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Comparing deliantra/server/common/object.C (file contents):
Revision 1.207 by root, Sun Apr 20 23:25:09 2008 UTC vs.
Revision 1.265 by root, Tue Dec 23 00:39:48 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 29#include <sproto.h>
35#include <loader.h> 30#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
144 139
145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
146static bool 141static bool
147compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
148{ 143{
149 key_value *wants_field;
150
151 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
152 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
153 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
154 */ 147 */
155 148
156 /* For each field in wants, */ 149 /* For each field in wants, */
157 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
158 { 151 if (has->kv_get (kv->key) != kv->value)
159 key_value *has_field; 152 return false;
160
161 /* Look for a field in has with the same key. */
162 has_field = get_ob_key_link (has, wants_field->key);
163
164 if (!has_field)
165 return 0; /* No field with that name. */
166
167 /* Found the matching field. */
168 if (has_field->value != wants_field->value)
169 return 0; /* Values don't match, so this half of the comparison is false. */
170
171 /* If we get here, we found a match. Now for the next field in wants. */
172 }
173 153
174 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
175 return 1; 155 return true;
176} 156}
177 157
178/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
179static bool 159static bool
180compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
181{ 161{
182 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
183 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
184 */ 164 */
185 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
186} 167}
187 168
188/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
189 * they can be merged together. 170 * they can be merged together.
190 * 171 *
205 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
206 || ob1->value != ob2->value 187 || ob1->value != ob2->value
207 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
208 return 0; 189 return 0;
209 190
210 /* Do not merge objects if nrof would overflow. First part checks 191 /* Do not merge objects if nrof would overflow, assume nrof
211 * for unsigned overflow (2c), second part checks wether the result 192 * is always 0 .. 2**31-1 */
212 * would fit into a 32 bit signed int, which is often used to hold 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
213 * nrof values.
214 */
215 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
216 return 0; 194 return 0;
217 195
218 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
219 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
220 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
225 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
226 204
227 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
228 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
229 207
230 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 208 if (ob1->arch->archname != ob2->arch->archname
231 || ob1->arch != ob2->arch
232 || ob1->name != ob2->name 209 || ob1->name != ob2->name
233 || ob1->title != ob2->title 210 || ob1->title != ob2->title
234 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
235 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
239 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
240 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
241 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
242 || ob1->value != ob2->value 217 || ob1->value != ob2->value
243 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
244 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
245 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
246 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
247 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
248 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
249 || ob1->move_block != ob2->move_block 225 || ob1->move_block != ob2->move_block
250 || ob1->move_allow != ob2->move_allow 226 || ob1->move_allow != ob2->move_allow
251 || ob1->move_on != ob2->move_on 227 || ob1->move_on != ob2->move_on
252 || ob1->move_off != ob2->move_off 228 || ob1->move_off != ob2->move_off
253 || ob1->move_slow != ob2->move_slow 229 || ob1->move_slow != ob2->move_slow
254 || ob1->move_slow_penalty != ob2->move_slow_penalty) 230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0;
234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
255 return 0; 239 return 0;
256 240
257 /* This is really a spellbook check - we should in general 241 /* This is really a spellbook check - we should in general
258 * not merge objects with real inventories, as splitting them 242 * not merge objects with real inventories, as splitting them
259 * is hard. 243 * is hard.
298 282
299 if (ob1->key_values || ob2->key_values) 283 if (ob1->key_values || ob2->key_values)
300 { 284 {
301 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
302 if ((!ob1->key_values) != (!ob2->key_values)) 286 if ((!ob1->key_values) != (!ob2->key_values))
303 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
304 return 0; 288
305 else if (!compare_ob_value_lists (ob1, ob2)) 289 if (!compare_ob_value_lists (ob1, ob2))
306 return 0; 290 return 0;
307 } 291 }
308 292
309 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
310 { 294 {
316 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
317 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
318 302
319 if (k1 != k2) 303 if (k1 != k2)
320 return 0; 304 return 0;
305
321 else if (k1 == 0) 306 if (k1 == 0)
322 return 1; 307 return 1;
308
323 else if (!cfperl_can_merge (ob1, ob2)) 309 if (!cfperl_can_merge (ob1, ob2))
324 return 0; 310 return 0;
325 } 311 }
326 } 312 }
327 313
328 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
329 return 1; 315 return 1;
330} 316}
331 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
332static sint32 356static sint32
333weight_adjust (object *op, sint32 weight) 357weight_adjust_for (object *op, sint32 weight)
334{ 358{
335 return op->type == CONTAINER 359 return op->type == CONTAINER
336 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
337 : weight; 361 : weight;
338} 362}
339 363
340/* 364/*
341 * add_weight(object, weight) adds the specified weight to an object, 365 * adjust_weight(object, weight) adds the specified weight to an object,
342 * and also updates how much the environment(s) is/are carrying. 366 * and also updates how much the environment(s) is/are carrying.
343 */ 367 */
344static void 368static void
345add_weight (object *op, sint32 weight) 369adjust_weight (object *op, sint32 weight)
346{ 370{
347 while (op) 371 while (op)
348 { 372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
349 weight = weight_adjust (op, weight); 375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
350 380
351 op->carrying += weight; 381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
352 op = op->env; 387 op = op->env;
353 } 388 }
354}
355
356/*
357 * sub_weight() recursively (outwards) subtracts a number from the
358 * weight of an object (and what is carried by it's environment(s)).
359 */
360static void
361sub_weight (object *op, long weight)
362{
363 add_weight (op, -weight);
364} 389}
365 390
366/* 391/*
367 * this is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
368 * an object is carrying. It goes through op and figures out how much 393 * an object is carrying. It goes through op and figures out how much
379 op->update_weight (); 404 op->update_weight ();
380 405
381 sum += op->total_weight (); 406 sum += op->total_weight ();
382 } 407 }
383 408
384 carrying = weight_adjust (this, sum); 409 sum = weight_adjust_for (this, sum);
385}
386 410
411 if (sum != carrying)
412 {
413 carrying = sum;
414
415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
419}
420
387/* 421/*
388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
389 * Some error messages.
