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Comparing deliantra/server/common/object.C (file contents):
Revision 1.206 by root, Tue Apr 15 14:21:04 2008 UTC vs.
Revision 1.269 by root, Fri Dec 26 13:42:18 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#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
143 139
144/* 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. */
145static bool 141static bool
146compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
147{ 143{
148 key_value *wants_field;
149
150 /* 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
151 * 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
152 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
153 */ 147 */
154 148
155 /* For each field in wants, */ 149 /* For each field in wants, */
156 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)
157 { 151 if (has->kv_get (kv->key) != kv->value)
158 key_value *has_field; 152 return false;
159
160 /* Look for a field in has with the same key. */
161 has_field = get_ob_key_link (has, wants_field->key);
162
163 if (!has_field)
164 return 0; /* No field with that name. */
165
166 /* Found the matching field. */
167 if (has_field->value != wants_field->value)
168 return 0; /* Values don't match, so this half of the comparison is false. */
169
170 /* If we get here, we found a match. Now for the next field in wants. */
171 }
172 153
173 /* 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. */
174 return 1; 155 return true;
175} 156}
176 157
177/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
178static bool 159static bool
179compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
180{ 161{
181 /* 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,
182 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
183 */ 164 */
184 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);
185} 167}
186 168
187/* 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
188 * they can be merged together. 170 * they can be merged together.
189 * 171 *
204 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
205 || ob1->value != ob2->value 187 || ob1->value != ob2->value
206 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
207 return 0; 189 return 0;
208 190
209 /* Do not merge objects if nrof would overflow. First part checks 191 /* Do not merge objects if nrof would overflow, assume nrof
210 * for unsigned overflow (2c), second part checks wether the result 192 * is always 0 .. 2**31-1 */
211 * would fit into a 32 bit signed int, which is often used to hold 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 * nrof values.
213 */
214 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
215 return 0; 194 return 0;
216 195
217 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
218 * 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
219 * 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
224 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
225 204
226 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
227 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
228 207
229 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 208 if (ob1->arch->archname != ob2->arch->archname
230 || ob1->arch != ob2->arch
231 || ob1->name != ob2->name 209 || ob1->name != ob2->name
232 || ob1->title != ob2->title 210 || ob1->title != ob2->title
233 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
234 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
235 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
237 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
238 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
239 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
240 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
241 || ob1->value != ob2->value 217 || ob1->value != ob2->value
242 || 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
243 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
244 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
245 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
246 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
247 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
248 || ob1->move_block != ob2->move_block 225 || ob1->move_block != ob2->move_block
249 || ob1->move_allow != ob2->move_allow 226 || ob1->move_allow != ob2->move_allow
250 || ob1->move_on != ob2->move_on 227 || ob1->move_on != ob2->move_on
251 || ob1->move_off != ob2->move_off 228 || ob1->move_off != ob2->move_off
252 || ob1->move_slow != ob2->move_slow 229 || ob1->move_slow != ob2->move_slow
253 || 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 ())
254 return 0; 239 return 0;
255 240
256 /* This is really a spellbook check - we should in general 241 /* This is really a spellbook check - we should in general
257 * not merge objects with real inventories, as splitting them 242 * not merge objects with real inventories, as splitting them
258 * is hard. 243 * is hard.
297 282
298 if (ob1->key_values || ob2->key_values) 283 if (ob1->key_values || ob2->key_values)
299 { 284 {
300 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
301 if ((!ob1->key_values) != (!ob2->key_values)) 286 if ((!ob1->key_values) != (!ob2->key_values))
302 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
303 return 0; 288
304 else if (!compare_ob_value_lists (ob1, ob2)) 289 if (!compare_ob_value_lists (ob1, ob2))
305 return 0; 290 return 0;
306 } 291 }
307 292
308 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
309 { 294 {
315 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
316 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
317 302
318 if (k1 != k2) 303 if (k1 != k2)
319 return 0; 304 return 0;
305
320 else if (k1 == 0) 306 if (k1 == 0)
321 return 1; 307 return 1;
308
322 else if (!cfperl_can_merge (ob1, ob2)) 309 if (!cfperl_can_merge (ob1, ob2))
323 return 0; 310 return 0;
324 } 311 }
325 } 312 }
326 313
327 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
328 return 1; 315 return 1;
329} 316}
330 317
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")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
331/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
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
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
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
387 op = op->env;
388 }
389}
390
391/*
332 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
333 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
334 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
335 */ 395 */
336long 396void
337sum_weight (object *op) 397object::update_weight ()
338{ 398{
339 long sum; 399 sint32 sum = 0;
340 object *inv;
341 400
342 for (sum = 0, inv = op->inv; inv; inv = inv->below) 401 for (object *op = inv; op; op = op->below)
343 { 402 {
344 if (inv->inv) 403 if (op->inv)
345 sum_weight (inv); 404 op->update_weight ();
346 405
347 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406 sum += op->total_weight ();
407 }
408
409 sum = weight_adjust_for (this, sum);
410
411 if (sum != carrying)
348 } 412 {
349
350 if (op->type == CONTAINER && op->stats.Str)
351 sum = (sum * (100 - op->stats.Str)) / 100;
352
353 if (op->carrying != sum)
354 op->carrying = sum; 413 carrying = sum;
355 414
356 return sum; 415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
357} 419}
358 420
359/** 421/*
360 * Return the outermost environment object for a given object. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
361 */
362
363object *
364object_get_env_recursive (object *op)
365{
366 while (op->env != NULL)
367 op = op->env;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array.
