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Comparing deliantra/server/common/object.C (file contents):
Revision 1.221 by root, Thu Apr 24 12:06:01 2008 UTC vs.
Revision 1.295 by root, Fri Nov 6 13:03:34 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 52 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 56};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
60 0, 58 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
64}; 69};
65 70
66static void 71static void
67write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
68{ 73{
139 144
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 146static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
143{ 148{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 149 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 150 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 151 * different structure or at least keep the lists sorted...
149 */ 152 */
150 153
151 /* For each field in wants, */ 154 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 155 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 156 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 157 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 158
169 /* If we get here, every field in wants has a matching field in has. */ 159 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 160 return true;
171} 161}
172 162
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 163/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 164static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 165compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 166{
177 /* However, there may be fields in has which aren't partnered in wants, 167 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 168 * so we need to run the comparison *twice*. :(
179 */ 169 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 170 return compare_ob_value_lists_one (ob1, ob2)
171 && compare_ob_value_lists_one (ob2, ob1);
181} 172}
182 173
183/* Function examines the 2 objects given to it, and returns true if 174/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 175 * they can be merged together.
185 * 176 *
200 || ob1->speed != ob2->speed 191 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 192 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
203 return 0; 194 return 0;
204 195
205 /* Do not merge objects if nrof would overflow. First part checks 196 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 197 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 198 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 199 return 0;
212 200
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 202 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 203 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 209
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 212
225 if (ob1->arch->name != ob2->arch->name 213 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 214 || ob1->name != ob2->name
227 || ob1->title != ob2->title 215 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 216 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 217 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 218 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 219 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 220 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 221 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 222 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 223 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 225 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 226 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 227 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 228 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 229 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 238 return 0;
250 239
251 if ((ob1->flag ^ ob2->flag) 240 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 241 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 242 .reset (FLAG_REMOVED)
255 .any ()) 243 .any ())
256 return 0; 244 return 0;
257 245
258 /* This is really a spellbook check - we should in general 246 /* This is really a spellbook check - we should in general
340 { 328 {
341 // see if we are in a container of sorts 329 // see if we are in a container of sorts
342 if (env) 330 if (env)
343 { 331 {
344 // the player inventory itself is always visible 332 // the player inventory itself is always visible
345 if (env->type == PLAYER) 333 if (env->is_player ())
346 return env; 334 return env;
347 335
348 // else a player could have our env open 336 // else a player could have our env open
349 object *envest = env->outer_env (); 337 object *envest = env->outer_env_or_self ();
350 338
351 // the player itself is always on a map, so we will find him here 339 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 340 // even if our inv is in a player.
353 if (envest->is_on_map ()) 341 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 342 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 343 if (pl->container_ () == env)
356 return pl; 344 return pl;
357 } 345 }
358 else 346 else
359 { 347 {
360 // maybe there is a player standing on the same mapspace 348 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 349 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 350 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container) 351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
364 return pl; 353 return pl;
365 } 354 }
366 } 355 }
367 356
368 return 0; 357 return 0;
369} 358}
370 359
371// adjust weight per container type ("of holding") 360// adjust weight per container type ("of holding")
372static sint32 361static sint32
373weight_adjust (object *op, sint32 weight) 362weight_adjust_for (object *op, sint32 weight)
374{ 363{
375 return op->type == CONTAINER 364 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight; 366 : weight;
378} 367}
384static void 373static void
385adjust_weight (object *op, sint32 weight) 374adjust_weight (object *op, sint32 weight)
386{ 375{
387 while (op) 376 while (op)
388 { 377 {
378 // adjust by actual difference to account for rounding errors
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
389 weight = weight_adjust (op, weight); 380 weight = weight_adjust_for (op, op->carrying)
381 - weight_adjust_for (op, op->carrying - weight);
390 382
391 if (!weight) 383 if (!weight)
392 return; 384 return;
393 385
394 op->carrying += weight; 386 op->carrying += weight;
417 op->update_weight (); 409 op->update_weight ();
418 410
419 sum += op->total_weight (); 411 sum += op->total_weight ();
420 } 412 }
421 413
422 sum = weight_adjust (this, sum); 414 sum = weight_adjust_for (this, sum);
423 415
424 if (sum != carrying) 416 if (sum != carrying)
425 { 417 {
426 carrying = sum; 418 carrying = sum;
427 419
443 object_freezer freezer; 435 object_freezer freezer;
444 op->write (freezer); 436 op->write (freezer);
445 return freezer.as_string (); 437 return freezer.as_string ();
446} 438}
447 439
440char *
441object::as_string ()
442{
443 return dump_object (this);
444}
445
448/* 446/*
449 * get_nearest_part(multi-object, object 2) returns the part of the 447 * get_nearest_part(multi-object, object 2) returns the part of the
450 * multi-object 1 which is closest to the second object. 448 * multi-object 1 which is closest to the second object.
451 * If it's not a multi-object, it is returned. 449 * If it's not a multi-object, it is returned.
452 */ 450 */
453object * 451static object *
454get_nearest_part (object *op, const object *pl) 452get_nearest_part (object *op, const object *pl)
455{ 453{
456 object *tmp, *closest; 454 object *tmp, *closest;
457 int last_dist, i; 455 int last_dist, i;
458 456
489 */ 487 */
490object * 488object *
491find_object_name (const char *str) 489find_object_name (const char *str)
492{ 490{
493 shstr_cmp str_ (str); 491 shstr_cmp str_ (str);
494 object *op;
495 492
493 if (str_)
496 for_all_objects (op) 494 for_all_objects (op)
497 if (op->name == str_) 495 if (op->name == str_)
498 break; 496 return op;
499 497
500 return op; 498 return 0;
501} 499}
502 500
503/* 501/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 502 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 503 * skill and experience objects.
567 update_stats (); 565 update_stats ();
568 566
569 new_draw_info_format (NDI_UNIQUE, 0, this, 567 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, " 568 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. " 569 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name); 570 "[You need to unapply some items first - use the 'body' command to see "
571 "how many items you cna wera on a specific body part.]", &ob->name);
573 return false; 572 return false;
574 } 573 }
575 574
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 } 576 }
603 } 602 }
604 603
605 op->key_values = 0; 604 op->key_values = 0;
606} 605}
607 606
608object & 607/*
609object::operator =(const object &src) 608 * copy_to first frees everything allocated by the dst object,
609 * and then copies the contents of itself into the second
610 * object, allocating what needs to be allocated. Basically, any
611 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
612 * if the first object is freed, the pointers in the new object
613 * will point at garbage.