390 * The result of the dump is stored in the static global errmsg array.
391 */ 423 */
392char * 424char *
393dump_object (object *op) 425dump_object (object *op)
394{ 426{
395 if (!op) 427 if (!op)
409get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
410{ 442{
411 object *tmp, *closest; 443 object *tmp, *closest;
412 int last_dist, i; 444 int last_dist, i;
413 445
414 if (op->more == NULL) 446 if (!op->more)
415 return op; 447 return op;
448
416 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
417 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
418 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
419 return closest; 455 return closest;
420} 456}
421 457
422/* 458/*
423 * Returns the object which has the count-variable equal to the argument. 459 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow.
424 */ 461 */
425object * 462object *
426find_object (tag_t i) 463find_object (tag_t i)
427{ 464{
428 for_all_objects (op) 465 for_all_objects (op)
439 */ 476 */
440object * 477object *
441find_object_name (const char *str) 478find_object_name (const char *str)
442{ 479{
443 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
444 object *op;
445 481
482 if (str_)
446 for_all_objects (op) 483 for_all_objects (op)
447 if (op->name == str_) 484 if (op->name == str_)
448 break; 485 return op;
449 486
450 return op; 487 return 0;
451} 488}
452 489
453/* 490/*
454 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
455 * skill and experience objects. 492 * skill and experience objects.
553 } 590 }
554 591
555 op->key_values = 0; 592 op->key_values = 0;
556} 593}
557 594
558object & 595/*
559object::operator =(const object &src) 596 * copy_to first frees everything allocated by the dst object,
597 * and then copies the contents of itself into the second
598 * object, allocating what needs to be allocated. Basically, any
599 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
600 * if the first object is freed, the pointers in the new object
601 * will point at garbage.
602 */
603void
604object::copy_to (object *dst)
560{ 605{
561 bool is_freed = flag [FLAG_FREED]; 606 dst->remove ();
562 bool is_removed = flag [FLAG_REMOVED];
563
564 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
565
566 flag [FLAG_FREED] = is_freed;
567 flag [FLAG_REMOVED] = is_removed; 608 dst->flag [FLAG_REMOVED] = true;
568 609
569 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
570 if (src.key_values) 611 if (key_values)
571 { 612 {
572 key_value *tail = 0; 613 key_value *tail = 0;
573 key_values = 0; 614 dst->key_values = 0;
574 615
575 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
576 { 617 {
577 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
578 619
579 new_link->next = 0; 620 new_link->next = 0;
580 new_link->key = i->key; 621 new_link->key = i->key;
581 new_link->value = i->value; 622 new_link->value = i->value;
582 623
583 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
584 if (!key_values) 625 if (!dst->key_values)
585 { 626 {
586 key_values = new_link; 627 dst->key_values = new_link;
587 tail = new_link; 628 tail = new_link;
588 } 629 }
589 else 630 else
590 { 631 {
591 tail->next = new_link; 632 tail->next = new_link;
592 tail = new_link; 633 tail = new_link;
593 } 634 }
594 } 635 }
595 } 636 }
596}
597
598/*
599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
608{
609 *dst = *this;
610 637
611 if (speed < 0) 638 if (speed < 0)
612 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
613 640
614 dst->set_speed (dst->speed); 641 dst->activate ();
615} 642}
616 643
617void 644void
618object::instantiate () 645object::instantiate ()
619{ 646{
636object * 663object *
637object::clone () 664object::clone ()
638{ 665{
639 object *neu = create (); 666 object *neu = create ();
640 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
641 return neu; 669 return neu;
642} 670}
643 671
644/* 672/*
645 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * If an object with the IS_TURNABLE() flag needs to be turned due
696 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
697 */ 725 */
698void 726void
699update_object (object *op, int action) 727update_object (object *op, int action)
700{ 728{
701 if (op == NULL) 729 if (!op)
702 { 730 {
703 /* this should never happen */ 731 /* this should never happen */
704 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
705 return; 733 return;
706 } 734 }
707 735
708 if (op->env) 736 if (!op->is_on_map ())
709 { 737 {
710 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
711 * to do in this case. 739 * to do in this case.
712 */ 740 */
713 return; 741 return;
714 } 742 }
715
716 /* If the map is saving, don't do anything as everything is
717 * going to get freed anyways.
718 */
719 if (!op->map || op->map->in_memory == MAP_SAVING)
720 return;
721 743
722 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
723 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
724 { 746 {
725 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
744 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
745 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
746 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
747 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
748 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
749 * to have move_allow right now. 771 * have move_allow right now.
750 */ 772 */
751 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
752 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
753 m.flags_ = 0; 775 m.invalidate ();
754 } 776 }
755 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
756 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
757 * that is being removed. 779 * that is being removed.
758 */ 780 */
759 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
760 m.flags_ = 0; 782 m.invalidate ();
761 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
762 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
763 else 785 else
764 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
765 787
807object::activate () 829object::activate ()
808{ 830{
809 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
810 if (active) 832 if (active)
811 return; 833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
812 837
813 if (has_active_speed ()) 838 if (has_active_speed ())
814 actives.insert (this); 839 actives.insert (this);
815} 840}
816 841
868object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
869{ 894{
870 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
871 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
872 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
873 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
874 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
875 if (!inv) 900 if (!inv)
876 return; 901 return;
877 902
878 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
880 * drop on that space. 905 * drop on that space.
