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Comparing deliantra/server/common/object.C (file contents):
Revision 1.211 by root, Mon Apr 21 21:32:32 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>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <funcpoint.h>
30#include <sproto.h> 30#include <sproto.h>
31#include <loader.h> 31#include <loader.h>
32 32
33#include <bitset> 33#include <bitset>
34 34
35UUID UUID::cur; 35UUID UUID::cur;
36static uint64_t seq_next_save; 36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
38 39
39objectvec objects; 40objectvec objects;
40activevec actives; 41activevec actives;
41 42
42short freearr_x[SIZEOFFREE] = { 43short freearr_x[SIZEOFFREE] = {
140 141
141/* 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. */
142static bool 143static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 144compare_ob_value_lists_one (const object *wants, const object *has)
144{ 145{
145 key_value *wants_field;
146
147 /* 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
148 * 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
149 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
150 */ 149 */
151 150
152 /* For each field in wants, */ 151 /* For each field in wants, */
153 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)
154 { 153 if (has->kv_get (kv->key) != kv->value)
155 key_value *has_field; 154 return false;
156
157 /* Look for a field in has with the same key. */
158 has_field = get_ob_key_link (has, wants_field->key);
159
160 if (!has_field)
161 return 0; /* No field with that name. */
162
163 /* Found the matching field. */
164 if (has_field->value != wants_field->value)
165 return 0; /* Values don't match, so this half of the comparison is false. */
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 155
170 /* 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. */
171 return 1; 157 return true;
172} 158}
173 159
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 160/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 161static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 162compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 163{
178 /* 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,
179 * so we need to run the comparison *twice*. :( 165 * so we need to run the comparison *twice*. :(
180 */ 166 */
181 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);
182} 169}
183 170
184/* 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
185 * they can be merged together. 172 * they can be merged together.
186 * 173 *
201 || ob1->speed != ob2->speed 188 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 189 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 190 || ob1->name != ob2->name)
204 return 0; 191 return 0;
205 192
206 /* Do not merge objects if nrof would overflow. First part checks 193 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 194 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 195 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 196 return 0;
213 197
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 198 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * 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
216 * 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
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 205 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 206
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 209
226 if (ob1->arch->name != ob2->arch->name 210 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 211 || ob1->name != ob2->name
228 || ob1->title != ob2->title 212 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 213 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 214 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 215 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 216 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 217 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 218 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 219 || ob1->value != ob2->value
236 || 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
237 || ob1->client_type != ob2->client_type 222 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 223 || ob1->materialname != ob2->materialname
239 || ob1->lore != ob2->lore 224 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 225 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 226 || ob1->move_type != ob2->move_type
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 235 return 0;
251 236
252 if ((ob1->flag ^ ob2->flag) 237 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED) 238 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED) 239 .reset (FLAG_REMOVED)
256 .any ()) 240 .any ())
257 return 0; 241 return 0;
258 242
259 /* This is really a spellbook check - we should in general 243 /* This is really a spellbook check - we should in general
331 315
332 /* Everything passes, must be OK. */ 316 /* Everything passes, must be OK. */
333 return 1; 317 return 1;
334} 318}
335 319
320// find player who can see this object
321object *
322object::visible_to () const
323{
324 if (client_visible () && !flag [FLAG_REMOVED])
325 {
326 // see if we are in a container of sorts
327 if (env)
328 {
329 // the player inventory itself is always visible
330 if (env->is_player ())
331 return env;
332
333 // else a player could have our env open
334 object *envest = env->outer_env_or_self ();
335
336 // the player itself is always on a map, so we will find him here
337 // even if our inv is in a player.
338 if (envest->is_on_map ())
339 if (object *pl = envest->ms ().player ())
340 if (pl->container_ () == env)
341 return pl;
342 }
343 else
344 {
345 // maybe there is a player standing on the same mapspace
346 // this will catch the case where "this" is a player
347 if (object *pl = ms ().player ())
348 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
349 || pl->container_ () == this)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
336// adjust weight per container type ("of holding") 357// adjust weight per container type ("of holding")
337static sint32 358static sint32
338weight_adjust (object *op, sint32 weight) 359weight_adjust_for (object *op, sint32 weight)
339{ 360{
340 return op->type == CONTAINER 361 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 363 : weight;
343} 364}
349static void 370static void
350adjust_weight (object *op, sint32 weight) 371adjust_weight (object *op, sint32 weight)
351{ 372{
352 while (op) 373 while (op)
353 { 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
354 weight = weight_adjust (op, weight); 377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
355 382
356 op->carrying += weight; 383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
357 op = op->env; 389 op = op->env;
358 } 390 }
359} 391}
360 392
361/* 393/*
374 op->update_weight (); 406 op->update_weight ();
375 407
376 sum += op->total_weight (); 408 sum += op->total_weight ();
377 } 409 }
378 410
379 carrying = weight_adjust (this, sum); 411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
414 {
415 carrying = sum;
416
417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
380} 421}
381 422
382/* 423/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 425 */
389 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
390 431
391 object_freezer freezer; 432 object_freezer freezer;
392 op->write (freezer); 433 op->write (freezer);
393 return freezer.as_string (); 434 return freezer.as_string ();
435}
436
437char *
438object::as_string ()
439{
440 return dump_object (this);
394} 441}
395 442
396/* 443/*
397 * 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
398 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
437 */ 484 */
438object * 485object *
439find_object_name (const char *str) 486find_object_name (const char *str)
440{ 487{
441 shstr_cmp str_ (str); 488 shstr_cmp str_ (str);
442 object *op;
443 489
490 if (str_)
444 for_all_objects (op) 491 for_all_objects (op)
445 if (op->name == str_) 492 if (op->name == str_)
446 break; 493 return op;
447 494
448 return op; 495 return 0;
449} 496}
450 497
451/* 498/*
452 * 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
453 * skill and experience objects. 500 * skill and experience objects.