614 */
615void
616object::copy_to (object *dst)
610{ 617{
611 bool is_freed = flag [FLAG_FREED]; 618 dst->remove ();
612 bool is_removed = flag [FLAG_REMOVED];
613
614 *(object_copy *)this = src; 619 *(object_copy *)dst = *this;
615
616 flag [FLAG_FREED] = is_freed;
617 flag [FLAG_REMOVED] = is_removed; 620 dst->flag [FLAG_REMOVED] = true;
618 621
619 /* Copy over key_values, if any. */ 622 /* Copy over key_values, if any. */
620 if (src.key_values) 623 if (key_values)
621 { 624 {
622 key_value *tail = 0; 625 key_value *tail = 0;
623 key_values = 0; 626 dst->key_values = 0;
624 627
625 for (key_value *i = src.key_values; i; i = i->next) 628 for (key_value *i = key_values; i; i = i->next)
626 { 629 {
627 key_value *new_link = new key_value; 630 key_value *new_link = new key_value;
628 631
629 new_link->next = 0; 632 new_link->next = 0;
630 new_link->key = i->key; 633 new_link->key = i->key;
631 new_link->value = i->value; 634 new_link->value = i->value;
632 635
633 /* Try and be clever here, too. */ 636 /* Try and be clever here, too. */
634 if (!key_values) 637 if (!dst->key_values)
635 { 638 {
636 key_values = new_link; 639 dst->key_values = new_link;
637 tail = new_link; 640 tail = new_link;
638 } 641 }
639 else 642 else
640 { 643 {
641 tail->next = new_link; 644 tail->next = new_link;
642 tail = new_link; 645 tail = new_link;
643 } 646 }
644 } 647 }
645 } 648 }
646}
647
648/*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660 649
661 if (speed < 0) 650 if (speed < 0)
662 dst->speed_left -= rndm (); 651 dst->speed_left -= rndm ();
663 652
664 dst->set_speed (dst->speed); 653 dst->activate ();
665} 654}
666 655
667void 656void
668object::instantiate () 657object::instantiate ()
669{ 658{
686object * 675object *
687object::clone () 676object::clone ()
688{ 677{
689 object *neu = create (); 678 object *neu = create ();
690 copy_to (neu); 679 copy_to (neu);
680 neu->map = map; // not copied by copy_to
691 return neu; 681 return neu;
692} 682}
693 683
694/* 684/*
695 * If an object with the IS_TURNABLE() flag needs to be turned due 685 * If an object with the IS_TURNABLE() flag needs to be turned due
746 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
747 */ 737 */
748void 738void
749update_object (object *op, int action) 739update_object (object *op, int action)
750{ 740{
751 if (op == NULL) 741 if (!op)
752 { 742 {
753 /* this should never happen */ 743 /* this should never happen */
754 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
755 return; 745 return;
756 } 746 }
757 747
758 if (op->env) 748 if (!op->is_on_map ())
759 { 749 {
760 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
761 * to do in this case. 751 * to do in this case.
762 */ 752 */
763 return; 753 return;
764 } 754 }
765
766 /* If the map is saving, don't do anything as everything is
767 * going to get freed anyways.
768 */
769 if (!op->map || op->map->in_memory == MAP_SAVING)
770 return;
771 755
772 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
773 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
774 { 758 {
775 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
786 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
787 { 771 {
788 // this is likely overkill, TODO: revisit (schmorp) 772 // this is likely overkill, TODO: revisit (schmorp)
789 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 773 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
790 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 774 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
791 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 775 || (op->is_player () && !(m.flags_ & P_PLAYER))
792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 776 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
793 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 777 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
794 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 778 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
795 || (m.move_on | op->move_on ) != m.move_on 779 || (m.move_on | op->move_on ) != m.move_on
796 || (m.move_off | op->move_off ) != m.move_off 780 || (m.move_off | op->move_off ) != m.move_off
797 || (m.move_slow | op->move_slow) != m.move_slow 781 || (m.move_slow | op->move_slow) != m.move_slow
798 /* This isn't perfect, but I don't expect a lot of objects to 782 /* This isn't perfect, but I don't expect a lot of objects to
799 * to have move_allow right now. 783 * have move_allow right now.
800 */ 784 */
801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 785 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
802 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 786 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
803 m.flags_ = 0; 787 m.invalidate ();
804 } 788 }
805 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
806 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
807 * that is being removed. 791 * that is being removed.
808 */ 792 */
809 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
810 m.flags_ = 0; 794 m.invalidate ();
811 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
812 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
813 else 797 else
814 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
815 799
819 803
820object::object () 804object::object ()
821{ 805{
822 SET_FLAG (this, FLAG_REMOVED); 806 SET_FLAG (this, FLAG_REMOVED);
823 807
824 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
825 face = blank_face; 809 face = blank_face;
826} 810}
827 811
828object::~object () 812object::~object ()
829{ 813{
859 /* If already on active list, don't do anything */ 843 /* If already on active list, don't do anything */
860 if (active) 844 if (active)
861 return; 845 return;
862 846
863 if (has_active_speed ()) 847 if (has_active_speed ())
848 {
849 if (flag [FLAG_FREED])
850 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
851
864 actives.insert (this); 852 actives.insert (this);
853 }
865} 854}
866 855
867void 856void
868object::activate_recursive () 857object::activate_recursive ()
869{ 858{
930 * drop on that space. 919 * drop on that space.