881 */ 906 */
882 if (!drop_to_ground 907 if (!drop_to_ground
883 || !map 908 || !map
884 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
885 || map->nodrop 910 || map->no_drop
886 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
887 { 912 {
888 while (inv) 913 while (inv)
889 {
890 inv->destroy_inv (drop_to_ground);
891 inv->destroy (); 914 inv->destroy ();
892 }
893 } 915 }
894 else 916 else
895 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
896 while (inv) 918 while (inv)
897 { 919 {
915 object *op = new object; 937 object *op = new object;
916 op->link (); 938 op->link ();
917 return op; 939 return op;
918} 940}
919 941
942static struct freed_map : maptile
943{
944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
920void 963void
921object::do_destroy () 964object::do_destroy ()
922{ 965{
923 attachable::do_destroy ();
924
925 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
926 remove_button_link (this); 967 remove_button_link (this);
927 968
928 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
929 remove_friendly_object (this); 970 remove_friendly_object (this);
930 971
931 if (!flag [FLAG_REMOVED])
932 remove (); 972 remove ();
933 973
934 destroy_inv (true); 974 attachable::do_destroy ();
935 975
936 deactivate (); 976 deactivate ();
937 unlink (); 977 unlink ();
938 978
939 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
940 980
941 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
942 {
943 static maptile *freed_map; // freed objects are moved here to avoid crashes
944
945 if (!freed_map)
946 {
947 freed_map = new maptile;
948
949 freed_map->path = "<freed objects map>";
950 freed_map->name = "/internal/freed_objects_map";
951 freed_map->width = 3;
952 freed_map->height = 3;
953 freed_map->nodrop = 1;
954
955 freed_map->alloc ();
956 freed_map->in_memory = MAP_ACTIVE;
957 }
958
959 map = freed_map; 982 map = &freed_map;
960 x = 1; 983 x = 1;
961 y = 1; 984 y = 1;
962 }
963 985
964 if (more) 986 if (more)
965 { 987 {
966 more->destroy (); 988 more->destroy ();
967 more = 0; 989 more = 0;
975 attacked_by = 0; 997 attacked_by = 0;
976 current_weapon = 0; 998 current_weapon = 0;
977} 999}
978 1000
979void 1001void
980object::destroy (bool destroy_inventory) 1002object::destroy ()
981{ 1003{
982 if (destroyed ()) 1004 if (destroyed ())
983 return; 1005 return;
984 1006
985 if (destroy_inventory) 1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy ();
1011 return;
1012 }
1013
986 destroy_inv (false); 1014 destroy_inv (false);
987 1015
988 if (is_head ()) 1016 if (is_head ())
989 if (sound_destroy) 1017 if (sound_destroy)
990 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
991 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1005object::do_remove () 1033object::do_remove ()
1006{ 1034{
1007 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
1008 object *otmp; 1036 object *otmp;
1009 1037
1010 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
1011 return; 1039 return;
1012 1040
1013 SET_FLAG (this, FLAG_REMOVED);
1014 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
1015 1044
1016 if (more) 1045 if (more)
1017 more->remove (); 1046 more->remove ();
1018 1047
1019 /* 1048 /*
1020 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1021 * inventory. 1050 * inventory.
1022 */ 1051 */
1023 if (env) 1052 if (env)
1024 { 1053 {
1025 if (nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1026 sub_weight (env, weight * nrof); 1055 if (object *pl = visible_to ())
1027 else 1056 esrv_del_item (pl->contr, count);
1028 sub_weight (env, weight + carrying); 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 object *pl = in_player ();
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
1029 1078
1030 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1031 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1032 * to save cpu time. 1081 * to save cpu time.
1033 */ 1082 */
1083 if (pl)
1034 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl->contr && !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))
1085 {
1035 otmp->update_stats (); 1086 pl->update_stats ();
1036 1087
1037 if (above) 1088 if (affects_los () && pl->is_on_map () && pl->map->darkness)
1038 above->below = below; 1089 update_all_los (pl->map, pl->x, pl->y);
1039 else 1090 }
1040 env->inv = below;
1041
1042 if (below)
1043 below->above = above;
1044
1045 /* we set up values so that it could be inserted into
1046 * the map, but we don't actually do that - it is up
1047 * to the caller to decide what we want to do.
1048 */
1049 x = env->x, y = env->y;
1050 map = env->map;
1051 above = 0, below = 0;
1052 env = 0;
1053 } 1091 }
1054 else if (map) 1092 else if (map)
1055 { 1093 {
1056 if (type == PLAYER)
1057 {
1058 // leaving a spot always closes any open container on the ground
1059 if (container && !container->env)
1060 // this causes spurious floorbox updates, but it ensures
1061 // that the CLOSE event is being sent.
1062 close_container ();
1063
1064 --map->players;
1065 map->touch ();
1066 }
1067
1068 map->dirty = true; 1094 map->dirty = true;
1069 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1070 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (type == PLAYER) // this == pl(!)
1100 {
1101 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent.
1105 close_container ();
1106
1107 --map->players;
1108 map->touch ();
1109 }
1110 else if (pl->container == this)
1111 {
1112 // removing a container should close it
1113 close_container ();
1114 }
1115
1116 esrv_del_item (pl->contr, count);
1117 }
1118
1071 /* link the object above us */ 1119 /* link the object above us */
1072 if (above) 1120 // re-link, make sure compiler can easily use cmove
1073 above->below = below; 1121 *(above ? &above->below : &ms.top) = below;
1074 else 1122 *(below ? &below->above : &ms.bot) = above;
1075 ms.top = below; /* we were top, set new top */
1076
1077 /* Relink the object below us, if there is one */
1078 if (below)
1079 below->above = above;
1080 else
1081 {
1082 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is
1084 * evident
1085 */
1086 if (GET_MAP_OB (map, x, y) != this)
1087 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 ());
1088
1089 ms.bot = above; /* goes on above it. */
1090 }
1091 1123
1092 above = 0; 1124 above = 0;
1093 below = 0; 1125 below = 0;
1126
1127 ms.invalidate ();
1094 1128
1095 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1096 return; 1130 return;
1097 1131
1098 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1104 * removed (most likely destroyed), update the player view 1138 * removed (most likely destroyed), update the player view
1105 * appropriately. 1139 * appropriately.
