPD_NROF, pl, tmp); 1640 esrv_update_item (UPD_NROF, pl, tmp);
1648 1641
1649 adjust_weight (this, op->total_weight ()); 1642 adjust_weight (this, op->total_weight ());
1650 1643
1651 op->destroy (1); 1644 op->destroy ();
1652 op = tmp; 1645 op = tmp;
1653 goto inserted; 1646 goto inserted;
1654 } 1647 }
1655 1648
1656 op->owner = 0; // it's his/hers now. period. 1649 op->owner = 0; // it's his/hers now. period.
1674 1667
1675 adjust_weight (this, op->total_weight ()); 1668 adjust_weight (this, op->total_weight ());
1676 1669
1677inserted: 1670inserted:
1678 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1679 if (op->glow_radius && map && map->darkness) 1672 if (op->glow_radius && is_on_map ())
1673 {
1674 update_stats ();
1680 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1681 1676 }
1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1682 // if this is a player's inventory, update stats 1678 // if this is a player's inventory, update stats
1683 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1684 update_stats (); 1679 update_stats ();
1685 1680
1686 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1687 1682
1688 return op; 1683 return op;
1709 * on top. 1704 * on top.
1710 */ 1705 */
1711int 1706int
1712check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1713{ 1708{
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1714 object *tmp; 1712 object *tmp;
1715 maptile *m = op->map; 1713 maptile *m = op->map;
1716 int x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1717 1715
1718 MoveType move_on, move_slow, move_block; 1716 mapspace &ms = m->at (x, y);
1719 1717
1720 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 ms.update ();
1721 return 0;
1722 1719
1723 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1720 MoveType move_on = ms.move_on;
1724 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1721 MoveType move_slow = ms.move_slow;
1725 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1722 MoveType move_block = ms.move_block;
1726 1723
1727 /* if nothing on this space will slow op down or be applied, 1724 /* if nothing on this space will slow op down or be applied,
1728 * no need to do checking below. have to make sure move_type 1725 * no need to do checking below. have to make sure move_type
1729 * is set, as lots of objects don't have it set - we treat that 1726 * is set, as lots of objects don't have it set - we treat that
1730 * as walking. 1727 * as walking.
1741 return 0; 1738 return 0;
1742 1739
1743 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1744 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1745 */ 1742 */
1746 1743 for (object *next, *tmp = ms.top; tmp; tmp = next)
1747 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1748 {
1749 /* Trim the search when we find the first other spell effect
1750 * this helps performance so that if a space has 50 spell objects,
1751 * we don't need to check all of them.
1752 */
1753 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1754 break;
1755 } 1744 {
1745 next = tmp->below;
1756 1746
1757 for (; tmp; tmp = tmp->below)
1758 {
1759 if (tmp == op) 1747 if (tmp == op)
1760 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1761 1749
1762 /* Check to see if one of the movement types should be slowed down. 1750 /* Check to see if one of the movement types should be slowed down.
1763 * Second check makes sure that the movement types not being slowed 1751 * Second check makes sure that the movement types not being slowed
1768 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1769 { 1757 {
1770 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1771 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1772 { 1760 {
1773
1774 float
1775 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1776 1762
1777 if (op->type == PLAYER) 1763 if (op->is_player ())
1778 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1779 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1765 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1780 diff /= 4.0; 1766 diff /= 4.0;
1781 1767
1782 op->speed_left -= diff; 1768 op->speed_left -= diff;
1783 } 1769 }
1784 } 1770 }
1817 LOG (llevError, "Present_arch called outside map.\n"); 1803 LOG (llevError, "Present_arch called outside map.\n");
1818 return NULL; 1804 return NULL;
1819 } 1805 }
1820 1806
1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1807 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1822 if (tmp->arch == at) 1808 if (tmp->arch->archname == at->archname)
1823 return tmp; 1809 return tmp;
1824 1810
1825 return NULL; 1811 return NULL;
1826} 1812}
1827 1813
1891 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1892 */ 1878 */
1893object * 1879object *
1894present_arch_in_ob (const archetype *at, const object *op) 1880present_arch_in_ob (const archetype *at, const object *op)
1895{ 1881{
1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 if (tmp->arch == at) 1883 if (tmp->arch->archname == at->archname)
1898 return tmp; 1884 return tmp;
1899 1885
1900 return NULL; 1886 return NULL;
1901} 1887}
1902 1888
1990 * head of the object should correspond for the entire object. 1976 * head of the object should correspond for the entire object.