931 */ 920 */
932 if (!drop_to_ground 921 if (!drop_to_ground
933 || !map 922 || !map
934 || map->in_memory != MAP_ACTIVE 923 || map->in_memory != MAP_ACTIVE
935 || map->nodrop 924 || map->no_drop
936 || ms ().move_block == MOVE_ALL) 925 || ms ().move_block == MOVE_ALL)
937 { 926 {
938 while (inv) 927 while (inv)
939 {
940 inv->destroy_inv (false);
941 inv->destroy (); 928 inv->destroy ();
942 }
943 } 929 }
944 else 930 else
945 { /* Put objects in inventory onto this space */ 931 { /* Put objects in inventory onto this space */
946 while (inv) 932 while (inv)
947 { 933 {
951 || op->flag [FLAG_NO_DROP] 937 || op->flag [FLAG_NO_DROP]
952 || op->type == RUNE 938 || op->type == RUNE
953 || op->type == TRAP 939 || op->type == TRAP
954 || op->flag [FLAG_IS_A_TEMPLATE] 940 || op->flag [FLAG_IS_A_TEMPLATE]
955 || op->flag [FLAG_DESTROY_ON_DEATH]) 941 || op->flag [FLAG_DESTROY_ON_DEATH])
956 op->destroy (true); 942 op->destroy ();
957 else 943 else
958 map->insert (op, x, y); 944 map->insert (op, x, y);
959 } 945 }
960 } 946 }
961} 947}
965 object *op = new object; 951 object *op = new object;
966 op->link (); 952 op->link ();
967 return op; 953 return op;
968} 954}
969 955
956static struct freed_map : maptile
957{
958 freed_map ()
959 {
960 path = "<freed objects map>";
961 name = "/internal/freed_objects_map";
962 width = 3;
963 height = 3;
964 no_drop = 1;
965 no_reset = 1;
966
967 alloc ();
968 in_memory = MAP_ACTIVE;
969 }
970
971 ~freed_map ()
972 {
973 destroy ();
974 }
975} freed_map; // freed objects are moved here to avoid crashes
976
970void 977void
971object::do_destroy () 978object::do_destroy ()
972{ 979{
973 if (flag [FLAG_IS_LINKED]) 980 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 981 remove_link ();
975 982
976 if (flag [FLAG_FRIENDLY]) 983 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this); 984 remove_friendly_object (this);
978 985
979 remove (); 986 remove ();
984 unlink (); 991 unlink ();
985 992
986 flag [FLAG_FREED] = 1; 993 flag [FLAG_FREED] = 1;
987 994
988 // hack to ensure that freed objects still have a valid map 995 // hack to ensure that freed objects still have a valid map
989 {
990 static maptile *freed_map; // freed objects are moved here to avoid crashes
991
992 if (!freed_map)
993 {
994 freed_map = new maptile;
995
996 freed_map->path = "<freed objects map>";
997 freed_map->name = "/internal/freed_objects_map";
998 freed_map->width = 3;
999 freed_map->height = 3;
1000 freed_map->nodrop = 1;
1001
1002 freed_map->alloc ();
1003 freed_map->in_memory = MAP_ACTIVE;
1004 }
1005
1006 map = freed_map; 996 map = &freed_map;
1007 x = 1; 997 x = 1;
1008 y = 1; 998 y = 1;
1009 }
1010 999
1011 if (more) 1000 if (more)
1012 { 1001 {
1013 more->destroy (); 1002 more->destroy ();
1014 more = 0; 1003 more = 0;
1022 attacked_by = 0; 1011 attacked_by = 0;
1023 current_weapon = 0; 1012 current_weapon = 0;
1024} 1013}
1025 1014
1026void 1015void
1027object::destroy (bool destroy_inventory) 1016object::destroy ()
1028{ 1017{
1029 if (destroyed ()) 1018 if (destroyed ())
1030 return; 1019 return;
1031 1020
1032 if (!is_head () && !head->destroyed ()) 1021 if (!is_head () && !head->destroyed ())
1033 { 1022 {
1034 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1023 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1035 head->destroy (destroy_inventory); 1024 head->destroy ();
1025 return;
1036 } 1026 }
1037 1027
1038 destroy_inv (!destroy_inventory); 1028 destroy_inv (false);
1039 1029
1040 if (is_head ()) 1030 if (is_head ())
1041 if (sound_destroy) 1031 if (sound_destroy)
1042 play_sound (sound_destroy); 1032 play_sound (sound_destroy);
1043 else if (flag [FLAG_MONSTER]) 1033 else if (flag [FLAG_MONSTER])
1054 * the previous environment. 1044 * the previous environment.
1055 */ 1045 */
1056void 1046void
1057object::do_remove () 1047object::do_remove ()
1058{ 1048{
1059 object *tmp, *last = 0;
1060 object *otmp;
1061
1062 if (flag [FLAG_REMOVED]) 1049 if (flag [FLAG_REMOVED])
1063 return; 1050 return;
1064 1051
1065 INVOKE_OBJECT (REMOVE, this); 1052 INVOKE_OBJECT (REMOVE, this);
1066 1053
1080 esrv_del_item (pl->contr, count); 1067 esrv_del_item (pl->contr, count);
1081 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1082 1069
1083 adjust_weight (env, -total_weight ()); 1070 adjust_weight (env, -total_weight ());
1084 1071
1085 *(above ? &above->below : &env->inv) = below; 1072 object *pl = in_player ();
1086
1087 if (below)
1088 below->above = above;
1089 1073
1090 /* we set up values so that it could be inserted into 1074 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up 1075 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do. 1076 * to the caller to decide what we want to do.
1093 */ 1077 */
1094 map = env->map; 1078 map = env->map;
1095 x = env->x; 1079 x = env->x;
1096 y = env->y; 1080 y = env->y;
1081
1082 // make sure cmov optimisation is applicable
1083 *(above ? &above->below : &env->inv) = below;
1084 *(below ? &below->above : &above ) = above; // &above is just a dummy
1085
1097 above = 0; 1086 above = 0;
1098 below = 0; 1087 below = 0;
1099 env = 0; 1088 env = 0;
1100 1089
1101 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1102 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1103 * to save cpu time. 1092 * to save cpu time.
1104 */ 1093 */
1105 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1106 otmp->update_stats (); 1097 pl->update_stats ();
1098
1099 if (glow_radius && pl->is_on_map ())
1100 update_all_los (pl->map, pl->x, pl->y);
1101 }
1107 } 1102 }
1108 else if (map) 1103 else if (map)
1109 { 1104 {
1110 map->dirty = true; 1105 map->dirty = true;
1111 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1112 1107
1113 if (object *pl = ms.player ()) 1108 if (object *pl = ms.player ())
1114 { 1109 {
1115 if (type == PLAYER) // this == pl(!) 1110 if (is_player ())
1116 { 1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1117 // leaving a spot always closes any open container on the ground 1115 // leaving a spot always closes any open container on the ground
1118 if (container && !container->env) 1116 if (container && !container->env)
1119 // this causes spurious floorbox updates, but it ensures 1117 // this causes spurious floorbox updates, but it ensures
1120 // that the CLOSE event is being sent. 1118 // that the CLOSE event is being sent.
1121 close_container (); 1119 close_container ();
1122 1120
1123 --map->players; 1121 --map->players;
1124 map->touch (); 1122 map->touch ();
1125 } 1123 }
1126 else if (pl->container == this) 1124 else if (pl->container_ () == this)
1127 { 1125 {
1128 // removing a container should close it 1126 // removing a container should close it
1129 close_container (); 1127 close_container ();
1130 } 1128 }
1131 1129
1132 esrv_del_item (pl->contr, count); 1130 esrv_del_item (pl->contr, count);
1133 } 1131 }
1134 1132
1135 /* link the object above us */ 1133 /* link the object above us */
1136 if (above) 1134 // re-link, make sure compiler can easily use cmove
1137 above->below = below; 1135 *(above ? &above->below : &ms.top) = below;
1138 else 1136 *(below ? &below->above : &ms.bot) = above;
1139 ms.top = below; /* we were top, set new top */
1140
1141 /* Relink the object below us, if there is one */
1142 if (below)
1143 below->above = above;
1144 else
1145 {
1146 /* Nothing below, which means we need to relink map object for this space
1147 * use translated coordinates in case some oddness with map tiling is
1148 * evident
1149 */
1150 if (GET_MAP_OB (map, x, y) != this)
1151 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 ());
1152
1153 ms.bot = above; /* goes on above it. */
1154 }
1155 1137
1156 above = 0; 1138 above = 0;
1157 below = 0; 1139 below = 0;
1158 1140
1141 ms.invalidate ();
1142
1159 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1160 return; 1144 return;
1161 1145
1162 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1163 1147
1164 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1165 { 1149 {
1166 if (pl->container == this) 1150 if (pl->container_ () == this)
1167 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1168 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1169 * appropriately. 1153 * appropriately.