375 */ 423 */
376char * 424char *
377dump_object (object *op) 425dump_object (object *op)
378{ 426{
379 if (!op) 427 if (!op)
393get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
394{ 442{
395 object *tmp, *closest; 443 object *tmp, *closest;
396 int last_dist, i; 444 int last_dist, i;
397 445
398 if (op->more == NULL) 446 if (!op->more)
399 return op; 447 return op;
448
400 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)
401 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
402 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
403 return closest; 455 return closest;
404} 456}
405 457
406/* 458/*
407 * 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.
408 */ 461 */
409object * 462object *
410find_object (tag_t i) 463find_object (tag_t i)
411{ 464{
412 for_all_objects (op) 465 for_all_objects (op)
423 */ 476 */
424object * 477object *
425find_object_name (const char *str) 478find_object_name (const char *str)
426{ 479{
427 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
428 object *op;
429 481
482 if (str_)
430 for_all_objects (op) 483 for_all_objects (op)
431 if (op->name == str_) 484 if (op->name == str_)
432 break; 485 return op;
433 486
434 return op; 487 return 0;
435} 488}
436 489
437/* 490/*
438 * 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
439 * skill and experience objects. 492 * skill and experience objects.
537 } 590 }
538 591
539 op->key_values = 0; 592 op->key_values = 0;
540} 593}
541 594
542object & 595/*
543object::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)
544{ 605{
545 bool is_freed = flag [FLAG_FREED]; 606 dst->remove ();
546 bool is_removed = flag [FLAG_REMOVED];
547
548 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
549
550 flag [FLAG_FREED] = is_freed;
551 flag [FLAG_REMOVED] = is_removed; 608 dst->flag [FLAG_REMOVED] = true;
552 609
553 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
554 if (src.key_values) 611 if (key_values)
555 { 612 {
556 key_value *tail = 0; 613 key_value *tail = 0;
557 key_values = 0; 614 dst->key_values = 0;
558 615
559 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
560 { 617 {
561 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
562 619
563 new_link->next = 0; 620 new_link->next = 0;
564 new_link->key = i->key; 621 new_link->key = i->key;
565 new_link->value = i->value; 622 new_link->value = i->value;
566 623
567 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
568 if (!key_values) 625 if (!dst->key_values)
569 { 626 {
570 key_values = new_link; 627 dst->key_values = new_link;
571 tail = new_link; 628 tail = new_link;
572 } 629 }
573 else 630 else
574 { 631 {
575 tail->next = new_link; 632 tail->next = new_link;
576 tail = new_link; 633 tail = new_link;
577 } 634 }
578 } 635 }
579 } 636 }
580}
581
582/*
583 * copy_to first frees everything allocated by the dst object,
584 * and then copies the contents of itself into the second
585 * object, allocating what needs to be allocated. Basically, any
586 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
587 * if the first object is freed, the pointers in the new object
588 * will point at garbage.
589 */
590void
591object::copy_to (object *dst)
592{
593 *dst = *this;
594 637
595 if (speed < 0) 638 if (speed < 0)
596 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
597 640
598 dst->set_speed (dst->speed); 641 dst->activate ();
599} 642}
600 643
601void 644void
602object::instantiate () 645object::instantiate ()
603{ 646{
620object * 663object *
621object::clone () 664object::clone ()
622{ 665{
623 object *neu = create (); 666 object *neu = create ();
624 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
625 return neu; 669 return neu;
626} 670}
627 671
628/* 672/*
629 * 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
680 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
681 */ 725 */
682void 726void
683update_object (object *op, int action) 727update_object (object *op, int action)
684{ 728{
685 if (op == NULL) 729 if (!op)
686 { 730 {
687 /* this should never happen */ 731 /* this should never happen */
688 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
689 return; 733 return;
690 } 734 }
691 735
692 if (op->env) 736 if (!op->is_on_map ())
693 { 737 {
694 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
695 * to do in this case. 739 * to do in this case.
696 */ 740 */
697 return; 741 return;
698 } 742 }
699
700 /* If the map is saving, don't do anything as everything is
701 * going to get freed anyways.
702 */
703 if (!op->map || op->map->in_memory == MAP_SAVING)
704 return;
705 743
706 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
707 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)
708 { 746 {
709 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
728 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
729 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
730 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
731 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
732 /* 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
733 * to have move_allow right now. 771 * have move_allow right now.
734 */ 772 */
735 || ((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
736 || 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)
737 m.flags_ = 0; 775 m.invalidate ();
738 } 776 }
739 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
740 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
741 * that is being removed. 779 * that is being removed.
742 */ 780 */
743 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
744 m.flags_ = 0; 782 m.invalidate ();
745 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
746 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
747 else 785 else
748 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
749 787
791object::activate () 829object::activate ()
792{ 830{
793 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
794 if (active) 832 if (active)
795 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
796 837
797 if (has_active_speed ()) 838 if (has_active_speed ())
798 actives.insert (this); 839 actives.insert (this);
799} 840}
800 841
852object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
853{ 894{
854 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
855 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
856 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
857 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
858 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
859 if (!inv) 900 if (!inv)
860 return; 901 return;
861 902
862 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
864 * drop on that space. 905 * drop on that space.