515 update_stats (); 562 update_stats ();
516 563
517 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
520 "[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);
521 return false; 569 return false;
522 } 570 }
523 571
524 //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);
525 } 573 }
551 } 599 }
552 600
553 op->key_values = 0; 601 op->key_values = 0;
554} 602}
555 603
556object & 604/*
557object::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)
558{ 614{
559 bool is_freed = flag [FLAG_FREED]; 615 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 616 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 617 dst->flag [FLAG_REMOVED] = true;
566 618
567 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
568 if (src.key_values) 620 if (key_values)
569 { 621 {
570 key_value *tail = 0; 622 key_value *tail = 0;
571 key_values = 0; 623 dst->key_values = 0;
572 624
573 for (key_value *i = src.key_values; i; i = i->next) 625 for (key_value *i = key_values; i; i = i->next)
574 { 626 {
575 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
576 628
577 new_link->next = 0; 629 new_link->next = 0;
578 new_link->key = i->key; 630 new_link->key = i->key;
579 new_link->value = i->value; 631 new_link->value = i->value;
580 632
581 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
582 if (!key_values) 634 if (!dst->key_values)
583 { 635 {
584 key_values = new_link; 636 dst->key_values = new_link;
585 tail = new_link; 637 tail = new_link;
586 } 638 }
587 else 639 else
588 { 640 {
589 tail->next = new_link; 641 tail->next = new_link;
590 tail = new_link; 642 tail = new_link;
591 } 643 }
592 } 644 }
593 } 645 }
594}
595
596/*
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608 646
609 if (speed < 0) 647 if (speed < 0)
610 dst->speed_left -= rndm (); 648 dst->speed_left -= rndm ();
611 649
612 dst->set_speed (dst->speed); 650 dst->activate ();
613} 651}
614 652
615void 653void
616object::instantiate () 654object::instantiate ()
617{ 655{
634object * 672object *
635object::clone () 673object::clone ()
636{ 674{
637 object *neu = create (); 675 object *neu = create ();
638 copy_to (neu); 676 copy_to (neu);
677 neu->map = map; // not copied by copy_to
639 return neu; 678 return neu;
640} 679}
641 680
642/* 681/*
643 * 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
694 * UP_OBJ_FACE: only the objects face has changed. 733 * UP_OBJ_FACE: only the objects face has changed.
695 */ 734 */
696void 735void
697update_object (object *op, int action) 736update_object (object *op, int action)
698{ 737{
699 if (op == NULL) 738 if (!op)
700 { 739 {
701 /* this should never happen */ 740 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 741 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 742 return;
704 } 743 }
705 744
706 if (op->env) 745 if (!op->is_on_map ())
707 { 746 {
708 /* Animation is currently handled by client, so nothing 747 /* Animation is currently handled by client, so nothing
709 * to do in this case. 748 * to do in this case.
710 */ 749 */
711 return; 750 return;
712 } 751 }
713
714 /* If the map is saving, don't do anything as everything is
715 * going to get freed anyways.
716 */
717 if (!op->map || op->map->in_memory == MAP_SAVING)
718 return;
719 752
720 /* make sure the object is within map boundaries */ 753 /* make sure the object is within map boundaries */
721 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)
722 { 755 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 756 LOG (llevError, "update_object() called for object out of map!\n");
734 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
735 { 768 {
736 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
746 /* 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
747 * to have move_allow right now. 780 * have move_allow right now.
748 */ 781 */
749 || ((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
750 || 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)
751 m.flags_ = 0; 784 m.invalidate ();
752 } 785 }
753 /* if the object is being removed, we can't make intelligent 786 /* if the object is being removed, we can't make intelligent
754 * decisions, because remove_ob can't really pass the object 787 * decisions, because remove_ob can't really pass the object
755 * that is being removed. 788 * that is being removed.
756 */ 789 */
757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
758 m.flags_ = 0; 791 m.invalidate ();
759 else if (action == UP_OBJ_FACE) 792 else if (action == UP_OBJ_FACE)
760 /* Nothing to do for that case */ ; 793 /* Nothing to do for that case */ ;
761 else 794 else
762 LOG (llevError, "update_object called with invalid action: %d\n", action); 795 LOG (llevError, "update_object called with invalid action: %d\n", action);
763 796
767 800
768object::object () 801object::object ()
769{ 802{
770 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
771 804
772 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
773 face = blank_face; 806 face = blank_face;
774} 807}
775 808
776object::~object () 809object::~object ()
777{ 810{
807 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
808 if (active) 841 if (active)
809 return; 842 return;
810 843
811 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
812 actives.insert (this); 849 actives.insert (this);
850 }
813} 851}
814 852
815void 853void
816object::activate_recursive () 854object::activate_recursive ()
817{ 855{
866object::destroy_inv (bool drop_to_ground) 904object::destroy_inv (bool drop_to_ground)
867{ 905{
868 // need to check first, because the checks below might segfault 906 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 907 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 908 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 909 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 910 // cf will crash below with off-map x and y
873 if (!inv) 911 if (!inv)
874 return; 912 return;
875 913
876 /* Only if the space blocks everything do we not process - 914 /* Only if the space blocks everything do we not process -
878 * drop on that space. 916 * drop on that space.