1170 */ 1154 */
1171 pl->close_container (); 1155 pl->close_container ();
1172 1156
1173 //TODO: the floorbox prev/next might need updating 1157 //TODO: the floorbox prev/next might need updating
1174 esrv_del_item (pl->contr, count); 1158 //esrv_del_item (pl->contr, count);
1159 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns)
1161 pl->contr->ns->floorbox_update ();
1175 } 1162 }
1176 1163
1164 if (check_walk_off)
1177 for (tmp = ms.bot; tmp; tmp = tmp->above) 1165 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1178 { 1166 {
1167 above = tmp->above;
1168
1179 /* No point updating the players look faces if he is the object 1169 /* No point updating the players look faces if he is the object
1180 * being removed. 1170 * being removed.
1181 */ 1171 */
1182 1172
1183 /* See if object moving off should effect something */ 1173 /* See if object moving off should effect something */
1184 if (check_walk_off
1185 && ((move_type & tmp->move_off) 1174 if ((move_type & tmp->move_off)
1186 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1175 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1187 {
1188 move_apply (tmp, this, 0); 1176 move_apply (tmp, this, 0);
1189
1190 if (destroyed ())
1191 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1192 } 1177 }
1193 1178
1194 last = tmp; 1179 if (affects_los ())
1195 }
1196
1197 /* last == NULL if there are no objects on this space */
1198 //TODO: this makes little sense, why only update the topmost object?
1199 if (!last)
1200 map->at (x, y).flags_ = 0;
1201 else
1202 update_object (last, UP_OBJ_REMOVE);
1203
1204 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1205 update_all_los (map, x, y); 1180 update_all_los (map, x, y);
1206 } 1181 }
1207} 1182}
1208 1183
1209/* 1184/*
1233 esrv_update_item (UPD_NROF, pl, top); 1208 esrv_update_item (UPD_NROF, pl, top);
1234 1209
1235 op->weight = 0; // cancel the addition above 1210 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already 1211 op->carrying = 0; // must be 0 already
1237 1212
1238 op->destroy (1); 1213 op->destroy ();
1239 1214
1240 return top; 1215 return top;
1241 } 1216 }
1242 1217
1243 return 0; 1218 return 0;
1271 * job preparing multi-part monsters. 1246 * job preparing multi-part monsters.
1272 */ 1247 */
1273object * 1248object *
1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1249insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1275{ 1250{
1251 op->remove ();
1252
1276 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1277 { 1254 {
1278 tmp->x = x + tmp->arch->x; 1255 tmp->x = x + tmp->arch->x;
1279 tmp->y = y + tmp->arch->y; 1256 tmp->y = y + tmp->arch->y;
1280 } 1257 }
1303 * just 'op' otherwise 1280 * just 'op' otherwise
1304 */ 1281 */
1305object * 1282object *
1306insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1307{ 1284{
1308 assert (!op->flag [FLAG_FREED]);
1309
1310 op->remove (); 1285 op->remove ();
1286
1287 if (m == &freed_map)//D TODO: remove soon
1288 {//D
1289 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1290 }//D
1311 1291
1312 /* Ideally, the caller figures this out. However, it complicates a lot 1292 /* Ideally, the caller figures this out. However, it complicates a lot
1313 * of areas of callers (eg, anything that uses find_free_spot would now 1293 * of areas of callers (eg, anything that uses find_free_spot would now
1314 * need extra work 1294 * need extra work
1315 */ 1295 */
1296 maptile *newmap = m;
1316 if (!xy_normalise (m, op->x, op->y)) 1297 if (!xy_normalise (newmap, op->x, op->y))
1317 { 1298 {
1318 op->destroy (1); 1299 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1319 return 0; 1300 return 0;
1320 } 1301 }
1321 1302
1322 if (object *more = op->more) 1303 if (object *more = op->more)
1323 if (!insert_ob_in_map (more, m, originator, flag)) 1304 if (!insert_ob_in_map (more, m, originator, flag))
1324 return 0; 1305 return 0;
1325 1306
1326 CLEAR_FLAG (op, FLAG_REMOVED); 1307 op->flag [FLAG_REMOVED] = false;
1327 1308 op->env = 0;
1328 op->map = m; 1309 op->map = newmap;
1310
1329 mapspace &ms = op->ms (); 1311 mapspace &ms = op->ms ();
1330 1312
1331 /* this has to be done after we translate the coordinates. 1313 /* this has to be done after we translate the coordinates.
1332 */ 1314 */
1333 if (op->nrof && !(flag & INS_NO_MERGE)) 1315 if (op->nrof && !(flag & INS_NO_MERGE))
1334 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1335 if (object::can_merge (op, tmp)) 1317 if (object::can_merge (op, tmp))
1336 { 1318 {
1337 // TODO: we atcually want to update tmp, not op, 1319 // TODO: we actually want to update tmp, not op,
1338 // but some caller surely breaks when we return tmp 1320 // but some caller surely breaks when we return tmp
1339 // from here :/ 1321 // from here :/
1340 op->nrof += tmp->nrof; 1322 op->nrof += tmp->nrof;
1341 tmp->destroy (1); 1323 tmp->destroy ();
1342 } 1324 }
1343 1325
1344 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1345 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1327 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1346 1328
1353 { 1335 {
1354 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1355 abort (); 1337 abort ();
1356 } 1338 }
1357 1339
1340 if (!originator->is_on_map ())
1341 {
1342 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1343 op->debug_desc (), originator->debug_desc ());
1344 abort ();
1345 }
1346
1358 op->above = originator; 1347 op->above = originator;
1359 op->below = originator->below; 1348 op->below = originator->below;
1360
1361 if (op->below)
1362 op->below->above = op;
1363 else
1364 ms.bot = op;
1365
1366 /* since *below* originator, no need to update top */
1367 originator->below = op; 1349 originator->below = op;
1350
1351 *(op->below ? &op->below->above : &ms.bot) = op;
1368 } 1352 }
1369 else 1353 else
1370 { 1354 {
1371 object *top, *floor = NULL; 1355 object *floor = 0;
1372 1356 object *top = ms.top;
1373 top = ms.bot;
1374 1357
1375 /* If there are other objects, then */ 1358 /* If there are other objects, then */
1376 if (top) 1359 if (top)
1377 { 1360 {
1378 object *last = 0;
1379
1380 /* 1361 /*
1381 * If there are multiple objects on this space, we do some trickier handling. 1362 * If there are multiple objects on this space, we do some trickier handling.
1382 * We've already dealt with merging if appropriate. 1363 * We've already dealt with merging if appropriate.
1383 * Generally, we want to put the new object on top. But if 1364 * Generally, we want to put the new object on top. But if
1384 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1365 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1387 * once we get to them. This reduces the need to traverse over all of 1368 * once we get to them. This reduces the need to traverse over all of
1388 * them when adding another one - this saves quite a bit of cpu time 1369 * them when adding another one - this saves quite a bit of cpu time
1389 * when lots of spells are cast in one area. Currently, it is presumed 1370 * when lots of spells are cast in one area. Currently, it is presumed
1390 * that flying non pickable objects are spell objects. 1371 * that flying non pickable objects are spell objects.