865 */ 906 */
866 if (!drop_to_ground 907 if (!drop_to_ground
867 || !map 908 || !map
868 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
869 || map->nodrop 910 || map->no_drop
870 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
871 { 912 {
872 while (inv) 913 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy (); 914 inv->destroy ();
876 }
877 } 915 }
878 else 916 else
879 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
880 while (inv) 918 while (inv)
881 { 919 {
899 object *op = new object; 937 object *op = new object;
900 op->link (); 938 op->link ();
901 return op; 939 return op;
902} 940}
903 941
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
904void 963void
905object::do_destroy () 964object::do_destroy ()
906{ 965{
907 attachable::do_destroy ();
908
909 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
910 remove_button_link (this); 967 remove_button_link (this);
911 968
912 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
913 remove_friendly_object (this); 970 remove_friendly_object (this);
914 971
915 if (!flag [FLAG_REMOVED])
916 remove (); 972 remove ();
917 973
918 destroy_inv (true); 974 attachable::do_destroy ();
919 975
920 deactivate (); 976 deactivate ();
921 unlink (); 977 unlink ();
922 978
923 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
924 980
925 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
926 {
927 static maptile *freed_map; // freed objects are moved here to avoid crashes
928
929 if (!freed_map)
930 {
931 freed_map = new maptile;
932
933 freed_map->path = "<freed objects map>";
934 freed_map->name = "/internal/freed_objects_map";
935 freed_map->width = 3;
936 freed_map->height = 3;
937 freed_map->nodrop = 1;
938
939 freed_map->alloc ();
940 freed_map->in_memory = MAP_ACTIVE;
941 }
942
943 map = freed_map; 982 map = &freed_map;
944 x = 1; 983 x = 1;
945 y = 1; 984 y = 1;
946 }
947 985
948 if (more) 986 if (more)
949 { 987 {
950 more->destroy (); 988 more->destroy ();
951 more = 0; 989 more = 0;
959 attacked_by = 0; 997 attacked_by = 0;
960 current_weapon = 0; 998 current_weapon = 0;
961} 999}
962 1000
963void 1001void
964object::destroy (bool destroy_inventory) 1002object::destroy ()
965{ 1003{
966 if (destroyed ()) 1004 if (destroyed ())
967 return; 1005 return;
968 1006
969 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
970 destroy_inv (false); 1014 destroy_inv (false);
971 1015
972 if (is_head ()) 1016 if (is_head ())
973 if (sound_destroy) 1017 if (sound_destroy)
974 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
975 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
976 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
977 1021
978 attachable::destroy (); 1022 attachable::destroy ();
979}
980
981/*
982 * sub_weight() recursively (outwards) subtracts a number from the
983 * weight of an object (and what is carried by it's environment(s)).
984 */
985void
986sub_weight (object *op, signed long weight)
987{
988 while (op != NULL)
989 {
990 if (op->type == CONTAINER)
991 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
992
993 op->carrying -= weight;
994 op = op->env;
995 }
996} 1023}
997 1024
998/* op->remove (): 1025/* op->remove ():
999 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
1000 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
1006object::do_remove () 1033object::do_remove ()
1007{ 1034{
1008 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
1009 object *otmp; 1036 object *otmp;
1010 1037
1011 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
1012 return; 1039 return;
1013 1040
1014 SET_FLAG (this, FLAG_REMOVED);
1015 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
1016 1044
1017 if (more) 1045 if (more)
1018 more->remove (); 1046 more->remove ();
1019 1047
1020 /* 1048 /*
1021 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1022 * inventory. 1050 * inventory.
1023 */ 1051 */
1024 if (env) 1052 if (env)
1025 { 1053 {
1026 if (nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1027 sub_weight (env, weight * nrof); 1055 if (object *pl = visible_to ())
1028 else 1056 esrv_del_item (pl->contr, count);
1029 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;
1030 1078
1031 /* 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
1032 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1033 * to save cpu time. 1081 * to save cpu time.
1034 */ 1082 */
1035 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if (pl)
1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 {
1036 otmp->update_stats (); 1086 pl->update_stats ();
1037 1087
1038 if (above) 1088 if (glow_radius && pl->is_on_map () && pl->map->darklevel () > 0)
1039 above->below = below; 1089 update_all_los (pl->map, pl->x, pl->y);
1040 else 1090 }
1041 env->inv = below;
1042
1043 if (below)
1044 below->above = above;
1045
1046 /* we set up values so that it could be inserted into
1047 * the map, but we don't actually do that - it is up
1048 * to the caller to decide what we want to do.
1049 */
1050 x = env->x, y = env->y;
1051 map = env->map;
1052 above = 0, below = 0;
1053 env = 0;
1054 } 1091 }
1055 else if (map) 1092 else if (map)
1056 { 1093 {
1057 if (type == PLAYER)
1058 {
1059 // leaving a spot always closes any open container on the ground
1060 if (container && !container->env)
1061 // this causes spurious floorbox updates, but it ensures
1062 // that the CLOSE event is being sent.