1106 */ 1140 */
1107 pl->close_container (); 1141 pl->close_container ();
1108 1142
1143 //TODO: the floorbox prev/next might need updating
1144 //esrv_del_item (pl->contr, count);
1145 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns)
1109 pl->contr->ns->floorbox_update (); 1147 pl->contr->ns->floorbox_update ();
1110 } 1148 }
1111 1149
1112 for (tmp = ms.bot; tmp; tmp = tmp->above) 1150 for (tmp = ms.bot; tmp; tmp = tmp->above)
1113 { 1151 {
1114 /* No point updating the players look faces if he is the object 1152 /* No point updating the players look faces if he is the object
1127 } 1165 }
1128 1166
1129 last = tmp; 1167 last = tmp;
1130 } 1168 }
1131 1169
1132 /* last == NULL if there are no objects on this space */ 1170 if (map->darkness && affects_los ())
1133 //TODO: this makes little sense, why only update the topmost object?
1134 if (!last)
1135 map->at (x, y).flags_ = 0;
1136 else
1137 update_object (last, UP_OBJ_REMOVE);
1138
1139 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1140 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1141 } 1172 }
1142} 1173}
1143 1174
1144/* 1175/*
1158 if (!top) 1189 if (!top)
1159 for (top = op; top && top->above; top = top->above) 1190 for (top = op; top && top->above; top = top->above)
1160 ; 1191 ;
1161 1192
1162 for (; top; top = top->below) 1193 for (; top; top = top->below)
1163 {
1164 if (top == op)
1165 continue;
1166
1167 if (object::can_merge (op, top)) 1194 if (object::can_merge (op, top))
1168 { 1195 {
1169 top->nrof += op->nrof; 1196 top->nrof += op->nrof;
1170 1197
1171/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1198 if (object *pl = top->visible_to ())
1172 op->weight = 0; /* Don't want any adjustements now */ 1199 esrv_update_item (UPD_NROF, pl, top);
1200
1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1173 op->destroy (); 1204 op->destroy ();
1205
1174 return top; 1206 return top;
1175 } 1207 }
1176 }
1177 1208
1178 return 0; 1209 return 0;
1179} 1210}
1180 1211
1181void 1212void
1206 * job preparing multi-part monsters. 1237 * job preparing multi-part monsters.
1207 */ 1238 */
1208object * 1239object *
1209insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1210{ 1241{
1242 op->remove ();
1243
1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1212 { 1245 {
1213 tmp->x = x + tmp->arch->x; 1246 tmp->x = x + tmp->arch->x;
1214 tmp->y = y + tmp->arch->y; 1247 tmp->y = y + tmp->arch->y;
1215 } 1248 }
1238 * just 'op' otherwise 1271 * just 'op' otherwise
1239 */ 1272 */
1240object * 1273object *
1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1242{ 1275{
1243 assert (!op->flag [FLAG_FREED]);
1244
1245 object *top, *floor = NULL;
1246
1247 op->remove (); 1276 op->remove ();
1277
1278 if (m == &freed_map)//D TODO: remove soon
1279 {//D
1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1281 }//D
1248 1282
1249 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1250 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1251 * need extra work 1285 * need extra work
1252 */ 1286 */
1253 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1254 { 1288 {
1255 op->destroy (); 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1256 return 0; 1290 return 0;
1257 } 1291 }
1258 1292
1259 if (object *more = op->more) 1293 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag)) 1294 if (!insert_ob_in_map (more, m, originator, flag))
1269 */ 1303 */
1270 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1272 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1273 { 1307 {
1308 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp
1310 // from here :/
1274 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1275 tmp->destroy (); 1312 tmp->destroy ();
1276 } 1313 }
1277 1314
1278 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1287 { 1324 {
1288 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1289 abort (); 1326 abort ();
1290 } 1327 }
1291 1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1292 op->above = originator; 1333 op->above = originator;
1293 op->below = originator->below; 1334 op->below = originator->below;
1294
1295 if (op->below)
1296 op->below->above = op;
1297 else
1298 ms.bot = op;
1299
1300 /* since *below* originator, no need to update top */
1301 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1302 } 1338 }
1303 else 1339 else
1304 { 1340 {
1305 top = ms.bot; 1341 object *floor = 0;
1342 object *top = ms.top;
1306 1343
1307 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1308 if (top) 1345 if (top)
1309 { 1346 {
1310 object *last = 0;
1311
1312 /* 1347 /*
1313 * If there are multiple objects on this space, we do some trickier handling. 1348 * If there are multiple objects on this space, we do some trickier handling.