1391 */ 1372 */
1392 for (top = ms.bot; top; top = top->above) 1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1393 { 1374 {
1394 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1395 floor = top; 1376 floor = tmp;
1396 1377
1397 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1378 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1398 { 1379 {
1399 /* We insert above top, so we want this object below this */ 1380 /* We insert above top, so we want this object below this */
1400 top = top->below; 1381 top = tmp->below;
1401 break; 1382 break;
1402 } 1383 }
1403 1384
1404 last = top; 1385 top = tmp;
1405 } 1386 }
1406
1407 /* Don't want top to be NULL, so set it to the last valid object */
1408 top = last;
1409 1387
1410 /* We let update_position deal with figuring out what the space 1388 /* We let update_position deal with figuring out what the space
1411 * looks like instead of lots of conditions here. 1389 * looks like instead of lots of conditions here.
1412 * makes things faster, and effectively the same result. 1390 * makes things faster, and effectively the same result.
1413 */ 1391 */
1420 */ 1398 */
1421 if (!(flag & INS_ON_TOP) 1399 if (!(flag & INS_ON_TOP)
1422 && ms.flags () & P_BLOCKSVIEW 1400 && ms.flags () & P_BLOCKSVIEW
1423 && (op->face && !faces [op->face].visibility)) 1401 && (op->face && !faces [op->face].visibility))
1424 { 1402 {
1403 object *last;
1404
1425 for (last = top; last != floor; last = last->below) 1405 for (last = top; last != floor; last = last->below)
1426 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1427 break; 1407 break;
1428 1408
1429 /* Check to see if we found the object that blocks view, 1409 /* Check to see if we found the object that blocks view,
1437 } /* If objects on this space */ 1417 } /* If objects on this space */
1438 1418
1439 if (flag & INS_ABOVE_FLOOR_ONLY) 1419 if (flag & INS_ABOVE_FLOOR_ONLY)
1440 top = floor; 1420 top = floor;
1441 1421
1442 /* Top is the object that our object (op) is going to get inserted above. 1422 // insert object above top, or bottom-most if top = 0
1443 */
1444
1445 /* First object on this space */
1446 if (!top) 1423 if (!top)
1447 { 1424 {
1425 op->below = 0;
1448 op->above = ms.bot; 1426 op->above = ms.bot;
1449
1450 if (op->above)
1451 op->above->below = op;
1452
1453 op->below = 0;
1454 ms.bot = op; 1427 ms.bot = op;
1428
1429 *(op->above ? &op->above->below : &ms.top) = op;
1455 } 1430 }
1456 else 1431 else
1457 { /* get inserted into the stack above top */ 1432 {
1458 op->above = top->above; 1433 op->above = top->above;
1459
1460 if (op->above)
1461 op->above->below = op; 1434 top->above = op;
1462 1435
1463 op->below = top; 1436 op->below = top;
1464 top->above = op; 1437 *(op->above ? &op->above->below : &ms.top) = op;
1465 } 1438 }
1439 }
1466 1440
1467 if (!op->above) 1441 if (op->is_player ())
1468 ms.top = op;
1469 } /* else not INS_BELOW_ORIGINATOR */
1470
1471 if (op->type == PLAYER)
1472 { 1442 {
1473 op->contr->do_los = 1; 1443 op->contr->do_los = 1;
1474 ++op->map->players; 1444 ++op->map->players;
1475 op->map->touch (); 1445 op->map->touch ();
1476 } 1446 }
1477 1447
1478 op->map->dirty = true; 1448 op->map->dirty = true;
1479 1449
1480 if (object *pl = ms.player ()) 1450 if (object *pl = ms.player ())
1481 //TODO: the floorbox prev/next might need updating 1451 //TODO: the floorbox prev/next might need updating
1482 esrv_send_item (pl, op); 1452 //esrv_send_item (pl, op);
1453 //TODO: update floorbox to preserve ordering
1454 if (pl->contr->ns)
1455 pl->contr->ns->floorbox_update ();
1483 1456
1484 /* If this object glows, it may affect lighting conditions that are 1457 /* If this object glows, it may affect lighting conditions that are
1485 * visible to others on this map. But update_all_los is really 1458 * visible to others on this map. But update_all_los is really
1486 * an inefficient way to do this, as it means los for all players 1459 * an inefficient way to do this, as it means los for all players
1487 * on the map will get recalculated. The players could very well 1460 * on the map will get recalculated. The players could very well
1488 * be far away from this change and not affected in any way - 1461 * be far away from this change and not affected in any way -
1489 * this should get redone to only look for players within range, 1462 * this should get redone to only look for players within range,
1490 * or just updating the P_UPTODATE for spaces within this area 1463 * or just updating the P_UPTODATE for spaces within this area
1491 * of effect may be sufficient. 1464 * of effect may be sufficient.
1492 */ 1465 */
1493 if (op->map->darkness && (op->glow_radius != 0)) 1466 if (op->affects_los ())
1467 {
1468 op->ms ().invalidate ();
1494 update_all_los (op->map, op->x, op->y); 1469 update_all_los (op->map, op->x, op->y);
1470 }
1495 1471
1496 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1472 /* updates flags (blocked, alive, no magic, etc) for this map space */
1497 update_object (op, UP_OBJ_INSERT); 1473 update_object (op, UP_OBJ_INSERT);
1498 1474
1499 INVOKE_OBJECT (INSERT, op); 1475 INVOKE_OBJECT (INSERT, op);
1506 * blocked() and wall() work properly), and these flags are updated by 1482 * blocked() and wall() work properly), and these flags are updated by
1507 * update_object(). 1483 * update_object().
1508 */ 1484 */
1509 1485
1510 /* if this is not the head or flag has been passed, don't check walk on status */ 1486 /* if this is not the head or flag has been passed, don't check walk on status */
1511 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1487 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1512 { 1488 {
1513 if (check_move_on (op, originator)) 1489 if (check_move_on (op, originator))
1514 return 0; 1490 return 0;
1515 1491
1516 /* If we are a multi part object, lets work our way through the check 1492 /* If we are a multi part object, lets work our way through the check
1527/* this function inserts an object in the map, but if it 1503/* this function inserts an object in the map, but if it
1528 * finds an object of its own type, it'll remove that one first. 1504 * finds an object of its own type, it'll remove that one first.
1529 * op is the object to insert it under: supplies x and the map. 1505 * op is the object to insert it under: supplies x and the map.