1063 close_container ();
1064
1065 --map->players;
1066 map->touch ();
1067 }
1068
1069 map->dirty = true; 1094 map->dirty = true;
1070 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1071 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
1072 /* link the object above us */ 1119 /* link the object above us */
1073 if (above) 1120 // re-link, make sure compiler can easily use cmove
1074 above->below = below; 1121 *(above ? &above->below : &ms.top) = below;
1075 else 1122 *(below ? &below->above : &ms.bot) = above;
1076 ms.top = below; /* we were top, set new top */
1077
1078 /* Relink the object below us, if there is one */
1079 if (below)
1080 below->above = above;
1081 else
1082 {
1083 /* Nothing below, which means we need to relink map object for this space
1084 * use translated coordinates in case some oddness with map tiling is
1085 * evident
1086 */
1087 if (GET_MAP_OB (map, x, y) != this)
1088 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 ());
1089
1090 ms.bot = above; /* goes on above it. */
1091 }
1092 1123
1093 above = 0; 1124 above = 0;
1094 below = 0; 1125 below = 0;
1126
1127 ms.invalidate ();
1095 1128
1096 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1097 return; 1130 return;
1098 1131
1099 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1105 * removed (most likely destroyed), update the player view 1138 * removed (most likely destroyed), update the player view
1106 * appropriately. 1139 * appropriately.
1107 */ 1140 */
1108 pl->close_container (); 1141 pl->close_container ();
1109 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)
1110 pl->contr->ns->floorbox_update (); 1147 pl->contr->ns->floorbox_update ();
1111 } 1148 }
1112 1149
1113 for (tmp = ms.bot; tmp; tmp = tmp->above) 1150 for (tmp = ms.bot; tmp; tmp = tmp->above)
1114 { 1151 {
1115 /* 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
1128 } 1165 }
1129 1166
1130 last = tmp; 1167 last = tmp;
1131 } 1168 }
1132 1169
1133 /* last == NULL if there are no objects on this space */ 1170 if (affects_los () && map->darklevel () > 0)
1134 //TODO: this makes little sense, why only update the topmost object?
1135 if (!last)
1136 map->at (x, y).flags_ = 0;
1137 else
1138 update_object (last, UP_OBJ_REMOVE);
1139
1140 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1141 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1142 } 1172 }
1143} 1173}
1144 1174
1145/* 1175/*
1159 if (!top) 1189 if (!top)
1160 for (top = op; top && top->above; top = top->above) 1190 for (top = op; top && top->above; top = top->above)
1161 ; 1191 ;
1162 1192
1163 for (; top; top = top->below) 1193 for (; top; top = top->below)
1164 {
1165 if (top == op)
1166 continue;
1167
1168 if (object::can_merge (op, top)) 1194 if (object::can_merge (op, top))
1169 { 1195 {
1170 top->nrof += op->nrof; 1196 top->nrof += op->nrof;
1171 1197
1172/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1198 if (object *pl = top->visible_to ())
1173 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
1174 op->destroy (); 1204 op->destroy ();
1205
1175 return top; 1206 return top;
1176 } 1207 }
1177 }
1178 1208
1179 return 0; 1209 return 0;
1180} 1210}
1181 1211
1182void 1212void
1207 * job preparing multi-part monsters. 1237 * job preparing multi-part monsters.
1208 */ 1238 */
1209object * 1239object *
1210insert_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)
1211{ 1241{
1242 op->remove ();
1243
1212 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1213 { 1245 {
1214 tmp->x = x + tmp->arch->x; 1246 tmp->x = x + tmp->arch->x;
1215 tmp->y = y + tmp->arch->y; 1247 tmp->y = y + tmp->arch->y;
1216 } 1248 }
1239 * just 'op' otherwise 1271 * just 'op' otherwise
1240 */ 1272 */
1241object * 1273object *
1242insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1243{ 1275{
1244 assert (!op->flag [FLAG_FREED]);
1245
1246 object *top, *floor = NULL;
1247
1248 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
1249 1282
1250 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1251 * 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
1252 * need extra work 1285 * need extra work
1253 */ 1286 */
1254 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1255 { 1288 {
1256 op->destroy (); 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1257 return 0; 1290 return 0;
1258 } 1291 }
1259 1292
1260 if (object *more = op->more) 1293 if (object *more = op->more)
1261 if (!insert_ob_in_map (more, m, originator, flag)) 1294 if (!insert_ob_in_map (more, m, originator, flag))
1270 */ 1303 */
1271 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1272 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1273 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1274 { 1307 {
1308 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp
1310 // from here :/
1275 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1276 tmp->destroy (); 1312 tmp->destroy ();
1277 } 1313 }
1278 1314
1279 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 */
1288 { 1324 {
1289 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");
1290 abort (); 1326 abort ();
1291 } 1327 }
1292 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
1293 op->above = originator; 1333 op->above = originator;
1294 op->below = originator->below; 1334 op->below = originator->below;
1295
1296 if (op->below)
1297 op->below->above = op;
1298 else
1299 ms.bot = op;
1300
1301 /* since *below* originator, no need to update top */
1302 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1303 } 1338 }
1304 else 1339 else
1305 { 1340 {
1306 top = ms.bot; 1341 object *floor = 0;
1342 object *top = ms.top;
1307 1343
1308 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1309 if (top) 1345 if (top)
1310 { 1346 {
1311 object *last = 0;
1312
1313 /* 1347 /*
1314 * 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.