879 */ 917 */
880 if (!drop_to_ground 918 if (!drop_to_ground
881 || !map 919 || !map
882 || map->in_memory != MAP_ACTIVE 920 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 921 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 922 || ms ().move_block == MOVE_ALL)
885 { 923 {
886 while (inv) 924 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 925 inv->destroy ();
890 }
891 } 926 }
892 else 927 else
893 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
894 while (inv) 929 while (inv)
895 { 930 {
913 object *op = new object; 948 object *op = new object;
914 op->link (); 949 op->link ();
915 return op; 950 return op;
916} 951}
917 952
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
918void 974void
919object::do_destroy () 975object::do_destroy ()
920{ 976{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 978 remove_link ();
925 979
926 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 981 remove_friendly_object (this);
928 982
929 if (!flag [FLAG_REMOVED])
930 remove (); 983 remove ();
931 984
932 destroy_inv (true); 985 attachable::do_destroy ();
933 986
934 deactivate (); 987 deactivate ();
935 unlink (); 988 unlink ();
936 989
937 flag [FLAG_FREED] = 1; 990 flag [FLAG_FREED] = 1;
938 991
939 // hack to ensure that freed objects still have a valid map 992 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
944 {
945 freed_map = new maptile;
946
947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
955 }
956
957 map = freed_map; 993 map = &freed_map;
958 x = 1; 994 x = 1;
959 y = 1; 995 y = 1;
960 }
961 996
962 if (more) 997 if (more)
963 { 998 {
964 more->destroy (); 999 more->destroy ();
965 more = 0; 1000 more = 0;
973 attacked_by = 0; 1008 attacked_by = 0;
974 current_weapon = 0; 1009 current_weapon = 0;
975} 1010}
976 1011
977void 1012void
978object::destroy (bool destroy_inventory) 1013object::destroy ()
979{ 1014{
980 if (destroyed ()) 1015 if (destroyed ())
981 return; 1016 return;
982 1017
983 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
984 destroy_inv (false); 1025 destroy_inv (false);
985 1026
986 if (is_head ()) 1027 if (is_head ())
987 if (sound_destroy) 1028 if (sound_destroy)
988 play_sound (sound_destroy); 1029 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1030 else if (flag [FLAG_MONSTER])
1000 * the previous environment. 1041 * the previous environment.
1001 */ 1042 */
1002void 1043void
1003object::do_remove () 1044object::do_remove ()
1004{ 1045{
1005 object *tmp, *last = 0; 1046 if (flag [FLAG_REMOVED])
1006 object *otmp;
1007
1008 if (QUERY_FLAG (this, FLAG_REMOVED))
1009 return; 1047 return;
1010 1048
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1049 INVOKE_OBJECT (REMOVE, this);
1050
1051 flag [FLAG_REMOVED] = true;
1013 1052
1014 if (more) 1053 if (more)
1015 more->remove (); 1054 more->remove ();
1016 1055
1017 /* 1056 /*
1018 * In this case, the object to be removed is in someones 1057 * In this case, the object to be removed is in someones
1019 * inventory. 1058 * inventory.
1020 */ 1059 */
1021 if (env) 1060 if (env)
1022 { 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
1023 adjust_weight (env, -total_weight ()); 1067 adjust_weight (env, -total_weight ());
1024 1068
1025 *(above ? &above->below : &env->inv) = below; 1069 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1070
1030 /* we set up values so that it could be inserted into 1071 /* we set up values so that it could be inserted into
1031 * 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
1032 * to the caller to decide what we want to do. 1073 * to the caller to decide what we want to do.
1033 */ 1074 */
1034 map = env->map; 1075 map = env->map;
1035 x = env->x; 1076 x = env->x;
1036 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
1037 above = 0; 1083 above = 0;
1038 below = 0; 1084 below = 0;
1039 env = 0; 1085 env = 0;
1040 1086
1041 /* 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
1042 * made to players inventory. If set, avoiding the call 1088 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 1089 * to save cpu time.
1044 */ 1090 */
1045 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 {
1046 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 }
1047 } 1099 }
1048 else if (map) 1100 else if (map)
1049 { 1101 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1102 map->dirty = true;
1063 mapspace &ms = this->ms (); 1103 mapspace &ms = this->ms ();
1064 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
1065 /* link the object above us */ 1130 /* link the object above us */
1066 if (above) 1131 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1132 *(above ? &above->below : &ms.top) = below;
1068 else 1133 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1134
1086 above = 0; 1135 above = 0;
1087 below = 0; 1136 below = 0;
1088 1137
1138 ms.invalidate ();
1139
1089 if (map->in_memory == MAP_SAVING) 1140 if (map->in_memory == MAP_SAVING)
1090 return; 1141 return;
1091 1142
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1143 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1144
1094 if (object *pl = ms.player ()) 1145 if (object *pl = ms.player ())
1095 { 1146 {
1096 if (pl->container == this) 1147 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1148 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1149 * removed (most likely destroyed), update the player view
1099 * appropriately. 1150 * appropriately.
1100 */ 1151 */
1101 pl->close_container (); 1152 pl->close_container ();
1102 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)
1103 pl->contr->ns->floorbox_update (); 1158 pl->contr->ns->floorbox_update ();
1104 } 1159 }
1105 1160
1161 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1162 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1163 {
1164 above = tmp->above;
1165
1108 /* 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
1109 * being removed. 1167 * being removed.
1110 */ 1168 */
1111 1169
1112 /* See if object moving off should effect something */ 1170 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1171 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1173 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1121 } 1174 }
1122 1175
1123 last = tmp; 1176 if (affects_los ())
1124 }
1125
1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1135 } 1178 }
1136} 1179}
1137 1180
1138/* 1181/*
1152 if (!top) 1195 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1196 for (top = op; top && top->above; top = top->above)
1154 ; 1197 ;
1155 1198
1156 for (; top; top = top->below) 1199 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1200 if (object::can_merge (op, top))
1162 { 1201 {
1163 top->nrof += op->nrof; 1202 top->nrof += op->nrof;
1164 1203
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1204 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1205 esrv_update_item (UPD_NROF, pl, top);
1206
1207 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already
1209
1167 op->destroy (); 1210 op->destroy ();
1211
1168 return top; 1212 return top;
1169 } 1213 }
1170 }
1171 1214
1172 return 0; 1215 return 0;
1173} 1216}
1174 1217
1175void 1218void
1200 * job preparing multi-part monsters. 1243 * job preparing multi-part monsters.