1530 */ 1506 */
1531void 1507void
1532replace_insert_ob_in_map (const char *arch_string, object *op) 1508replace_insert_ob_in_map (shstr_tmp archname, object *op)
1533{ 1509{
1534 /* first search for itself and remove any old instances */ 1510 /* first search for itself and remove any old instances */
1535 1511
1536 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1512 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1537 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1513 if (tmp->arch->archname == archname) /* same archetype */
1538 tmp->destroy (1); 1514 tmp->destroy ();
1539 1515
1540 object *tmp = arch_to_object (archetype::find (arch_string)); 1516 object *tmp = arch_to_object (archetype::find (archname));
1541 1517
1542 tmp->x = op->x; 1518 tmp->x = op->x;
1543 tmp->y = op->y; 1519 tmp->y = op->y;
1544 1520
1545 insert_ob_in_map (tmp, op->map, op, 0); 1521 insert_ob_in_map (tmp, op->map, op, 0);
1567 if (!nr) 1543 if (!nr)
1568 return true; 1544 return true;
1569 1545
1570 nr = min (nr, nrof); 1546 nr = min (nr, nrof);
1571 1547
1548 if (nrof > nr)
1549 {
1572 nrof -= nr; 1550 nrof -= nr;
1573
1574 if (nrof)
1575 {
1576 adjust_weight (env, -weight * nr); // carrying == 0 1551 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1577 1552
1578 if (object *pl = visible_to ()) 1553 if (object *pl = visible_to ())
1579 esrv_update_item (UPD_NROF, pl, this); 1554 esrv_update_item (UPD_NROF, pl, this);
1580 1555
1581 return true; 1556 return true;
1582 } 1557 }
1583 else 1558 else
1584 { 1559 {
1585 destroy (1); 1560 destroy ();
1586 return false; 1561 return false;
1587 } 1562 }
1588} 1563}
1589 1564
1590/* 1565/*
1607 } 1582 }
1608 else 1583 else
1609 { 1584 {
1610 decrease (nr); 1585 decrease (nr);
1611 1586
1612 object *op = object_create_clone (this); 1587 object *op = deep_clone ();
1613 op->nrof = nr; 1588 op->nrof = nr;
1614 return op; 1589 return op;
1615 } 1590 }
1616} 1591}
1617 1592
1667 if (object *pl = tmp->visible_to ()) 1642 if (object *pl = tmp->visible_to ())
1668 esrv_update_item (UPD_NROF, pl, tmp); 1643 esrv_update_item (UPD_NROF, pl, tmp);
1669 1644
1670 adjust_weight (this, op->total_weight ()); 1645 adjust_weight (this, op->total_weight ());
1671 1646
1672 op->destroy (1); 1647 op->destroy ();
1673 op = tmp; 1648 op = tmp;
1674 goto inserted; 1649 goto inserted;
1675 } 1650 }
1676 1651
1677 op->owner = 0; // it's his/hers now. period. 1652 op->owner = 0; // it's his/hers now. period.
1695 1670
1696 adjust_weight (this, op->total_weight ()); 1671 adjust_weight (this, op->total_weight ());
1697 1672
1698inserted: 1673inserted:
1699 /* reset the light list and los of the players on the map */ 1674 /* reset the light list and los of the players on the map */
1700 if (op->glow_radius && map && map->darkness) 1675 if (op->glow_radius && is_on_map ())
1676 {
1677 update_stats ();
1701 update_all_los (map, x, y); 1678 update_all_los (map, x, y);
1702 1679 }
1680 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1703 // if this is a player's inventory, update stats 1681 // if this is a player's inventory, update stats
1704 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1705 update_stats (); 1682 update_stats ();
1706 1683
1707 INVOKE_OBJECT (INSERT, this); 1684 INVOKE_OBJECT (INSERT, this);
1708 1685
1709 return op; 1686 return op;
1730 * on top. 1707 * on top.
1731 */ 1708 */
1732int 1709int
1733check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1734{ 1711{
1712 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1713 return 0;
1714
1735 object *tmp; 1715 object *tmp;
1736 maptile *m = op->map; 1716 maptile *m = op->map;
1737 int x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1738 1718
1739 MoveType move_on, move_slow, move_block; 1719 mapspace &ms = m->at (x, y);
1740 1720
1741 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 ms.update ();
1742 return 0;
1743 1722
1744 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1723 MoveType move_on = ms.move_on;
1745 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1724 MoveType move_slow = ms.move_slow;
1746 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1725 MoveType move_block = ms.move_block;
1747 1726
1748 /* if nothing on this space will slow op down or be applied, 1727 /* if nothing on this space will slow op down or be applied,
1749 * no need to do checking below. have to make sure move_type 1728 * no need to do checking below. have to make sure move_type
1750 * is set, as lots of objects don't have it set - we treat that 1729 * is set, as lots of objects don't have it set - we treat that
1751 * as walking. 1730 * as walking.
1762 return 0; 1741 return 0;
1763 1742
1764 /* The objects have to be checked from top to bottom. 1743 /* The objects have to be checked from top to bottom.
1765 * Hence, we first go to the top: 1744 * Hence, we first go to the top:
1766 */ 1745 */
1767 1746 for (object *next, *tmp = ms.top; tmp; tmp = next)
1768 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1769 {
1770 /* Trim the search when we find the first other spell effect
1771 * this helps performance so that if a space has 50 spell objects,
1772 * we don't need to check all of them.
1773 */
1774 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1775 break;
1776 } 1747 {
1748 next = tmp->below;
1777 1749
1778 for (; tmp; tmp = tmp->below)
1779 {
1780 if (tmp == op) 1750 if (tmp == op)
1781 continue; /* Can't apply yourself */ 1751 continue; /* Can't apply yourself */
1782 1752
1783 /* Check to see if one of the movement types should be slowed down. 1753 /* Check to see if one of the movement types should be slowed down.
1784 * Second check makes sure that the movement types not being slowed 1754 * Second check makes sure that the movement types not being slowed
1789 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1759 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1790 { 1760 {
1791 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1792 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1793 { 1763 {
1794
1795 float
1796 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 float diff = tmp->move_slow_penalty * fabs (op->speed);
1797 1765
1798 if (op->type == PLAYER) 1766 if (op->is_player ())
1799 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1800 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1801 diff /= 4.0; 1769 diff /= 4.0;
1802 1770
1803 op->speed_left -= diff; 1771 op->speed_left -= diff;
1804 } 1772 }
1805 } 1773 }
1838 LOG (llevError, "Present_arch called outside map.\n"); 1806 LOG (llevError, "Present_arch called outside map.\n");
1839 return NULL; 1807 return NULL;
1840 } 1808 }
1841 1809
1842 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1843 if (tmp->arch == at) 1811 if (tmp->arch->archname == at->archname)
1844 return tmp; 1812 return tmp;
1845 1813
1846 return NULL; 1814 return NULL;
1847} 1815}
1848 1816
1912 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1913 */ 1881 */
1914object * 1882object *
1915present_arch_in_ob (const archetype *at, const object *op) 1883present_arch_in_ob (const archetype *at, const object *op)
1916{ 1884{
1917 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1919 return tmp; 1887 return tmp;
1920 1888
1921 return NULL; 1889 return NULL;
1922} 1890}
1923 1891
2011 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
2012 */ 1980 */
2013 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2014 continue; 1982 continue;
2015 1983
2016 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
2017 continue; 1985 continue;
2018 1986
2019 altern [index++] = i; 1987 altern [index++] = i;
2020 } 1988 }
2021 1989
2089 * there is capable of. 2057 * there is capable of.