1315 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1316 * 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
1317 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1320 * 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
1321 * 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
1322 * 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
1323 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1324 */ 1358 */
1325 for (top = ms.bot; top; top = top->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1326 { 1360 {
1327 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))
1328 floor = top; 1362 floor = tmp;
1329 1363
1330 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))
1331 { 1365 {
1332 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1333 top = top->below; 1367 top = tmp->below;
1334 break; 1368 break;
1335 } 1369 }
1336 1370
1337 last = top; 1371 top = tmp;
1338 } 1372 }
1339
1340 /* Don't want top to be NULL, so set it to the last valid object */
1341 top = last;
1342 1373
1343 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1344 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1345 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1346 */ 1377 */
1353 */ 1384 */
1354 if (!(flag & INS_ON_TOP) 1385 if (!(flag & INS_ON_TOP)
1355 && ms.flags () & P_BLOCKSVIEW 1386 && ms.flags () & P_BLOCKSVIEW
1356 && (op->face && !faces [op->face].visibility)) 1387 && (op->face && !faces [op->face].visibility))
1357 { 1388 {
1389 object *last;
1390
1358 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1359 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1360 break; 1393 break;
1361 1394
1362 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1370 } /* If objects on this space */ 1403 } /* If objects on this space */
1371 1404
1372 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1373 top = floor; 1406 top = floor;
1374 1407
1375 /* 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
1376 */
1377
1378 /* First object on this space */
1379 if (!top) 1409 if (!top)
1380 { 1410 {
1411 op->below = 0;
1381 op->above = ms.bot; 1412 op->above = ms.bot;
1382
1383 if (op->above)
1384 op->above->below = op;
1385
1386 op->below = 0;
1387 ms.bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1388 } 1416 }
1389 else 1417 else
1390 { /* get inserted into the stack above top */ 1418 {
1391 op->above = top->above; 1419 op->above = top->above;
1392
1393 if (op->above)
1394 op->above->below = op; 1420 top->above = op;
1395 1421
1396 op->below = top; 1422 op->below = top;
1397 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1424 }
1399 1425 }
1400 if (!op->above)
1401 ms.top = op;
1402 } /* else not INS_BELOW_ORIGINATOR */
1403 1426
1404 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1405 { 1428 {
1406 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1407 ++op->map->players; 1430 ++op->map->players;
1409 } 1432 }
1410 1433
1411 op->map->dirty = true; 1434 op->map->dirty = true;
1412 1435
1413 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)
1414 pl->contr->ns->floorbox_update (); 1441 pl->contr->ns->floorbox_update ();
1415 1442
1416 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1417 * 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
1418 * 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
1419 * on the map will get recalculated. The players could very well 1446 * on the map will get recalculated. The players could very well
1420 * 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 -
1421 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1422 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1423 * of effect may be sufficient. 1450 * of effect may be sufficient.
1424 */ 1451 */
1425 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darklevel () > 0)
1453 {
1454 op->ms ().invalidate ();
1426 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1427 1457
1428 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1429 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1430 1460
1431 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1461 * 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.
1462 */ 1492 */
1463void 1493void
1464replace_insert_ob_in_map (const char *arch_string, object *op) 1494replace_insert_ob_in_map (const char *arch_string, object *op)
1465{ 1495{
1466 object *tmp, *tmp1;
1467
1468 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1469 1497
1470 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1471 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1472 tmp->destroy (); 1500 tmp->destroy ();
1473 1501
1474 tmp1 = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1475 1503
1476 tmp1->x = op->x; 1504 tmp->x = op->x;
1477 tmp1->y = op->y; 1505 tmp->y = op->y;
1506
1478 insert_ob_in_map (tmp1, op->map, op, 0); 1507 insert_ob_in_map (tmp, op->map, op, 0);
1479} 1508}
1480 1509
1481object * 1510object *
1482object::insert_at (object *where, object *originator, int flags) 1511object::insert_at (object *where, object *originator, int flags)
1483{ 1512{
1486 else 1515 else
1487 return where->map->insert (this, where->x, where->y, originator, flags); 1516 return where->map->insert (this, where->x, where->y, originator, flags);
1488} 1517}
1489 1518
1490/* 1519/*
1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1492 * is returned contains nr objects, and the remaining parts contains
1493 * the rest (or is removed and freed if that number is 0).
1494 * On failure, NULL is returned, and the reason put into the
1495 * global static errmsg array.
1496 */
1497object *
1498get_split_ob (object *orig_ob, uint32 nr)
1499{
1500 object *newob;
1501 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1502
1503 if (orig_ob->nrof < nr)
1504 {
1505 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1506 return NULL;
1507 }
1508
1509 newob = object_create_clone (orig_ob);
1510
1511 if ((orig_ob->nrof -= nr) < 1)
1512 orig_ob->destroy (1);
1513 else if (!is_removed)
1514 {
1515 if (orig_ob->env != NULL)
1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1518 {
1519 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1521 return NULL;
1522 }
1523 }
1524
1525 newob->nrof = nr;
1526
1527 return newob;
1528}
1529
1530/*
1531 * decrease_ob_nr(object, number) decreases a specified number from 1520 * decrease(object, number) decreases a specified number from
1532 * 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
1533 * is subsequently removed and freed. 1522 * is subsequently removed and freed.
1534 * 1523 *
1535 * 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
1536 */ 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 */
1537object * 1557object *
1538decrease_ob_nr (object *op, uint32 i) 1558object::split (sint32 nr)
1539{ 1559{
1540 object *tmp; 1560 int have = number_of ();
1541 1561
1542 if (i == 0) /* objects with op->nrof require this check */ 1562 if (have < nr)
1543 return op; 1563 return 0;
1544 1564 else if (have == nr)
1545 if (i > op->nrof)
1546 i = op->nrof;
1547
1548 if (QUERY_FLAG (op, FLAG_REMOVED))
1549 op->nrof -= i;
1550 else if (op->env)
1551 { 1565 {
1552 /* is this object in the players inventory, or sub container
1553 * therein?
1554 */
1555 tmp = op->in_player ();
1556 /* nope. Is this a container the player has opened?