1201 */ 1244 */
1202object * 1245object *
1203insert_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)
1204{ 1247{
1248 op->remove ();
1249
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1251 {
1207 tmp->x = x + tmp->arch->x; 1252 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1253 tmp->y = y + tmp->arch->y;
1209 } 1254 }
1232 * just 'op' otherwise 1277 * just 'op' otherwise
1233 */ 1278 */
1234object * 1279object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1281{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 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
1242 1288
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * 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
1245 * need extra work 1291 * need extra work
1246 */ 1292 */
1293 maptile *newmap = m;
1247 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1248 { 1295 {
1249 op->destroy (); 1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1297 return 0;
1251 } 1298 }
1252 1299
1253 if (object *more = op->more) 1300 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1301 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0; 1302 return 0;
1256 1303
1257 CLEAR_FLAG (op, FLAG_REMOVED); 1304 op->flag [FLAG_REMOVED] = false;
1258 1305 op->env = 0;
1259 op->map = m; 1306 op->map = newmap;
1307
1260 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1261 1309
1262 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1263 */ 1311 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1267 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1268 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1320 tmp->destroy ();
1270 } 1321 }
1271 1322
1272 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 */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1274 1325
1281 { 1332 {
1282 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");
1283 abort (); 1334 abort ();
1284 } 1335 }
1285 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
1286 op->above = originator; 1344 op->above = originator;
1287 op->below = originator->below; 1345 op->below = originator->below;
1288
1289 if (op->below)
1290 op->below->above = op;
1291 else
1292 ms.bot = op;
1293
1294 /* since *below* originator, no need to update top */
1295 originator->below = op; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1349 }
1297 else 1350 else
1298 { 1351 {
1299 top = ms.bot; 1352 object *floor = 0;
1353 object *top = ms.top;
1300 1354
1301 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1302 if (top) 1356 if (top)
1303 { 1357 {
1304 object *last = 0;
1305
1306 /* 1358 /*
1307 * 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.
1308 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1309 * 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
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1313 * 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
1314 * 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
1315 * 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
1316 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1317 */ 1369 */
1318 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1371 {
1320 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))
1321 floor = top; 1373 floor = tmp;
1322 1374
1323 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))
1324 { 1376 {
1325 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1326 top = top->below; 1378 top = tmp->below;
1327 break; 1379 break;
1328 } 1380 }
1329 1381
1330 last = top; 1382 top = tmp;
1331 } 1383 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1384
1336 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1339 */ 1388 */
1346 */ 1395 */
1347 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1398 && (op->face && !faces [op->face].visibility))
1350 { 1399 {
1400 object *last;
1401
1351 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1404 break;
1354 1405
1355 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1363 } /* If objects on this space */ 1414 } /* If objects on this space */
1364 1415
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1417 top = floor;
1367 1418
1368 /* 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
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1420 if (!top)
1373 { 1421 {
1422 op->below = 0;
1374 op->above = ms.bot; 1423 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1427 }
1382 else 1428 else
1383 { /* get inserted into the stack above top */ 1429 {
1384 op->above = top->above; 1430 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1431 top->above = op;
1388 1432
1389 op->below = top; 1433 op->below = top;
1390 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1435 }
1436 }
1392 1437
1393 if (!op->above) 1438 if (op->is_player ())
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396
1397 if (op->type == PLAYER)
1398 { 1439 {
1399 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1400 ++op->map->players; 1441 ++op->map->players;
1401 op->map->touch (); 1442 op->map->touch ();
1402 } 1443 }
1403 1444
1404 op->map->dirty = true; 1445 op->map->dirty = true;
1405 1446
1406 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)
1407 pl->contr->ns->floorbox_update (); 1452 pl->contr->ns->floorbox_update ();
1408 1453
1409 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1410 * 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
1411 * 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
1412 * on the map will get recalculated. The players could very well 1457 * on the map will get recalculated. The players could very well
1413 * 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 -
1414 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1461 * of effect may be sufficient.
1417 */ 1462 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1420 1468
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1423 1471
1424 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1431 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1432 * update_object(). 1480 * update_object().
1433 */ 1481 */
1434 1482
1435 /* 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 */
1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1437 { 1485 {
1438 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1439 return 0; 1487 return 0;
1440 1488
1441 /* 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
1452/* this function inserts an object in the map, but if it 1500/* this function inserts an object in the map, but if it
1453 * 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.
1454 * 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.
1455 */ 1503 */
1456void 1504void
1457replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1458{ 1506{
1459 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1460 1508
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1463 tmp->destroy (1); 1511 tmp->destroy ();
1464 1512
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1466 1514
1467 tmp->x = op->x; 1515 tmp->x = op->x;
1468 tmp->y = op->y; 1516 tmp->y = op->y;
1469 1517
1470 insert_ob_in_map (tmp, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1475{ 1523{
1476 if (where->env) 1524 if (where->env)
1477 return where->env->insert (this); 1525 return where->env->insert (this);
1478 else 1526 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1527 return where->map->insert (this, where->x, where->y, originator, flags);
1480}
1481
1482// find player who can see this object
1483static object *
1484visible_to (object *op)
1485{
1486 if (!op->flag [FLAG_REMOVED])
1487 {
1488 // see if we are in a container of sorts
1489 if (object *env = op->env)
1490 {
1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1494
1495 // else a player could have our env open
1496 env = env->outer_env ();
1497
1498 // the player itself is always on a map, so we will find him here
1499 // even if our inv is in a player.