1991 */ 1977 */
1992 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1993 continue; 1979 continue;
1994 1980
1995 if (ob->blocked (m, pos.x, pos.y)) 1981 if (ob->blocked (pos.m, pos.x, pos.y))
1996 continue; 1982 continue;
1997 1983
1998 altern [index++] = i; 1984 altern [index++] = i;
1999 } 1985 }
2000 1986
2068 * there is capable of. 2054 * there is capable of.
2069 */ 2055 */
2070int 2056int
2071find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2072{ 2058{
2073 int i, max = SIZEOFFREE, mflags; 2059 int max = SIZEOFFREE, mflags;
2074
2075 sint16 nx, ny;
2076 object *tmp;
2077 maptile *mp;
2078
2079 MoveType blocked, move_type; 2060 MoveType move_type;
2080 2061
2081 if (exclude && exclude->head_ () != exclude) 2062 if (exclude && exclude->head_ () != exclude)
2082 { 2063 {
2083 exclude = exclude->head; 2064 exclude = exclude->head;
2084 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2087 { 2068 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2069 /* If we don't have anything, presume it can use all movement types. */
2089 move_type = MOVE_ALL; 2070 move_type = MOVE_ALL;
2090 } 2071 }
2091 2072
2092 for (i = 1; i < max; i++) 2073 for (int i = 1; i < max; i++)
2093 { 2074 {
2094 mp = m; 2075 mapxy pos (m, x, y);
2095 nx = x + freearr_x[i]; 2076 pos.move (i);
2096 ny = y + freearr_y[i];
2097 2077
2098 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2078 if (!pos.normalise ())
2099
2100 if (mflags & P_OUT_OF_MAP)
2101 max = maxfree[i]; 2079 max = maxfree[i];
2102 else 2080 else
2103 { 2081 {
2104 mapspace &ms = mp->at (nx, ny); 2082 mapspace &ms = *pos;
2105 2083
2106 blocked = ms.move_block;
2107
2108 if ((move_type & blocked) == move_type) 2084 if ((move_type & ms.move_block) == move_type)
2109 max = maxfree[i]; 2085 max = maxfree [i];
2110 else if (mflags & P_IS_ALIVE) 2086 else if (ms.flags () & P_IS_ALIVE)
2111 { 2087 {
2112 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2113 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2114 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2115 break;
2116
2117 if (tmp)
2118 return freedir[i]; 2091 return freedir [i];
2119 } 2092 }
2120 } 2093 }
2121 } 2094 }
2122 2095
2123 return 0; 2096 return 0;
2198 * This basically means that if direction is 15, then it could either go 2171 * This basically means that if direction is 15, then it could either go
2199 * direction 4, 14, or 16 to get back to where we are. 2172 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2173 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2174 * functions.
2202 */ 2175 */
2203int reduction_dir[SIZEOFFREE][3] = { 2176const int reduction_dir[SIZEOFFREE][3] = {
2204 {0, 0, 0}, /* 0 */ 2177 {0, 0, 0}, /* 0 */
2205 {0, 0, 0}, /* 1 */ 2178 {0, 0, 0}, /* 1 */
2206 {0, 0, 0}, /* 2 */ 2179 {0, 0, 0}, /* 2 */
2207 {0, 0, 0}, /* 3 */ 2180 {0, 0, 0}, /* 3 */
2208 {0, 0, 0}, /* 4 */ 2181 {0, 0, 0}, /* 4 */
2304int 2277int
2305can_pick (const object *who, const object *item) 2278can_pick (const object *who, const object *item)
2306{ 2279{
2307 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2280 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2308 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2281 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2309 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2282 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2310} 2283}
2311 2284
2312/* 2285/*
2313 * create clone from object to another 2286 * create clone from object to another
2314 */ 2287 */
2315object * 2288object *
2316object_create_clone (object *asrc) 2289object::deep_clone ()
2317{ 2290{
2318 object *dst = 0, *tmp, *src, *prev, *item; 2291 assert (("deep_clone called on non-head object", is_head ()));
2319 2292
2320 if (!asrc) 2293 object *dst = clone ();
2321 return 0;
2322 2294
2323 src = asrc->head_ (); 2295 object *prev = dst;
2324
2325 prev = 0;
2326 for (object *part = src; part; part = part->more) 2296 for (object *part = this->more; part; part = part->more)
2327 { 2297 {
2328 tmp = part->clone (); 2298 object *tmp = part->clone ();
2329 tmp->x -= src->x;
2330 tmp->y -= src->y;
2331
2332 if (!part->head)
2333 {
2334 dst = tmp;
2335 tmp->head = 0;
2336 }
2337 else
2338 tmp->head = dst; 2299 tmp->head = dst;
2339
2340 tmp->more = 0;
2341
2342 if (prev)
2343 prev->more = tmp; 2300 prev->more = tmp;
2344
2345 prev = tmp; 2301 prev = tmp;
2346 } 2302 }