1557 * If so, set tmp to that player.
1558 * IMO, searching through all the players will mostly
1559 * likely be quicker than following op->env to the map,
1560 * and then searching the map for a player.
1561 */
1562 if (!tmp)
1563 for_all_players (pl)
1564 if (pl->ob->container == op->env)
1565 {
1566 tmp = pl->ob;
1567 break;
1568 }
1569
1570 if (i < op->nrof)
1571 {
1572 sub_weight (op->env, op->weight * i);
1573 op->nrof -= i;
1574 if (tmp)
1575 esrv_send_item (tmp, op);
1576 }
1577 else
1578 {
1579 op->remove (); 1566 remove ();
1580 op->nrof = 0; 1567 return this;
1581 if (tmp)
1582 esrv_del_item (tmp->contr, op->count);
1583 }
1584 } 1568 }
1585 else 1569 else
1586 { 1570 {
1587 object *above = op->above; 1571 decrease (nr);
1588 1572
1589 if (i < op->nrof) 1573 object *op = deep_clone ();
1590 op->nrof -= i; 1574 op->nrof = nr;
1591 else
1592 {
1593 op->remove ();
1594 op->nrof = 0;
1595 }
1596
1597 /* Since we just removed op, op->above is null */
1598 for (tmp = above; tmp; tmp = tmp->above)
1599 if (tmp->type == PLAYER)
1600 {
1601 if (op->nrof)
1602 esrv_send_item (tmp, op);
1603 else
1604 esrv_del_item (tmp->contr, op->count);
1605 }
1606 }
1607
1608 if (op->nrof)
1609 return op; 1575 return op;
1610 else
1611 {
1612 op->destroy ();
1613 return 0;
1614 }
1615}
1616
1617/*
1618 * add_weight(object, weight) adds the specified weight to an object,
1619 * and also updates how much the environment(s) is/are carrying.
1620 */
1621void
1622add_weight (object *op, signed long weight)
1623{
1624 while (op != NULL)
1625 {
1626 if (op->type == CONTAINER)
1627 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1628
1629 op->carrying += weight;
1630 op = op->env;
1631 } 1576 }
1632} 1577}
1633 1578
1634object * 1579object *
1635insert_ob_in_ob (object *op, object *where) 1580insert_ob_in_ob (object *op, object *where)
1660 * be != op, if items are merged. -Tero 1605 * be != op, if items are merged. -Tero
1661 */ 1606 */
1662object * 1607object *
1663object::insert (object *op) 1608object::insert (object *op)
1664{ 1609{
1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1666 op->remove ();
1667
1668 if (op->more) 1610 if (op->more)
1669 { 1611 {
1670 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);
1671 return op; 1613 return op;
1672 } 1614 }
1673 1615
1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 op->remove ();
1675 CLEAR_FLAG (op, FLAG_REMOVED); 1617
1618 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1676 1619
1677 if (op->nrof) 1620 if (op->nrof)
1678 {
1679 for (object *tmp = inv; tmp; tmp = tmp->below) 1621 for (object *tmp = inv; tmp; tmp = tmp->below)
1680 if (object::can_merge (tmp, op)) 1622 if (object::can_merge (tmp, op))
1681 { 1623 {
1682 /* return the original object and remove inserted object 1624 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1625 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1626 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1627
1686 * tmp->nrof, we need to increase the weight. 1628 if (object *pl = tmp->visible_to ())
1687 */ 1629 esrv_update_item (UPD_NROF, pl, tmp);
1630
1688 add_weight (this, op->weight * op->nrof); 1631 adjust_weight (this, op->total_weight ());
1689 SET_FLAG (op, FLAG_REMOVED); 1632
1690 op->destroy (); /* free the inserted object */ 1633 op->destroy ();
1691 op = tmp; 1634 op = tmp;
1692 op->remove (); /* and fix old object's links */ 1635 goto inserted;
1693 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break;
1695 } 1636 }
1696 1637
1697 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do
1701 * the linking below
1702 */
1703 add_weight (this, op->weight * op->nrof);
1704 }
1705 else
1706 add_weight (this, (op->weight + op->carrying));
1707
1708 if (object *otmp = this->in_player ())
1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 otmp->update_stats ();
1711
1712 op->owner = 0; // its his/hers now. period. 1638 op->owner = 0; // it's his/hers now. period.
1713 op->map = 0; 1639 op->map = 0;
1640 op->x = 0;
1641 op->y = 0;
1642
1643 op->above = 0;
1644 op->below = inv;
1714 op->env = this; 1645 op->env = this;
1715 op->above = 0;
1716 op->below = 0;
1717 op->x = op->y = 0;
1718 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:
1719 /* 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 */
1720 if (op->glow_radius && map) 1661 if (op->glow_radius && is_on_map () && map->darklevel () > 0)
1721 { 1662 {
1722#ifdef DEBUG_LIGHTS 1663 update_stats ();
1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724#endif /* DEBUG_LIGHTS */
1725 if (map->darkness)
1726 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1727 }
1728
1729 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function...