1500 if (env->is_on_map ())
1501 if (object *pl = env->ms ().player ())
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = op->ms ().player ())
1509 return pl;
1510 }
1511 }
1512
1513 return 0;
1514} 1528}
1515 1529
1516/* 1530/*
1517 * decrease(object, number) decreases a specified number from 1531 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1521 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1536 */
1523bool 1537bool
1524object::decrease (sint32 nr) 1538object::decrease (sint32 nr)
1525{ 1539{
1540 if (!nr)
1541 return true;
1542
1526 nr = min (nr, nrof); 1543 nr = min (nr, nrof);
1527 1544
1528 if (!nr) 1545 if (nrof > nr)
1529 return 1; 1546 {
1530
1531 nrof -= nr; 1547 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0 1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538 1549
1539 if (visible) 1550 if (object *pl = visible_to ())
1540 esrv_send_item (visible, this); 1551 esrv_update_item (UPD_NROF, pl, this);
1541 1552
1542 return 1; 1553 return true;
1543 } 1554 }
1544 else 1555 else
1545 { 1556 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1557 destroy ();
1550 return 0; 1558 return false;
1551 } 1559 }
1552} 1560}
1553 1561
1554/* 1562/*
1555 * split(ob,nr) splits up ob into two parts. The part which 1563 * split(ob,nr) splits up ob into two parts. The part which
1558 * On failure, NULL is returned. 1566 * On failure, NULL is returned.
1559 */ 1567 */
1560object * 1568object *
1561object::split (sint32 nr) 1569object::split (sint32 nr)
1562{ 1570{
1571 int have = number_of ();
1572
1563 if (nrof < nr) 1573 if (have < nr)
1564 return 0; 1574 return 0;
1565 else if (nrof == nr) 1575 else if (have == nr)
1566 { 1576 {
1567 remove (); 1577 remove ();
1568 return this; 1578 return this;
1569 } 1579 }
1570 else 1580 else
1571 { 1581 {
1572 decrease (nr); 1582 decrease (nr);
1573 1583
1574 object *op = object_create_clone (this); 1584 object *op = deep_clone ();
1575 op->nrof = nr; 1585 op->nrof = nr;
1576 return op; 1586 return op;
1577 } 1587 }
1578} 1588}
1579 1589
1623 if (object::can_merge (tmp, op)) 1633 if (object::can_merge (tmp, op))
1624 { 1634 {
1625 /* return the original object and remove inserted object 1635 /* return the original object and remove inserted object
1626 (client needs the original object) */ 1636 (client needs the original object) */
1627 tmp->nrof += op->nrof; 1637 tmp->nrof += op->nrof;
1638
1639 if (object *pl = tmp->visible_to ())
1640 esrv_update_item (UPD_NROF, pl, tmp);
1641
1628 adjust_weight (this, op->total_weight ()); 1642 adjust_weight (this, op->total_weight ());
1629 1643
1630 op->destroy (1); 1644 op->destroy ();
1631 op = tmp; 1645 op = tmp;
1632 goto inserted; 1646 goto inserted;
1633 } 1647 }
1634 1648
1635 op->owner = 0; // it's his/hers now. period. 1649 op->owner = 0; // it's his/hers now. period.
1646 1660
1647 inv = op; 1661 inv = op;
1648 1662
1649 op->flag [FLAG_REMOVED] = 0; 1663 op->flag [FLAG_REMOVED] = 0;
1650 1664
1665 if (object *pl = op->visible_to ())
1666 esrv_send_item (pl, op);
1667
1651 adjust_weight (this, op->total_weight ()); 1668 adjust_weight (this, op->total_weight ());
1652 1669
1653inserted: 1670inserted:
1654 /* 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 */
1655 if (op->glow_radius && map && map->darkness) 1672 if (op->glow_radius && is_on_map ())
1673 {
1674 update_stats ();
1656 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1657 1676 }
1658 if (object *otmp = in_player ()) 1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1659 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1678 // if this is a player's inventory, update stats
1660 otmp->update_stats (); 1679 update_stats ();
1661 1680
1662 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1663 1682
1664 return op; 1683 return op;
1665} 1684}
1685 * on top. 1704 * on top.
1686 */ 1705 */
1687int 1706int
1688check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1689{ 1708{
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1690 object *tmp; 1712 object *tmp;
1691 maptile *m = op->map; 1713 maptile *m = op->map;
1692 int x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1693 1715
1694 MoveType move_on, move_slow, move_block; 1716 mapspace &ms = m->at (x, y);
1695 1717
1696 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 ms.update ();
1697 return 0;
1698 1719
1699 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1720 MoveType move_on = ms.move_on;
1700 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1721 MoveType move_slow = ms.move_slow;
1701 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1722 MoveType move_block = ms.move_block;
1702 1723
1703 /* 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,
1704 * 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
1705 * 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
1706 * as walking. 1727 * as walking.
1717 return 0; 1738 return 0;
1718 1739
1719 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1720 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1721 */ 1742 */
1722 1743 for (object *next, *tmp = ms.top; tmp; tmp = next)
1723 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1724 {
1725 /* Trim the search when we find the first other spell effect
1726 * this helps performance so that if a space has 50 spell objects,
1727 * we don't need to check all of them.
1728 */
1729 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1730 break;
1731 } 1744 {
1745 next = tmp->below;
1732 1746
1733 for (; tmp; tmp = tmp->below)
1734 {
1735 if (tmp == op) 1747 if (tmp == op)
1736 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1737 1749
1738 /* 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.