1314 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1315 * Generally, we want to put the new object on top. But if 1350 * Generally, we want to put the new object on top. But if
1316 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1319 * once we get to them. This reduces the need to traverse over all of 1354 * once we get to them. This reduces the need to traverse over all of
1320 * them when adding another one - this saves quite a bit of cpu time 1355 * them when adding another one - this saves quite a bit of cpu time
1321 * when lots of spells are cast in one area. Currently, it is presumed 1356 * when lots of spells are cast in one area. Currently, it is presumed
1322 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1323 */ 1358 */
1324 for (top = ms.bot; top; top = top->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1325 { 1360 {
1326 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1327 floor = top; 1362 floor = tmp;
1328 1363
1329 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1330 { 1365 {
1331 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1332 top = top->below; 1367 top = tmp->below;
1333 break; 1368 break;
1334 } 1369 }
1335 1370
1336 last = top; 1371 top = tmp;
1337 } 1372 }
1338
1339 /* Don't want top to be NULL, so set it to the last valid object */
1340 top = last;
1341 1373
1342 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1343 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1344 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1345 */ 1377 */
1352 */ 1384 */
1353 if (!(flag & INS_ON_TOP) 1385 if (!(flag & INS_ON_TOP)
1354 && ms.flags () & P_BLOCKSVIEW 1386 && ms.flags () & P_BLOCKSVIEW
1355 && (op->face && !faces [op->face].visibility)) 1387 && (op->face && !faces [op->face].visibility))
1356 { 1388 {
1389 object *last;
1390
1357 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1359 break; 1393 break;
1360 1394
1361 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1369 } /* If objects on this space */ 1403 } /* If objects on this space */
1370 1404
1371 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor; 1406 top = floor;
1373 1407
1374 /* Top is the object that our object (op) is going to get inserted above. 1408 // insert object above top, or bottom-most if top = 0
1375 */
1376
1377 /* First object on this space */
1378 if (!top) 1409 if (!top)
1379 { 1410 {
1411 op->below = 0;
1380 op->above = ms.bot; 1412 op->above = ms.bot;
1381
1382 if (op->above)
1383 op->above->below = op;
1384
1385 op->below = 0;
1386 ms.bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1387 } 1416 }
1388 else 1417 else
1389 { /* get inserted into the stack above top */ 1418 {
1390 op->above = top->above; 1419 op->above = top->above;
1391
1392 if (op->above)
1393 op->above->below = op; 1420 top->above = op;
1394 1421
1395 op->below = top; 1422 op->below = top;
1396 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1397 } 1424 }
1398 1425 }
1399 if (!op->above)
1400 ms.top = op;
1401 } /* else not INS_BELOW_ORIGINATOR */
1402 1426
1403 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1404 { 1428 {
1405 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1406 ++op->map->players; 1430 ++op->map->players;
1408 } 1432 }
1409 1433
1410 op->map->dirty = true; 1434 op->map->dirty = true;
1411 1435
1412 if (object *pl = ms.player ()) 1436 if (object *pl = ms.player ())
1437 //TODO: the floorbox prev/next might need updating
1438 //esrv_send_item (pl, op);
1439 //TODO: update floorbox to preserve ordering
1440 if (pl->contr->ns)
1413 pl->contr->ns->floorbox_update (); 1441 pl->contr->ns->floorbox_update ();
1414 1442
1415 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1416 * visible to others on this map. But update_all_los is really 1444 * visible to others on this map. But update_all_los is really
1417 * an inefficient way to do this, as it means los for all players 1445 * an inefficient way to do this, as it means los for all players
1418 * on the map will get recalculated. The players could very well 1446 * on the map will get recalculated. The players could very well
1419 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1420 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1421 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1422 * of effect may be sufficient. 1450 * of effect may be sufficient.
1423 */ 1451 */
1424 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darkness)
1453 {
1454 op->ms ().invalidate ();
1425 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1426 1457
1427 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1428 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1429 1460
1430 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1460 * op is the object to insert it under: supplies x and the map. 1491 * op is the object to insert it under: supplies x and the map.
1461 */ 1492 */
1462void 1493void
1463replace_insert_ob_in_map (const char *arch_string, object *op) 1494replace_insert_ob_in_map (const char *arch_string, object *op)
1464{ 1495{
1465 object *tmp, *tmp1;
1466
1467 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1468 1497
1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1471 tmp->destroy (); 1500 tmp->destroy ();
1472 1501
1473 tmp1 = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1474 1503
1475 tmp1->x = op->x; 1504 tmp->x = op->x;
1476 tmp1->y = op->y; 1505 tmp->y = op->y;
1506
1477 insert_ob_in_map (tmp1, op->map, op, 0); 1507 insert_ob_in_map (tmp, op->map, op, 0);
1478} 1508}
1479 1509
1480object * 1510object *
1481object::insert_at (object *where, object *originator, int flags) 1511object::insert_at (object *where, object *originator, int flags)
1482{ 1512{
1485 else 1515 else
1486 return where->map->insert (this, where->x, where->y, originator, flags); 1516 return where->map->insert (this, where->x, where->y, originator, flags);
1487} 1517}
1488 1518
1489/* 1519/*
1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1491 * is returned contains nr objects, and the remaining parts contains
1492 * the rest (or is removed and freed if that number is 0).
1493 * On failure, NULL is returned, and the reason put into the
1494 * global static errmsg array.
1495 */
1496object *
1497get_split_ob (object *orig_ob, uint32 nr)
1498{
1499 object *newob;
1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501
1502 if (orig_ob->nrof < nr)
1503 {
1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1505 return NULL;
1506 }
1507
1508 newob = object_create_clone (orig_ob);
1509
1510 if ((orig_ob->nrof -= nr) < 1)
1511 orig_ob->destroy (1);
1512 else if (!is_removed)
1513 {
1514 if (orig_ob->env != NULL)
1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1517 {
1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1520 return NULL;
1521 }
1522 }
1523
1524 newob->nrof = nr;
1525
1526 return newob;
1527}
1528
1529/*
1530 * decrease_ob_nr(object, number) decreases a specified number from 1520 * decrease(object, number) decreases a specified number from
1531 * the amount of an object. If the amount reaches 0, the object 1521 * the amount of an object. If the amount reaches 0, the object
1532 * is subsequently removed and freed. 1522 * is subsequently removed and freed.
1533 * 1523 *
1534 * Return value: 'op' if something is left, NULL if the amount reached 0 1524 * Return value: 'op' if something is left, NULL if the amount reached 0
1535 */ 1525 */
1526bool
1527object::decrease (sint32 nr)
1528{
1529 if (!nr)
1530 return true;
1531
1532 nr = min (nr, nrof);
1533
1534 if (nrof > nr)
1535 {
1536 nrof -= nr;
1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538
1539 if (object *pl = visible_to ())
1540 esrv_update_item (UPD_NROF, pl, this);
1541
1542 return true;
1543 }
1544 else
1545 {
1546 destroy ();
1547 return false;
1548 }
1549}
1550
1551/*
1552 * split(ob,nr) splits up ob into two parts. The part which
1553 * is returned contains nr objects, and the remaining parts contains
1554 * the rest (or is removed and returned if that number is 0).