2347 2303
2348 for (item = src->inv; item; item = item->below) 2304 for (object *item = inv; item; item = item->below)
2349 insert_ob_in_ob (object_create_clone (item), dst); 2305 insert_ob_in_ob (item->deep_clone (), dst);
2350 2306
2351 return dst; 2307 return dst;
2352} 2308}
2353 2309
2354/* This returns the first object in who's inventory that 2310/* This returns the first object in who's inventory that
2363 return tmp; 2319 return tmp;
2364 2320
2365 return 0; 2321 return 0;
2366} 2322}
2367 2323
2368/* If ob has a field named key, return the link from the list, 2324shstr_tmp
2369 * otherwise return NULL. 2325object::kv_get (shstr_tmp key) const
2370 *
2371 * key must be a passed in shared string - otherwise, this won't
2372 * do the desired thing.
2373 */
2374key_value *
2375get_ob_key_link (const object *ob, const char *key)
2376{ 2326{
2377 for (key_value *link = ob->key_values; link; link = link->next) 2327 for (key_value *kv = key_values; kv; kv = kv->next)
2378 if (link->key == key) 2328 if (kv->key == key)
2379 return link;
2380
2381 return 0;
2382}
2383
2384/*
2385 * Returns the value of op has an extra_field for key, or NULL.
2386 *
2387 * The argument doesn't need to be a shared string.
2388 *
2389 * The returned string is shared.
2390 */
2391const char *
2392get_ob_key_value (const object *op, const char *const key)
2393{
2394 key_value *link;
2395 shstr_cmp canonical_key (key);
2396
2397 if (!canonical_key)
2398 {
2399 /* 1. There being a field named key on any object
2400 * implies there'd be a shared string to find.
2401 * 2. Since there isn't, no object has this field.
2402 * 3. Therefore, *this* object doesn't have this field.
2403 */
2404 return 0;
2405 }
2406
2407 /* This is copied from get_ob_key_link() above -
2408 * only 4 lines, and saves the function call overhead.
2409 */
2410 for (link = op->key_values; link; link = link->next)
2411 if (link->key == canonical_key)
2412 return link->value; 2329 return kv->value;
2413 2330
2414 return 0; 2331 return shstr ();
2415} 2332}
2416 2333
2417/* 2334void
2418 * Updates the canonical_key in op to value. 2335object::kv_set (shstr_tmp key, shstr_tmp value)
2419 *
2420 * canonical_key is a shared string (value doesn't have to be).
2421 *
2422 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2423 * keys.
2424 *
2425 * Returns TRUE on success.
2426 */
2427int
2428set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2429{ 2336{
2430 key_value *field = NULL, *last = NULL; 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2431 2338 if (kv->key == key)
2432 for (field = op->key_values; field != NULL; field = field->next)
2433 {
2434 if (field->key != canonical_key)
2435 { 2339 {
2436 last = field; 2340 kv->value = value;
2437 continue; 2341 return;
2438 } 2342 }
2439 2343
2440 if (value) 2344 key_value *kv = new key_value;
2441 field->value = value; 2345
2442 else 2346 kv->next = key_values;
2347 kv->key = key;
2348 kv->value = value;
2349
2350 key_values = kv;
2351}
2352
2353void
2354object::kv_del (shstr_tmp key)
2355{
2356 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2357 if ((*kvp)->key == key)
2443 { 2358 {
2444 /* Basically, if the archetype has this key set, 2359 key_value *kv = *kvp;
2445 * we need to store the null value so when we save 2360 *kvp = (*kvp)->next;
2446 * it, we save the empty value so that when we load, 2361 delete kv;
2447 * we get this value back again. 2362 return;
2448 */
2449 if (get_ob_key_link (op->arch, canonical_key))
2450 field->value = 0;
2451 else
2452 {
2453 if (last)
2454 last->next = field->next;
2455 else
2456 op->key_values = field->next;
2457
2458 delete field;
2459 }
2460 } 2363 }
2461 return TRUE;
2462 }
2463 /* IF we get here, key doesn't exist */
2464
2465 /* No field, we'll have to add it. */
2466
2467 if (!add_key)
2468 return FALSE;
2469
2470 /* There isn't any good reason to store a null
2471 * value in the key/value list. If the archetype has
2472 * this key, then we should also have it, so shouldn't
2473 * be here. If user wants to store empty strings,
2474 * should pass in ""
2475 */
2476 if (value == NULL)
2477 return TRUE;
2478
2479 field = new key_value;
2480
2481 field->key = canonical_key;
2482 field->value = value;
2483 /* Usual prepend-addition. */
2484 field->next = op->key_values;
2485 op->key_values = field;
2486
2487 return TRUE;
2488}
2489
2490/*
2491 * Updates the key in op to value.