1739 * Second check makes sure that the movement types not being slowed 1751 * Second check makes sure that the movement types not being slowed
1744 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1745 { 1757 {
1746 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1747 ((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))
1748 { 1760 {
1749
1750 float
1751 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1752 1762
1753 if (op->type == PLAYER) 1763 if (op->is_player ())
1754 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)) ||
1755 (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)))
1756 diff /= 4.0; 1766 diff /= 4.0;
1757 1767
1758 op->speed_left -= diff; 1768 op->speed_left -= diff;
1759 } 1769 }
1760 } 1770 }
1793 LOG (llevError, "Present_arch called outside map.\n"); 1803 LOG (llevError, "Present_arch called outside map.\n");
1794 return NULL; 1804 return NULL;
1795 } 1805 }
1796 1806
1797 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)
1798 if (tmp->arch == at) 1808 if (tmp->arch->archname == at->archname)
1799 return tmp; 1809 return tmp;
1800 1810
1801 return NULL; 1811 return NULL;
1802} 1812}
1803 1813
1867 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1868 */ 1878 */
1869object * 1879object *
1870present_arch_in_ob (const archetype *at, const object *op) 1880present_arch_in_ob (const archetype *at, const object *op)
1871{ 1881{
1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1873 if (tmp->arch == at) 1883 if (tmp->arch->archname == at->archname)
1874 return tmp; 1884 return tmp;
1875 1885
1876 return NULL; 1886 return NULL;
1877} 1887}
1878 1888
1966 * head of the object should correspond for the entire object. 1976 * head of the object should correspond for the entire object.
1967 */ 1977 */
1968 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1969 continue; 1979 continue;
1970 1980
1971 if (ob->blocked (m, pos.x, pos.y)) 1981 if (ob->blocked (pos.m, pos.x, pos.y))
1972 continue; 1982 continue;
1973 1983
1974 altern [index++] = i; 1984 altern [index++] = i;
1975 } 1985 }
1976 1986
2044 * there is capable of. 2054 * there is capable of.
2045 */ 2055 */
2046int 2056int
2047find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2048{ 2058{
2049 int i, max = SIZEOFFREE, mflags; 2059 int max = SIZEOFFREE, mflags;
2050
2051 sint16 nx, ny;
2052 object *tmp;
2053 maptile *mp;
2054
2055 MoveType blocked, move_type; 2060 MoveType move_type;
2056 2061
2057 if (exclude && exclude->head_ () != exclude) 2062 if (exclude && exclude->head_ () != exclude)
2058 { 2063 {
2059 exclude = exclude->head; 2064 exclude = exclude->head;
2060 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2063 { 2068 {
2064 /* 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. */
2065 move_type = MOVE_ALL; 2070 move_type = MOVE_ALL;
2066 } 2071 }
2067 2072
2068 for (i = 1; i < max; i++) 2073 for (int i = 1; i < max; i++)
2069 { 2074 {
2070 mp = m; 2075 mapxy pos (m, x, y);
2071 nx = x + freearr_x[i]; 2076 pos.move (i);
2072 ny = y + freearr_y[i];
2073 2077
2074 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2078 if (!pos.normalise ())
2075
2076 if (mflags & P_OUT_OF_MAP)
2077 max = maxfree[i]; 2079 max = maxfree[i];
2078 else 2080 else
2079 { 2081 {
2080 mapspace &ms = mp->at (nx, ny); 2082 mapspace &ms = *pos;
2081 2083
2082 blocked = ms.move_block;
2083
2084 if ((move_type & blocked) == move_type) 2084 if ((move_type & ms.move_block) == move_type)
2085 max = maxfree[i]; 2085 max = maxfree [i];
2086 else if (mflags & P_IS_ALIVE) 2086 else if (ms.flags () & P_IS_ALIVE)
2087 { 2087 {
2088 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2091 break;
2092
2093 if (tmp)
2094 return freedir[i]; 2091 return freedir [i];
2095 } 2092 }
2096 } 2093 }
2097 } 2094 }
2098 2095
2099 return 0; 2096 return 0;
2174 * 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
2175 * 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.
2176 * 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
2177 * functions. 2174 * functions.