1555 * On failure, NULL is returned.
1556 */
1536object * 1557object *
1537decrease_ob_nr (object *op, uint32 i) 1558object::split (sint32 nr)
1538{ 1559{
1539 object *tmp; 1560 int have = number_of ();
1540 1561
1541 if (i == 0) /* objects with op->nrof require this check */ 1562 if (have < nr)
1542 return op; 1563 return 0;
1543 1564 else if (have == nr)
1544 if (i > op->nrof)
1545 i = op->nrof;
1546
1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1548 op->nrof -= i;
1549 else if (op->env)
1550 { 1565 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = op->in_player ();
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp)
1562 for_all_players (pl)
1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1566 break;
1567 }
1568
1569 if (i < op->nrof)
1570 {
1571 sub_weight (op->env, op->weight * i);
1572 op->nrof -= i;
1573 if (tmp)
1574 esrv_send_item (tmp, op);
1575 }
1576 else
1577 {
1578 op->remove (); 1566 remove ();
1579 op->nrof = 0; 1567 return this;
1580 if (tmp)
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 } 1568 }
1584 else 1569 else
1585 { 1570 {
1586 object *above = op->above; 1571 decrease (nr);
1587 1572
1588 if (i < op->nrof) 1573 object *op = deep_clone ();
1589 op->nrof -= i; 1574 op->nrof = nr;
1590 else
1591 {
1592 op->remove ();
1593 op->nrof = 0;
1594 }
1595
1596 /* Since we just removed op, op->above is null */
1597 for (tmp = above; tmp; tmp = tmp->above)
1598 if (tmp->type == PLAYER)
1599 {
1600 if (op->nrof)
1601 esrv_send_item (tmp, op);
1602 else
1603 esrv_del_item (tmp->contr, op->count);
1604 }
1605 }
1606
1607 if (op->nrof)
1608 return op; 1575 return op;
1609 else
1610 {
1611 op->destroy ();
1612 return 0;
1613 } 1576 }
1614} 1577}
1615 1578
1616object * 1579object *
1617insert_ob_in_ob (object *op, object *where) 1580insert_ob_in_ob (object *op, object *where)
1642 * be != op, if items are merged. -Tero 1605 * be != op, if items are merged. -Tero
1643 */ 1606 */
1644object * 1607object *
1645object::insert (object *op) 1608object::insert (object *op)
1646{ 1609{
1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1648 op->remove ();
1649
1650 if (op->more) 1610 if (op->more)
1651 { 1611 {
1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1653 return op; 1613 return op;
1654 } 1614 }
1655 1615
1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 op->remove ();
1657 CLEAR_FLAG (op, FLAG_REMOVED); 1617
1618 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1658 1619
1659 if (op->nrof) 1620 if (op->nrof)
1660 {
1661 for (object *tmp = inv; tmp; tmp = tmp->below) 1621 for (object *tmp = inv; tmp; tmp = tmp->below)
1662 if (object::can_merge (tmp, op)) 1622 if (object::can_merge (tmp, op))
1663 { 1623 {
1664 /* return the original object and remove inserted object 1624 /* return the original object and remove inserted object
1665 (client needs the original object) */ 1625 (client needs the original object) */
1666 tmp->nrof += op->nrof; 1626 tmp->nrof += op->nrof;
1667 /* Weight handling gets pretty funky. Since we are adding to 1627
1668 * tmp->nrof, we need to increase the weight. 1628 if (object *pl = tmp->visible_to ())
1669 */ 1629 esrv_update_item (UPD_NROF, pl, tmp);
1630
1670 add_weight (this, op->weight * op->nrof); 1631 adjust_weight (this, op->total_weight ());
1671 SET_FLAG (op, FLAG_REMOVED); 1632
1672 op->destroy (); /* free the inserted object */ 1633 op->destroy ();
1673 op = tmp; 1634 op = tmp;
1674 op->remove (); /* and fix old object's links */ 1635 goto inserted;
1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676 break;
1677 } 1636 }
1678 1637
1679 /* I assume combined objects have no inventory
1680 * We add the weight - this object could have just been removed
1681 * (if it was possible to merge). calling remove_ob will subtract
1682 * the weight, so we need to add it in again, since we actually do
1683 * the linking below
1684 */
1685 add_weight (this, op->weight * op->nrof);
1686 }
1687 else
1688 add_weight (this, (op->weight + op->carrying));
1689
1690 if (object *otmp = this->in_player ())
1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1692 otmp->update_stats ();
1693
1694 op->owner = 0; // its his/hers now. period. 1638 op->owner = 0; // it's his/hers now. period.
1695 op->map = 0; 1639 op->map = 0;
1640 op->x = 0;
1641 op->y = 0;
1642
1643 op->above = 0;
1644 op->below = inv;
1696 op->env = this; 1645 op->env = this;
1697 op->above = 0;
1698 op->below = 0;
1699 op->x = op->y = 0;
1700 1646
1647 if (inv)
1648 inv->above = op;
1649
1650 inv = op;
1651
1652 op->flag [FLAG_REMOVED] = 0;
1653
1654 if (object *pl = op->visible_to ())
1655 esrv_send_item (pl, op);
1656
1657 adjust_weight (this, op->total_weight ());
1658
1659inserted:
1701 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1702 if (op->glow_radius && map) 1661 if (op->glow_radius && is_on_map () && map->darkness)
1703 { 1662 {
1704#ifdef DEBUG_LIGHTS 1663 update_stats ();
1705 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1706#endif /* DEBUG_LIGHTS */
1707 if (map->darkness)
1708 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1709 }
1710
1711 /* Client has no idea of ordering so lets not bother ordering it here.
1712 * It sure simplifies this function...