1731 */
1732 if (!inv)
1733 inv = op;
1734 else
1735 { 1665 }
1736 op->below = inv; 1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1737 op->below->above = op; 1667 // if this is a player's inventory, update stats
1738 inv = op; 1668 update_stats ();
1739 }
1740 1669
1741 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1742 1671
1743 return op; 1672 return op;
1744} 1673}
1872 LOG (llevError, "Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1873 return NULL; 1802 return NULL;
1874 } 1803 }
1875 1804
1876 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)
1877 if (tmp->arch == at) 1806 if (tmp->arch->archname == at->archname)
1878 return tmp; 1807 return tmp;
1879 1808
1880 return NULL; 1809 return NULL;
1881} 1810}
1882 1811
1946 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
1947 */ 1876 */
1948object * 1877object *
1949present_arch_in_ob (const archetype *at, const object *op) 1878present_arch_in_ob (const archetype *at, const object *op)
1950{ 1879{
1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1952 if (tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
1953 return tmp; 1882 return tmp;
1954 1883
1955 return NULL; 1884 return NULL;
1956} 1885}
1957 1886
2045 * head of the object should correspond for the entire object. 1974 * head of the object should correspond for the entire object.
2046 */ 1975 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue; 1977 continue;
2049 1978
2050 if (ob->blocked (m, pos.x, pos.y)) 1979 if (ob->blocked (pos.m, pos.x, pos.y))
2051 continue; 1980 continue;
2052 1981
2053 altern [index++] = i; 1982 altern [index++] = i;
2054 } 1983 }
2055 1984
2366 2295
2367/* 2296/*
2368 * create clone from object to another 2297 * create clone from object to another
2369 */ 2298 */
2370object * 2299object *
2371object_create_clone (object *asrc) 2300object::deep_clone ()
2372{ 2301{
2373 object *dst = 0, *tmp, *src, *prev, *item; 2302 assert (("deep_clone called on non-head object", is_head ()));
2374 2303
2375 if (!asrc) 2304 object *dst = clone ();
2376 return 0;
2377 2305
2378 src = asrc->head_ (); 2306 object *prev = dst;
2379
2380 prev = 0;
2381 for (object *part = src; part; part = part->more) 2307 for (object *part = this->more; part; part = part->more)
2382 { 2308 {
2383 tmp = part->clone (); 2309 object *tmp = part->clone ();
2384 tmp->x -= src->x;
2385 tmp->y -= src->y;
2386
2387 if (!part->head)
2388 {
2389 dst = tmp;
2390 tmp->head = 0;
2391 }
2392 else
2393 tmp->head = dst; 2310 tmp->head = dst;
2394
2395 tmp->more = 0;
2396
2397 if (prev)
2398 prev->more = tmp; 2311 prev->more = tmp;
2399
2400 prev = tmp; 2312 prev = tmp;
2401 } 2313 }
2402 2314
2403 for (item = src->inv; item; item = item->below) 2315 for (object *item = inv; item; item = item->below)
2404 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2405 2317
2406 return dst; 2318 return dst;
2407} 2319}
2408 2320
2409/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2418 return tmp; 2330 return tmp;
2419 2331
2420 return 0; 2332 return 0;
2421} 2333}
2422 2334
2423/* If ob has a field named key, return the link from the list, 2335const shstr &
2424 * otherwise return NULL. 2336object::kv_get (const shstr &key) const
2425 *
2426 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing.
2428 */
2429key_value *
2430get_ob_key_link (const object *ob, const char *key)
2431{ 2337{
2432 for (key_value *link = ob->key_values; link; link = link->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2433 if (link->key == key) 2339 if (kv->key == key)
2434 return link;
2435
2436 return 0;
2437}
2438
2439/*
2440 * Returns the value of op has an extra_field for key, or NULL.
2441 *
2442 * The argument doesn't need to be a shared string.
2443 *
2444 * The returned string is shared.
2445 */
2446const char *
2447get_ob_key_value (const object *op, const char *const key)
2448{
2449 key_value *link;
2450 shstr_cmp canonical_key (key);
2451
2452 if (!canonical_key)
2453 {
2454 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field.
2458 */
2459 return 0;
2460 }
2461
2462 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead.
2464 */
2465 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key)
2467 return link->value; 2340 return kv->value;
2468 2341
2469 return 0; 2342 return shstr_null;
2470} 2343}
2471 2344
2472/* 2345void
2473 * Updates the canonical_key in op to value. 2346object::kv_set (const shstr &key, const shstr &value)
2474 *
2475 * canonical_key is a shared string (value doesn't have to be).
2476 *
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys.
2479 *
2480 * Returns TRUE on success.
2481 */
2482int
2483set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2484{ 2347{
2485 key_value *field = NULL, *last = NULL; 2348 for (key_value *kv = key_values; kv; kv = kv->next)
2486 2349 if (kv->key == key)
2487 for (field = op->key_values; field != NULL; field = field->next)
2488 {
2489 if (field->key != canonical_key)
2490 { 2350 {
2491 last = field; 2351 kv->value = value;
2492 continue; 2352 return;
2493 } 2353 }
2494 2354
2495 if (value) 2355 key_value *kv = new key_value;
2496 field->value = value; 2356
2497 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)
2498 { 2369 {
2499 /* Basically, if the archetype has this key set, 2370 key_value *kv = *kvp;
2500 * we need to store the null value so when we save 2371 *kvp = (*kvp)->next;
2501 * it, we save the empty value so that when we load, 2372 delete kv;
2502 * we get this value back again. 2373 return;
2503 */
2504 if (get_ob_key_link (op->arch, canonical_key))
2505 field->value = 0;
2506 else
2507 {
2508 if (last)
2509 last->next = field->next;
2510 else
2511 op->key_values = field->next;
2512
2513 delete field;
2514 }
2515 } 2374 }
2516 return TRUE;
2517 }
2518 /* IF we get here, key doesn't exist */
2519
2520 /* No field, we'll have to add it. */
2521
2522 if (!add_key)
2523 return FALSE;
2524
2525 /* There isn't any good reason to store a null
2526 * value in the key/value list. If the archetype has
2527 * this key, then we should also have it, so shouldn't
2528 * be here. If user wants to store empty strings,
2529 * should pass in ""
2530 */
2531 if (value == NULL)
2532 return TRUE;
2533
2534 field = new key_value;
2535
2536 field->key = canonical_key;
2537 field->value = value;
2538 /* Usual prepend-addition. */
2539 field->next = op->key_values;
2540 op->key_values = field;
2541
2542 return TRUE;
2543}
2544
2545/*
2546 * Updates the key in op to value.