2178 */ 2175 */
2179int reduction_dir[SIZEOFFREE][3] = { 2176const int reduction_dir[SIZEOFFREE][3] = {
2180 {0, 0, 0}, /* 0 */ 2177 {0, 0, 0}, /* 0 */
2181 {0, 0, 0}, /* 1 */ 2178 {0, 0, 0}, /* 1 */
2182 {0, 0, 0}, /* 2 */ 2179 {0, 0, 0}, /* 2 */
2183 {0, 0, 0}, /* 3 */ 2180 {0, 0, 0}, /* 3 */
2184 {0, 0, 0}, /* 4 */ 2181 {0, 0, 0}, /* 4 */
2280int 2277int
2281can_pick (const object *who, const object *item) 2278can_pick (const object *who, const object *item)
2282{ 2279{
2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2280 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2281 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2285 !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));
2286} 2283}
2287 2284
2288/* 2285/*
2289 * create clone from object to another 2286 * create clone from object to another
2290 */ 2287 */
2291object * 2288object *
2292object_create_clone (object *asrc) 2289object::deep_clone ()
2293{ 2290{
2294 object *dst = 0, *tmp, *src, *prev, *item; 2291 assert (("deep_clone called on non-head object", is_head ()));
2295 2292
2296 if (!asrc) 2293 object *dst = clone ();
2297 return 0;
2298 2294
2299 src = asrc->head_ (); 2295 object *prev = dst;
2300
2301 prev = 0;
2302 for (object *part = src; part; part = part->more) 2296 for (object *part = this->more; part; part = part->more)
2303 { 2297 {
2304 tmp = part->clone (); 2298 object *tmp = part->clone ();
2305 tmp->x -= src->x;
2306 tmp->y -= src->y;
2307
2308 if (!part->head)
2309 {
2310 dst = tmp;
2311 tmp->head = 0;
2312 }
2313 else
2314 tmp->head = dst; 2299 tmp->head = dst;
2315
2316 tmp->more = 0;
2317
2318 if (prev)
2319 prev->more = tmp; 2300 prev->more = tmp;
2320
2321 prev = tmp; 2301 prev = tmp;
2322 } 2302 }
2323 2303
2324 for (item = src->inv; item; item = item->below) 2304 for (object *item = inv; item; item = item->below)
2325 insert_ob_in_ob (object_create_clone (item), dst); 2305 insert_ob_in_ob (item->deep_clone (), dst);
2326 2306
2327 return dst; 2307 return dst;
2328} 2308}
2329 2309
2330/* This returns the first object in who's inventory that 2310/* This returns the first object in who's inventory that
2339 return tmp; 2319 return tmp;
2340 2320
2341 return 0; 2321 return 0;
2342} 2322}
2343 2323
2344/* If ob has a field named key, return the link from the list, 2324shstr_tmp
2345 * otherwise return NULL. 2325object::kv_get (shstr_tmp key) const
2346 *
2347 * key must be a passed in shared string - otherwise, this won't
2348 * do the desired thing.
2349 */
2350key_value *
2351get_ob_key_link (const object *ob, const char *key)
2352{ 2326{
2353 for (key_value *link = ob->key_values; link; link = link->next) 2327 for (key_value *kv = key_values; kv; kv = kv->next)
2354 if (link->key == key) 2328 if (kv->key == key)
2355 return link;
2356
2357 return 0;
2358}
2359
2360/*
2361 * Returns the value of op has an extra_field for key, or NULL.
2362 *
2363 * The argument doesn't need to be a shared string.
2364 *
2365 * The returned string is shared.
2366 */
2367const char *
2368get_ob_key_value (const object *op, const char *const key)
2369{
2370 key_value *link;
2371 shstr_cmp canonical_key (key);
2372
2373 if (!canonical_key)
2374 {
2375 /* 1. There being a field named key on any object
2376 * implies there'd be a shared string to find.
2377 * 2. Since there isn't, no object has this field.
2378 * 3. Therefore, *this* object doesn't have this field.
2379 */
2380 return 0;
2381 }
2382
2383 /* This is copied from get_ob_key_link() above -
2384 * only 4 lines, and saves the function call overhead.
2385 */
2386 for (link = op->key_values; link; link = link->next)
2387 if (link->key == canonical_key)
2388 return link->value; 2329 return kv->value;
2389 2330
2390 return 0; 2331 return shstr ();
2391} 2332}
2392 2333
2393/* 2334void
2394 * Updates the canonical_key in op to value. 2335object::kv_set (shstr_tmp key, shstr_tmp value)
2395 *
2396 * canonical_key is a shared string (value doesn't have to be).
2397 *
2398 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2399 * keys.
2400 *
2401 * Returns TRUE on success.
2402 */
2403int
2404set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2405{ 2336{
2406 key_value *field = NULL, *last = NULL; 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2407 2338 if (kv->key == key)
2408 for (field = op->key_values; field != NULL; field = field->next)
2409 {
2410 if (field->key != canonical_key)
2411 { 2339 {
2412 last = field; 2340 kv->value = value;
2413 continue; 2341 return;
2414 } 2342 }
2415 2343
2416 if (value) 2344 key_value *kv = new key_value;
2417 field->value = value; 2345
2418 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)
2419 { 2358 {
2420 /* Basically, if the archetype has this key set, 2359 key_value *kv = *kvp;
2421 * we need to store the null value so when we save 2360 *kvp = (*kvp)->next;
2422 * it, we save the empty value so that when we load, 2361 delete kv;
2423 * we get this value back again. 2362 return;
2424 */
2425 if (get_ob_key_link (op->arch, canonical_key))
2426 field->value = 0;
2427 else
2428 {
2429 if (last)
2430 last->next = field->next;
2431 else
2432 op->key_values = field->next;
2433
2434 delete field;
2435 }
2436 } 2363 }
2437 return TRUE;
2438 }
2439 /* IF we get here, key doesn't exist */
2440
2441 /* No field, we'll have to add it. */
2442
2443 if (!add_key)
2444 return FALSE;
2445
2446 /* There isn't any good reason to store a null
2447 * value in the key/value list. If the archetype has
2448 * this key, then we should also have it, so shouldn't
2449 * be here. If user wants to store empty strings,
2450 * should pass in ""
2451 */
2452 if (value == NULL)
2453 return TRUE;
2454
2455 field = new key_value;
2456
2457 field->key = canonical_key;
2458 field->value = value;
2459 /* Usual prepend-addition. */
2460 field->next = op->key_values;
2461 op->key_values = field;
2462
2463 return TRUE;
2464}
2465
2466/*
2467 * Updates the key in op to value.
2468 *
2469 * If add_key is FALSE, this will only update existing keys,
2470 * and not add new ones.
2471 * In general, should be little reason FALSE is ever passed in for add_key
2472 *
2473 * Returns TRUE on success.