1713 */
1714 if (!inv)
1715 inv = op;
1716 else
1717 { 1665 }
1718 op->below = inv; 1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1719 op->below->above = op; 1667 // if this is a player's inventory, update stats
1720 inv = op; 1668 update_stats ();
1721 }
1722 1669
1723 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1724 1671
1725 return op; 1672 return op;
1726} 1673}
1854 LOG (llevError, "Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1855 return NULL; 1802 return NULL;
1856 } 1803 }
1857 1804
1858 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1805 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->arch == at) 1806 if (tmp->arch->archname == at->archname)
1860 return tmp; 1807 return tmp;
1861 1808
1862 return NULL; 1809 return NULL;
1863} 1810}
1864 1811
1928 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
1929 */ 1876 */
1930object * 1877object *
1931present_arch_in_ob (const archetype *at, const object *op) 1878present_arch_in_ob (const archetype *at, const object *op)
1932{ 1879{
1933 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1934 if (tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
1935 return tmp; 1882 return tmp;
1936 1883
1937 return NULL; 1884 return NULL;
1938} 1885}
1939 1886
2027 * head of the object should correspond for the entire object. 1974 * head of the object should correspond for the entire object.
2028 */ 1975 */
2029 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2030 continue; 1977 continue;
2031 1978
2032 if (ob->blocked (m, pos.x, pos.y)) 1979 if (ob->blocked (pos.m, pos.x, pos.y))
2033 continue; 1980 continue;
2034 1981
2035 altern [index++] = i; 1982 altern [index++] = i;
2036 } 1983 }
2037 1984
2348 2295
2349/* 2296/*
2350 * create clone from object to another 2297 * create clone from object to another
2351 */ 2298 */
2352object * 2299object *
2353object_create_clone (object *asrc) 2300object::deep_clone ()
2354{ 2301{
2355 object *dst = 0, *tmp, *src, *prev, *item; 2302 assert (("deep_clone called on non-head object", is_head ()));
2356 2303
2357 if (!asrc) 2304 object *dst = clone ();
2358 return 0;
2359 2305
2360 src = asrc->head_ (); 2306 object *prev = dst;
2361
2362 prev = 0;
2363 for (object *part = src; part; part = part->more) 2307 for (object *part = this->more; part; part = part->more)
2364 { 2308 {
2365 tmp = part->clone (); 2309 object *tmp = part->clone ();
2366 tmp->x -= src->x;
2367 tmp->y -= src->y;
2368
2369 if (!part->head)
2370 {
2371 dst = tmp;
2372 tmp->head = 0;
2373 }
2374 else
2375 tmp->head = dst; 2310 tmp->head = dst;
2376
2377 tmp->more = 0;
2378
2379 if (prev)
2380 prev->more = tmp; 2311 prev->more = tmp;
2381
2382 prev = tmp; 2312 prev = tmp;
2383 } 2313 }
2384 2314
2385 for (item = src->inv; item; item = item->below) 2315 for (object *item = inv; item; item = item->below)
2386 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2387 2317
2388 return dst; 2318 return dst;
2389} 2319}
2390 2320
2391/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2400 return tmp; 2330 return tmp;
2401 2331
2402 return 0; 2332 return 0;
2403} 2333}
2404 2334
2405/* If ob has a field named key, return the link from the list, 2335const shstr &
2406 * otherwise return NULL. 2336object::kv_get (const shstr &key) const
2407 *
2408 * key must be a passed in shared string - otherwise, this won't
2409 * do the desired thing.
2410 */
2411key_value *
2412get_ob_key_link (const object *ob, const char *key)
2413{ 2337{
2414 for (key_value *link = ob->key_values; link; link = link->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2415 if (link->key == key) 2339 if (kv->key == key)
2416 return link;
2417
2418 return 0;
2419}
2420
2421/*
2422 * Returns the value of op has an extra_field for key, or NULL.
2423 *
2424 * The argument doesn't need to be a shared string.
2425 *
2426 * The returned string is shared.
2427 */
2428const char *
2429get_ob_key_value (const object *op, const char *const key)
2430{
2431 key_value *link;
2432 shstr_cmp canonical_key (key);
2433
2434 if (!canonical_key)
2435 {
2436 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field.
2440 */
2441 return 0;
2442 }
2443
2444 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead.
2446 */
2447 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key)
2449 return link->value; 2340 return kv->value;
2450 2341
2451 return 0; 2342 return shstr_null;
2452} 2343}
2453 2344
2454/* 2345void
2455 * Updates the canonical_key in op to value. 2346object::kv_set (const shstr &key, const shstr &value)
2456 *
2457 * canonical_key is a shared string (value doesn't have to be).
2458 *
2459 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2460 * keys.
2461 *
2462 * Returns TRUE on success.
2463 */
2464int
2465set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2466{ 2347{
2467 key_value *field = NULL, *last = NULL; 2348 for (key_value *kv = key_values; kv; kv = kv->next)
2468 2349 if (kv->key == key)
2469 for (field = op->key_values; field != NULL; field = field->next)
2470 {
2471 if (field->key != canonical_key)
2472 { 2350 {
2473 last = field; 2351 kv->value = value;
2474 continue; 2352 return;
2475 } 2353 }
2476 2354
2477 if (value) 2355 key_value *kv = new key_value;
2478 field->value = value; 2356
2479 else 2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362}
2363
2364void
2365object::kv_del (const shstr &key)
2366{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key)
2480 { 2369 {
2481 /* Basically, if the archetype has this key set, 2370 key_value *kv = *kvp;
2482 * we need to store the null value so when we save 2371 *kvp = (*kvp)->next;
2483 * it, we save the empty value so that when we load, 2372 delete kv;
2484 * we get this value back again. 2373 return;
2485 */
2486 if (get_ob_key_link (op->arch, canonical_key))
2487 field->value = 0;
2488 else
2489 {
2490 if (last)
2491 last->next = field->next;
2492 else
2493 op->key_values = field->next;
2494
2495 delete field;
2496 }
2497 } 2374 }
2498 return TRUE;
2499 }
2500 /* IF we get here, key doesn't exist */
2501
2502 /* No field, we'll have to add it. */
2503
2504 if (!add_key)
2505 return FALSE;
2506
2507 /* There isn't any good reason to store a null
2508 * value in the key/value list. If the archetype has
2509 * this key, then we should also have it, so shouldn't
2510 * be here. If user wants to store empty strings,
2511 * should pass in ""
2512 */
2513 if (value == NULL)
2514 return TRUE;
2515
2516 field = new key_value;
2517
2518 field->key = canonical_key;
2519 field->value = value;
2520 /* Usual prepend-addition. */
2521 field->next = op->key_values;
2522 op->key_values = field;
2523
2524 return TRUE;
2525}
2526
2527/*
2528 * Updates the key in op to value.