2492 *
2493 * If add_key is FALSE, this will only update existing keys,
2494 * and not add new ones.
2495 * In general, should be little reason FALSE is ever passed in for add_key
2496 *
2497 * Returns TRUE on success.
2498 */
2499int
2500set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2501{
2502 shstr key_ (key);
2503
2504 return set_ob_key_value_s (op, key_, value, add_key);
2505} 2364}
2506 2365
2507object::depth_iterator::depth_iterator (object *container) 2366object::depth_iterator::depth_iterator (object *container)
2508: iterator_base (container) 2367: iterator_base (container)
2509{ 2368{
2559{ 2418{
2560 char flagdesc[512]; 2419 char flagdesc[512];
2561 char info2[256 * 4]; 2420 char info2[256 * 4];
2562 char *p = info; 2421 char *p = info;
2563 2422
2564 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2423 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2565 count, 2424 count,
2566 uuid.c_str (), 2425 uuid.c_str (),
2567 &name, 2426 &name,
2568 title ? "\",title:\"" : "", 2427 title ? ",title:\"" : "",
2569 title ? (const char *)title : "", 2428 title ? (const char *)title : "",
2429 title ? "\"" : "",
2570 flag_desc (flagdesc, 512), type); 2430 flag_desc (flagdesc, 512), type);
2571 2431
2572 if (!this->flag[FLAG_REMOVED] && env) 2432 if (!flag[FLAG_REMOVED] && env)
2573 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2433 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2574 2434
2575 if (map) 2435 if (map)
2576 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2436 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2577 2437
2607object::open_container (object *new_container) 2467object::open_container (object *new_container)
2608{ 2468{
2609 if (container == new_container) 2469 if (container == new_container)
2610 return; 2470 return;
2611 2471
2612 if (object *old_container = container) 2472 object *old_container = container;
2473
2474 if (old_container)
2613 { 2475 {
2614 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2476 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2615 return; 2477 return;
2616 2478
2617#if 0 2479#if 0
2619 if (object *closer = old_container->inv) 2481 if (object *closer = old_container->inv)
2620 if (closer->type == CLOSE_CON) 2482 if (closer->type == CLOSE_CON)
2621 closer->destroy (); 2483 closer->destroy ();
2622#endif 2484#endif
2623 2485
2486 // make sure the container is available
2487 esrv_send_item (this, old_container);
2488
2624 old_container->flag [FLAG_APPLIED] = false; 2489 old_container->flag [FLAG_APPLIED] = false;
2625 container = 0; 2490 container = 0;
2626 2491
2492 // client needs item update to make it work, client bug requires this to be separate
2627 esrv_update_item (UPD_FLAGS, this, old_container); 2493 esrv_update_item (UPD_FLAGS, this, old_container);
2494
2628 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2629 play_sound (sound_find ("chest_close")); 2496 play_sound (sound_find ("chest_close"));
2630 } 2497 }
2631 2498
2632 if (new_container) 2499 if (new_container)
2633 { 2500 {
2643 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2510 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2644 new_container->insert (closer); 2511 new_container->insert (closer);
2645 } 2512 }
2646#endif 2513#endif
2647 2514
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2516
2517 // make sure the container is available, client bug requires this to be separate
2518 esrv_send_item (this, new_container);
2649 2519
2650 new_container->flag [FLAG_APPLIED] = true; 2520 new_container->flag [FLAG_APPLIED] = true;
2651 container = new_container; 2521 container = new_container;