2474 */
2475int
2476set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2477{
2478 shstr key_ (key);
2479
2480 return set_ob_key_value_s (op, key_, value, add_key);
2481} 2364}
2482 2365
2483object::depth_iterator::depth_iterator (object *container) 2366object::depth_iterator::depth_iterator (object *container)
2484: iterator_base (container) 2367: iterator_base (container)
2485{ 2368{
2535{ 2418{
2536 char flagdesc[512]; 2419 char flagdesc[512];
2537 char info2[256 * 4]; 2420 char info2[256 * 4];
2538 char *p = info; 2421 char *p = info;
2539 2422
2540 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}",
2541 count, 2424 count,
2542 uuid.c_str (), 2425 uuid.c_str (),
2543 &name, 2426 &name,
2544 title ? "\",title:\"" : "", 2427 title ? ",title:\"" : "",
2545 title ? (const char *)title : "", 2428 title ? (const char *)title : "",
2429 title ? "\"" : "",
2546 flag_desc (flagdesc, 512), type); 2430 flag_desc (flagdesc, 512), type);
2547 2431
2548 if (!this->flag[FLAG_REMOVED] && env) 2432 if (!flag[FLAG_REMOVED] && env)
2549 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2433 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2550 2434
2551 if (map) 2435 if (map)
2552 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);
2553 2437
2583object::open_container (object *new_container) 2467object::open_container (object *new_container)
2584{ 2468{
2585 if (container == new_container) 2469 if (container == new_container)
2586 return; 2470 return;
2587 2471
2588 if (object *old_container = container) 2472 object *old_container = container;
2473
2474 if (old_container)
2589 { 2475 {
2590 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2476 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2591 return; 2477 return;
2592 2478
2593#if 0 2479#if 0
2595 if (object *closer = old_container->inv) 2481 if (object *closer = old_container->inv)
2596 if (closer->type == CLOSE_CON) 2482 if (closer->type == CLOSE_CON)
2597 closer->destroy (); 2483 closer->destroy ();
2598#endif 2484#endif
2599 2485
2486 // make sure the container is available
2487 esrv_send_item (this, old_container);
2488
2600 old_container->flag [FLAG_APPLIED] = 0; 2489 old_container->flag [FLAG_APPLIED] = false;
2601 container = 0; 2490 container = 0;
2602 2491
2492 // client needs item update to make it work, client bug requires this to be separate
2603 esrv_update_item (UPD_FLAGS, this, old_container); 2493 esrv_update_item (UPD_FLAGS, this, old_container);
2494
2604 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 ());
2605 play_sound (sound_find ("chest_close")); 2496 play_sound (sound_find ("chest_close"));
2606 } 2497 }
2607 2498
2608 if (new_container) 2499 if (new_container)
2609 { 2500 {
2619 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2510 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2620 new_container->insert (closer); 2511 new_container->insert (closer);
2621 } 2512 }
2622#endif 2513#endif
2623 2514
2624 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 ());
2625 2516
2517 // make sure the container is available, client bug requires this to be separate
2518 esrv_send_item (this, new_container);
2519
2626 new_container->flag [FLAG_APPLIED] = 1; 2520 new_container->flag [FLAG_APPLIED] = true;
2627 container = new_container; 2521 container = new_container;
2628 2522
2523 // client needs flag change
2629 esrv_update_item (UPD_FLAGS, this, new_container); 2524 esrv_update_item (UPD_FLAGS, this, new_container);
2630 esrv_send_inventory (this, new_container); 2525 esrv_send_inventory (this, new_container);
2631 play_sound (sound_find ("chest_open")); 2526 play_sound (sound_find ("chest_open"));
2632 } 2527 }
2528// else if (!old_container->env && contr && contr->ns)
2529// contr->ns->floorbox_reset ();
2633} 2530}
2634 2531
2635object * 2532object *
2636object::force_find (const shstr name) 2533object::force_find (shstr_tmp name)
2637{ 2534{
2638 /* 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
2639 * place 2536 * place
2640 */ 2537 */
2641 for (object *tmp = inv; tmp; tmp = tmp->below) 2538 for (object *tmp = inv; tmp; tmp = tmp->below)
2644 2541
2645 return 0; 2542 return 0;
2646} 2543}
2647 2544
2648void 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 *
2649object::force_add (const shstr name, int duration) 2555object::force_add (shstr_tmp name, int duration)
2650{ 2556{
2651 if (object *force = force_find (name)) 2557 if (object *force = force_find (name))
2652 force->destroy (); 2558 force->destroy ();
2653 2559
2654 object *force = get_archetype (FORCE_NAME); 2560 object *force = get_archetype (FORCE_NAME);
2655 2561
2656 force->slaying = name; 2562 force->slaying = name;
2657 force->stats.food = 1;
2658 force->speed_left = -1.f;
2659 2563
2660 force->set_speed (duration ? 1.f / duration : 0.f); 2564 force->force_set_timer (duration);
2661 force->flag [FLAG_IS_USED_UP] = true; 2565
2662 force->flag [FLAG_APPLIED] = true; 2566 force->flag [FLAG_APPLIED] = true;
2663 2567
2664 insert (force); 2568 return insert (force);
2665} 2569}
2666 2570
2667void 2571void
2668object::play_sound (faceidx sound) 2572object::play_sound (faceidx sound) const
2669{ 2573{
2670 if (!sound) 2574 if (!sound)
2671 return; 2575 return;
2672 2576
2673 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 ())
2674 return; 2602 return;
2675 2603
2676 if (env) 2604 // find old force, or create new one
2677 { 2605 object *force = force_find (shstr_noise_force);
2678 if (object *pl = in_player ()) 2606
2679 pl->contr->play_sound (sound); 2607 if (force)
2680 } 2608 force->speed_left = -1.f; // patch old speed up
2681 else 2609 else
2682 map->play_sound (sound, x, y); 2610 {
2683} 2611 force = archetype::get (shstr_noise_force);
2684 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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