2529 *
2530 * If add_key is FALSE, this will only update existing keys,
2531 * and not add new ones.
2532 * In general, should be little reason FALSE is ever passed in for add_key
2533 *
2534 * Returns TRUE on success.
2535 */
2536int
2537set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2538{
2539 shstr key_ (key);
2540
2541 return set_ob_key_value_s (op, key_, value, add_key);
2542} 2375}
2543 2376
2544object::depth_iterator::depth_iterator (object *container) 2377object::depth_iterator::depth_iterator (object *container)
2545: iterator_base (container) 2378: iterator_base (container)
2546{ 2379{
2596{ 2429{
2597 char flagdesc[512]; 2430 char flagdesc[512];
2598 char info2[256 * 4]; 2431 char info2[256 * 4];
2599 char *p = info; 2432 char *p = info;
2600 2433
2601 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2434 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2602 count, 2435 count,
2603 uuid.c_str (), 2436 uuid.c_str (),
2604 &name, 2437 &name,
2605 title ? "\",title:\"" : "", 2438 title ? ",title:\"" : "",
2606 title ? (const char *)title : "", 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2607 flag_desc (flagdesc, 512), type); 2441 flag_desc (flagdesc, 512), type);
2608 2442
2609 if (!this->flag[FLAG_REMOVED] && env) 2443 if (!flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611 2445
2612 if (map) 2446 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2447 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614 2448
2644object::open_container (object *new_container) 2478object::open_container (object *new_container)
2645{ 2479{
2646 if (container == new_container) 2480 if (container == new_container)
2647 return; 2481 return;
2648 2482
2649 if (object *old_container = container) 2483 object *old_container = container;
2484
2485 if (old_container)
2650 { 2486 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2487 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return; 2488 return;
2653 2489
2654#if 0 2490#if 0
2656 if (object *closer = old_container->inv) 2492 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON) 2493 if (closer->type == CLOSE_CON)
2658 closer->destroy (); 2494 closer->destroy ();
2659#endif 2495#endif
2660 2496
2497 // make sure the container is available
2498 esrv_send_item (this, old_container);
2499
2661 old_container->flag [FLAG_APPLIED] = 0; 2500 old_container->flag [FLAG_APPLIED] = false;
2662 container = 0; 2501 container = 0;
2663 2502
2503 // client needs item update to make it work, client bug requires this to be separate
2664 esrv_update_item (UPD_FLAGS, this, old_container); 2504 esrv_update_item (UPD_FLAGS, this, old_container);
2505
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close")); 2507 play_sound (sound_find ("chest_close"));
2667 } 2508 }
2668 2509
2669 if (new_container) 2510 if (new_container)
2682 } 2523 }
2683#endif 2524#endif
2684 2525
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2686 2527
2528 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container);
2530
2687 new_container->flag [FLAG_APPLIED] = 1; 2531 new_container->flag [FLAG_APPLIED] = true;
2688 container = new_container; 2532 container = new_container;
2689 2533
2534 // client needs flag change
2690 esrv_update_item (UPD_FLAGS, this, new_container); 2535 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container); 2536 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open")); 2537 play_sound (sound_find ("chest_open"));
2693 } 2538 }
2539// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset ();
2694} 2541}
2695 2542
2696object * 2543object *
2697object::force_find (const shstr name) 2544object::force_find (const shstr name)
2698{ 2545{
2704 return splay (tmp); 2551 return splay (tmp);
2705 2552
2706 return 0; 2553 return 0;
2707} 2554}
2708 2555
2709void 2556object *
2710object::force_add (const shstr name, int duration) 2557object::force_add (const shstr name, int duration)
2711{ 2558{
2712 if (object *force = force_find (name)) 2559 if (object *force = force_find (name))
2713 force->destroy (); 2560 force->destroy ();
2714 2561
2720 2567
2721 force->set_speed (duration ? 1.f / duration : 0.f); 2568 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true; 2569 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true; 2570 force->flag [FLAG_APPLIED] = true;
2724 2571
2725 insert (force); 2572 return insert (force);
2726} 2573}
2727 2574
2728void 2575void
2729object::play_sound (faceidx sound) const 2576object::play_sound (faceidx sound)
2730{ 2577{
2731 if (!sound) 2578 if (!sound)
2732 return; 2579 return;
2733 2580
2734 if (flag [FLAG_REMOVED]) 2581 if (flag [FLAG_REMOVED])
2741 } 2588 }
2742 else 2589 else
2743 map->play_sound (sound, x, y); 2590 map->play_sound (sound, x, y);
2744} 2591}
2745 2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // find old force, or create new one
2602 object *force = force_find (shstr_noise_force);
2603
2604 if (force)
2605 force->speed = 1.f / 4; // patch old speed up
2606 else
2607 {
2608 force = get_archetype (shstr_noise_force);
2609
2610 force->slaying = name;
2611 force->stats.food = 1;
2612 force->speed_left = -1.f;
2613
2614 force->set_speed (1.f / 4);
2615 force->flag [FLAG_IS_USED_UP] = true;
2616 force->flag [FLAG_APPLIED] = true;
2617
2618 insert (force);
2619 }
2620}
2621

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