2652 2522
2523 // client needs flag change
2653 esrv_update_item (UPD_FLAGS, this, new_container); 2524 esrv_update_item (UPD_FLAGS, this, new_container);
2654 esrv_send_inventory (this, new_container); 2525 esrv_send_inventory (this, new_container);
2655 play_sound (sound_find ("chest_open")); 2526 play_sound (sound_find ("chest_open"));
2656 } 2527 }
2528// else if (!old_container->env && contr && contr->ns)
2529// contr->ns->floorbox_reset ();
2657} 2530}
2658 2531
2659object * 2532object *
2660object::force_find (const shstr name) 2533object::force_find (shstr_tmp name)
2661{ 2534{
2662 /* cycle through his inventory to look for the MARK we want to 2535 /* cycle through his inventory to look for the MARK we want to
2663 * place 2536 * place
2664 */ 2537 */
2665 for (object *tmp = inv; tmp; tmp = tmp->below) 2538 for (object *tmp = inv; tmp; tmp = tmp->below)
2668 2541
2669 return 0; 2542 return 0;
2670} 2543}
2671 2544
2672void 2545void
2546object::force_set_timer (int duration)
2547{
2548 this->duration = 1;
2549 this->speed_left = -1.f;
2550
2551 this->set_speed (duration ? 1.f / duration : 0.f);
2552}
2553
2554object *
2673object::force_add (const shstr name, int duration) 2555object::force_add (shstr_tmp name, int duration)
2674{ 2556{
2675 if (object *force = force_find (name)) 2557 if (object *force = force_find (name))
2676 force->destroy (); 2558 force->destroy ();
2677 2559
2678 object *force = get_archetype (FORCE_NAME); 2560 object *force = get_archetype (FORCE_NAME);
2679 2561
2680 force->slaying = name; 2562 force->slaying = name;
2681 force->stats.food = 1;
2682 force->speed_left = -1.f;
2683 2563
2684 force->set_speed (duration ? 1.f / duration : 0.f); 2564 force->force_set_timer (duration);
2685 force->flag [FLAG_IS_USED_UP] = true; 2565
2686 force->flag [FLAG_APPLIED] = true; 2566 force->flag [FLAG_APPLIED] = true;
2687 2567
2688 insert (force); 2568 return insert (force);
2689} 2569}
2690 2570
2691void 2571void
2692object::play_sound (faceidx sound) 2572object::play_sound (faceidx sound) const
2693{ 2573{
2694 if (!sound) 2574 if (!sound)
2695 return; 2575 return;
2696 2576
2697 if (flag [FLAG_REMOVED]) 2577 if (is_on_map ())
2578 map->play_sound (sound, x, y);
2579 else if (object *pl = in_player ())
2580 pl->contr->play_sound (sound);
2581}
2582
2583void
2584object::say_msg (const char *msg) const
2585{
2586 if (is_on_map ())
2587 map->say_msg (msg, x, y);
2588 else if (object *pl = in_player ())
2589 pl->contr->play_sound (sound);
2590}
2591
2592void
2593object::make_noise ()
2594{
2595 // we do not model noise in the map, so instead put
2596 // a temporary light into the noise source
2597 // could use the map instead, but that's less reliable for our
2598 // goal, which is to make invisibility a bit harder to exploit
2599
2600 // currently only works sensibly for players
2601 if (!is_player ())
2698 return; 2602 return;
2699 2603
2700 if (env) 2604 // find old force, or create new one
2701 { 2605 object *force = force_find (shstr_noise_force);
2702 if (object *pl = in_player ()) 2606
2703 pl->contr->play_sound (sound); 2607 if (force)
2704 } 2608 force->speed_left = -1.f; // patch old speed up
2705 else 2609 else
2706 map->play_sound (sound, x, y); 2610 {
2707} 2611 force = archetype::get (shstr_noise_force);
2708 2612
2613 force->slaying = shstr_noise_force;
2614 force->stats.food = 1;
2615 force->speed_left = -1.f;
2616
2617 force->set_speed (1.f / 4.f);
2618 force->flag [FLAG_IS_USED_UP] = true;
2619 force->flag [FLAG_APPLIED] = true;
2620
2621 insert (force);
2622 }
2623}
2624

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