2090 */ 2058 */
2091int 2059int
2092find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2093{ 2061{
2094 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2095
2096 sint16 nx, ny;
2097 object *tmp;
2098 maptile *mp;
2099
2100 MoveType blocked, move_type; 2063 MoveType move_type;
2101 2064
2102 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2103 { 2066 {
2104 exclude = exclude->head; 2067 exclude = exclude->head;
2105 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2108 { 2071 {
2109 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2110 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2111 } 2074 }
2112 2075
2113 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2114 { 2077 {
2115 mp = m; 2078 mapxy pos (m, x, y);
2116 nx = x + freearr_x[i]; 2079 pos.move (i);
2117 ny = y + freearr_y[i];
2118 2080
2119 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2120
2121 if (mflags & P_OUT_OF_MAP)
2122 max = maxfree[i]; 2082 max = maxfree[i];
2123 else 2083 else
2124 { 2084 {
2125 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2126 2086
2127 blocked = ms.move_block;
2128
2129 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2130 max = maxfree[i]; 2088 max = maxfree [i];
2131 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2132 { 2090 {
2133 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2134 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2135 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2136 break;
2137
2138 if (tmp)
2139 return freedir[i]; 2094 return freedir [i];
2140 } 2095 }
2141 } 2096 }
2142 } 2097 }
2143 2098
2144 return 0; 2099 return 0;
2219 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2220 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2177 * functions.
2223 */ 2178 */
2224int reduction_dir[SIZEOFFREE][3] = { 2179static const int reduction_dir[SIZEOFFREE][3] = {
2225 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2226 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2227 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2228 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2229 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2325int 2280int
2326can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2327{ 2282{
2328 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2329 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2330 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2331} 2286}
2332 2287
2333/* 2288/*
2334 * create clone from object to another 2289 * create clone from object to another
2335 */ 2290 */
2336object * 2291object *
2337object_create_clone (object *asrc) 2292object::deep_clone ()
2338{ 2293{
2339 object *dst = 0, *tmp, *src, *prev, *item; 2294 assert (("deep_clone called on non-head object", is_head ()));
2340 2295
2341 if (!asrc) 2296 object *dst = clone ();
2342 return 0;
2343 2297
2344 src = asrc->head_ (); 2298 object *prev = dst;
2345
2346 prev = 0;
2347 for (object *part = src; part; part = part->more) 2299 for (object *part = this->more; part; part = part->more)
2348 { 2300 {
2349 tmp = part->clone (); 2301 object *tmp = part->clone ();
2350 tmp->x -= src->x;
2351 tmp->y -= src->y;
2352
2353 if (!part->head)
2354 {
2355 dst = tmp;
2356 tmp->head = 0;
2357 }
2358 else
2359 tmp->head = dst; 2302 tmp->head = dst;
2360
2361 tmp->more = 0;
2362
2363 if (prev)
2364 prev->more = tmp; 2303 prev->more = tmp;
2365
2366 prev = tmp; 2304 prev = tmp;
2367 } 2305 }
2368 2306
2369 for (item = src->inv; item; item = item->below) 2307 for (object *item = inv; item; item = item->below)
2370 insert_ob_in_ob (object_create_clone (item), dst); 2308 insert_ob_in_ob (item->deep_clone (), dst);
2371 2309
2372 return dst; 2310 return dst;
2373} 2311}
2374 2312
2375/* This returns the first object in who's inventory that 2313/* This returns the first object in who's inventory that
2384 return tmp; 2322 return tmp;
2385 2323
2386 return 0; 2324 return 0;
2387} 2325}
2388 2326
2389/* If ob has a field named key, return the link from the list, 2327shstr_tmp
2390 * otherwise return NULL. 2328object::kv_get (shstr_tmp key) const
2391 *
2392 * key must be a passed in shared string - otherwise, this won't
2393 * do the desired thing.
2394 */
2395key_value *
2396get_ob_key_link (const object *ob, const char *key)
2397{ 2329{
2398 for (key_value *link = ob->key_values; link; link = link->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2399 if (link->key == key) 2331 if (kv->key == key)
2400 return link;
2401
2402 return 0;
2403}
2404
2405/*
2406 * Returns the value of op has an extra_field for key, or NULL.
2407 *
2408 * The argument doesn't need to be a shared string.
2409 *
2410 * The returned string is shared.
2411 */
2412const char *
2413get_ob_key_value (const object *op, const char *const key)
2414{
2415 key_value *link;
2416 shstr_cmp canonical_key (key);
2417
2418 if (!canonical_key)
2419 {
2420 /* 1. There being a field named key on any object
2421 * implies there'd be a shared string to find.
2422 * 2. Since there isn't, no object has this field.
2423 * 3. Therefore, *this* object doesn't have this field.
2424 */
2425 return 0;
2426 }
2427
2428 /* This is copied from get_ob_key_link() above -
2429 * only 4 lines, and saves the function call overhead.
2430 */
2431 for (link = op->key_values; link; link = link->next)
2432 if (link->key == canonical_key)
2433 return link->value; 2332 return kv->value;
2434 2333
2435 return 0; 2334 return shstr ();
2436} 2335}
2437 2336
2438/* 2337void
2439 * Updates the canonical_key in op to value. 2338object::kv_set (shstr_tmp key, shstr_tmp value)
2440 *
2441 * canonical_key is a shared string (value doesn't have to be).
2442 *
2443 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2444 * keys.
2445 *
2446 * Returns TRUE on success.
2447 */
2448int
2449set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2450{ 2339{
2451 key_value *field = NULL, *last = NULL; 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2452 2341 if (kv->key == key)
2453 for (field = op->key_values; field != NULL; field = field->next)
2454 {
2455 if (field->key != canonical_key)
2456 { 2342 {
2457 last = field; 2343 kv->value = value;
2458 continue; 2344 return;
2459 } 2345 }
2460 2346
2461 if (value) 2347 key_value *kv = new key_value;
2462 field->value = value; 2348
2463 else 2349 kv->next = key_values;
2350 kv->key = key;
2351 kv->value = value;
2352
2353 key_values = kv;
2354}
2355
2356void
2357object::kv_del (shstr_tmp key)
2358{
2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2360 if ((*kvp)->key == key)
2464 { 2361 {
2465 /* Basically, if the archetype has this key set, 2362 key_value *kv = *kvp;
2466 * we need to store the null value so when we save 2363 *kvp = (*kvp)->next;
2467 * it, we save the empty value so that when we load, 2364 delete kv;
2468 * we get this value back again. 2365 return;
2469 */
2470 if (get_ob_key_link (op->arch, canonical_key))
2471 field->value = 0;
2472 else
2473 {
2474 if (last)
2475 last->next = field->next;
2476 else
2477 op->key_values = field->next;
2478
2479 delete field;
2480 }
2481 } 2366 }
2482 return TRUE;
2483 }
2484 /* IF we get here, key doesn't exist */
2485
2486 /* No field, we'll have to add it. */
2487
2488 if (!add_key)
2489 return FALSE;
2490
2491 /* There isn't any good reason to store a null
2492 * value in the key/value list. If the archetype has
2493 * this key, then we should also have it, so shouldn't
2494 * be here. If user wants to store empty strings,
2495 * should pass in ""
2496 */
2497 if (value == NULL)
2498 return TRUE;
2499
2500 field = new key_value;
2501
2502 field->key = canonical_key;
2503 field->value = value;
2504 /* Usual prepend-addition. */
2505 field->next = op->key_values;
2506 op->key_values = field;
2507
2508 return TRUE;
2509}
2510
2511/*
2512 * Updates the key in op to value.
2513 *
2514 * If add_key is FALSE, this will only update existing keys,
2515 * and not add new ones.
2516 * In general, should be little reason FALSE is ever passed in for add_key
2517 *
2518 * Returns TRUE on success.
2519 */
2520int
2521set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2522{
2523 shstr key_ (key);
2524
2525 return set_ob_key_value_s (op, key_, value, add_key);
2526} 2367}
2527 2368
2528object::depth_iterator::depth_iterator (object *container) 2369object::depth_iterator::depth_iterator (object *container)
2529: iterator_base (container) 2370: iterator_base (container)
2530{ 2371{
2580{ 2421{
2581 char flagdesc[512]; 2422 char flagdesc[512];
2582 char info2[256 * 4]; 2423 char info2[256 * 4];
2583 char *p = info; 2424 char *p = info;
2584 2425
2585 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2426 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2586 count, 2427 count,
2587 uuid.c_str (), 2428 uuid.c_str (),
2588 &name, 2429 &name,
2589 title ? "\",title:\"" : "", 2430 title ? ",title:\"" : "",
2590 title ? (const char *)title : "", 2431 title ? (const char *)title : "",
2432 title ? "\"" : "",
2591 flag_desc (flagdesc, 512), type); 2433 flag_desc (flagdesc, 512), type);
2592 2434
2593 if (!flag[FLAG_REMOVED] && env) 2435 if (!flag[FLAG_REMOVED] && env)
2594 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2436 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2595 2437
2651 container = 0; 2493 container = 0;
2652 2494
2653 // client needs item update to make it work, client bug requires this to be separate 2495 // client needs item update to make it work, client bug requires this to be separate
2654 esrv_update_item (UPD_FLAGS, this, old_container); 2496 esrv_update_item (UPD_FLAGS, this, old_container);
2655 2497
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2498 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2657 play_sound (sound_find ("chest_close")); 2499 play_sound (sound_find ("chest_close"));
2658 } 2500 }
2659 2501
2660 if (new_container) 2502 if (new_container)
2661 { 2503 {
2671 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2513 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2672 new_container->insert (closer); 2514 new_container->insert (closer);
2673 } 2515 }
2674#endif 2516#endif
2675 2517
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2518 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2677 2519
2678 // make sure the container is available, client bug requires this to be separate 2520 // make sure the container is available, client bug requires this to be separate
2679 esrv_send_item (this, new_container); 2521 esrv_send_item (this, new_container);
2680 2522
2681 new_container->flag [FLAG_APPLIED] = true; 2523 new_container->flag [FLAG_APPLIED] = true;
2689// else if (!old_container->env && contr && contr->ns) 2531// else if (!old_container->env && contr && contr->ns)
2690// contr->ns->floorbox_reset (); 2532// contr->ns->floorbox_reset ();
2691} 2533}
2692 2534
2693object * 2535object *
2694object::force_find (const shstr name) 2536object::force_find (shstr_tmp name)
2695{ 2537{
2696 /* cycle through his inventory to look for the MARK we want to 2538 /* cycle through his inventory to look for the MARK we want to
2697 * place 2539 * place
2698 */ 2540 */
2699 for (object *tmp = inv; tmp; tmp = tmp->below) 2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2701 return splay (tmp); 2543 return splay (tmp);
2702 2544
2703 return 0; 2545 return 0;
2704} 2546}
2705 2547
2548//-GPL
2549
2706void 2550void
2551object::force_set_timer (int duration)
2552{
2553 this->duration = 1;
2554 this->speed_left = -1.f;
2555
2556 this->set_speed (duration ? 1.f / duration : 0.f);
2557}
2558
2559object *
2707object::force_add (const shstr name, int duration) 2560object::force_add (shstr_tmp name, int duration)
2708{ 2561{
2709 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2710 force->destroy (); 2563 force->destroy ();
2711 2564
2712 object *force = get_archetype (FORCE_NAME); 2565 object *force = get_archetype (FORCE_NAME);
2713 2566
2714 force->slaying = name; 2567 force->slaying = name;
2715 force->stats.food = 1; 2568 force->force_set_timer (duration);
2716 force->speed_left = -1.f;
2717
2718 force->set_speed (duration ? 1.f / duration : 0.f);
2719 force->flag [FLAG_IS_USED_UP] = true;
2720 force->flag [FLAG_APPLIED] = true; 2569 force->flag [FLAG_APPLIED] = true;
2721 2570
2722 insert (force); 2571 return insert (force);
2723} 2572}
2724 2573
2725void 2574void
2726object::play_sound (faceidx sound) 2575object::play_sound (faceidx sound) const
2727{ 2576{
2728 if (!sound) 2577 if (!sound)
2729 return; 2578 return;
2730 2579
2731 if (flag [FLAG_REMOVED]) 2580 if (is_on_map ())
2581 map->play_sound (sound, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::say_msg (const char *msg) const
2588{
2589 if (is_on_map ())
2590 map->say_msg (msg, x, y);
2591 else if (object *pl = in_player ())
2592 pl->contr->play_sound (sound);
2593}
2594
2595void
2596object::make_noise ()
2597{
2598 // we do not model noise in the map, so instead put
2599 // a temporary light into the noise source
2600 // could use the map instead, but that's less reliable for our
2601 // goal, which is to make invisibility a bit harder to exploit
2602
2603 // currently only works sensibly for players
2604 if (!is_player ())
2732 return; 2605 return;
2733 2606
2734 if (env) 2607 // find old force, or create new one
2735 { 2608 object *force = force_find (shstr_noise_force);
2736 if (object *pl = in_player ()) 2609
2737 pl->contr->play_sound (sound); 2610 if (force)
2738 } 2611 force->speed_left = -1.f; // patch old speed up
2739 else 2612 else
2740 map->play_sound (sound, x, y); 2613 {
2741} 2614 force = archetype::get (shstr_noise_force);
2742 2615
2616 force->slaying = shstr_noise_force;
2617 force->stats.food = 1;
2618 force->speed_left = -1.f;
2619
2620 force->set_speed (1.f / 4.f);
2621 force->flag [FLAG_IS_USED_UP] = true;
2622 force->flag [FLAG_APPLIED] = true;
2623
2624 insert (force);
2625 }
2626}
2627

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