2547 *
2548 * If add_key is FALSE, this will only update existing keys,
2549 * and not add new ones.
2550 * In general, should be little reason FALSE is ever passed in for add_key
2551 *
2552 * Returns TRUE on success.
2553 */
2554int
2555set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2556{
2557 shstr key_ (key);
2558
2559 return set_ob_key_value_s (op, key_, value, add_key);
2560} 2375}
2561 2376
2562object::depth_iterator::depth_iterator (object *container) 2377object::depth_iterator::depth_iterator (object *container)
2563: iterator_base (container) 2378: iterator_base (container)
2564{ 2379{
2614{ 2429{
2615 char flagdesc[512]; 2430 char flagdesc[512];
2616 char info2[256 * 4]; 2431 char info2[256 * 4];
2617 char *p = info; 2432 char *p = info;
2618 2433
2619 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}",
2620 count, 2435 count,
2621 uuid.c_str (), 2436 uuid.c_str (),
2622 &name, 2437 &name,
2623 title ? "\",title:\"" : "", 2438 title ? ",title:\"" : "",
2624 title ? (const char *)title : "", 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2625 flag_desc (flagdesc, 512), type); 2441 flag_desc (flagdesc, 512), type);
2626 2442
2627 if (!this->flag[FLAG_REMOVED] && env) 2443 if (!flag[FLAG_REMOVED] && env)
2628 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2629 2445
2630 if (map) 2446 if (map)
2631 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);
2632 2448
2662object::open_container (object *new_container) 2478object::open_container (object *new_container)
2663{ 2479{
2664 if (container == new_container) 2480 if (container == new_container)
2665 return; 2481 return;
2666 2482
2667 if (object *old_container = container) 2483 object *old_container = container;
2484
2485 if (old_container)
2668 { 2486 {
2669 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2487 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2670 return; 2488 return;
2671 2489
2672#if 0 2490#if 0
2674 if (object *closer = old_container->inv) 2492 if (object *closer = old_container->inv)
2675 if (closer->type == CLOSE_CON) 2493 if (closer->type == CLOSE_CON)
2676 closer->destroy (); 2494 closer->destroy ();
2677#endif 2495#endif
2678 2496
2497 // make sure the container is available
2498 esrv_send_item (this, old_container);
2499
2679 old_container->flag [FLAG_APPLIED] = 0; 2500 old_container->flag [FLAG_APPLIED] = false;
2680 container = 0; 2501 container = 0;
2681 2502
2503 // client needs item update to make it work, client bug requires this to be separate
2682 esrv_update_item (UPD_FLAGS, this, old_container); 2504 esrv_update_item (UPD_FLAGS, this, old_container);
2505
2683 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));
2684 play_sound (sound_find ("chest_close")); 2507 play_sound (sound_find ("chest_close"));
2685 } 2508 }
2686 2509
2687 if (new_container) 2510 if (new_container)
2700 } 2523 }
2701#endif 2524#endif
2702 2525
2703 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));
2704 2527
2528 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container);
2530
2705 new_container->flag [FLAG_APPLIED] = 1; 2531 new_container->flag [FLAG_APPLIED] = true;
2706 container = new_container; 2532 container = new_container;
2707 2533
2534 // client needs flag change
2708 esrv_update_item (UPD_FLAGS, this, new_container); 2535 esrv_update_item (UPD_FLAGS, this, new_container);
2709 esrv_send_inventory (this, new_container); 2536 esrv_send_inventory (this, new_container);
2710 play_sound (sound_find ("chest_open")); 2537 play_sound (sound_find ("chest_open"));
2711 } 2538 }
2539// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset ();
2712} 2541}
2713 2542
2714object * 2543object *
2715object::force_find (const shstr name) 2544object::force_find (const shstr name)
2716{ 2545{
2722 return splay (tmp); 2551 return splay (tmp);
2723 2552
2724 return 0; 2553 return 0;
2725} 2554}
2726 2555
2727void 2556object *
2728object::force_add (const shstr name, int duration) 2557object::force_add (const shstr name, int duration)
2729{ 2558{
2730 if (object *force = force_find (name)) 2559 if (object *force = force_find (name))
2731 force->destroy (); 2560 force->destroy ();
2732 2561
2738 2567
2739 force->set_speed (duration ? 1.f / duration : 0.f); 2568 force->set_speed (duration ? 1.f / duration : 0.f);
2740 force->flag [FLAG_IS_USED_UP] = true; 2569 force->flag [FLAG_IS_USED_UP] = true;
2741 force->flag [FLAG_APPLIED] = true; 2570 force->flag [FLAG_APPLIED] = true;
2742 2571
2743 insert (force); 2572 return insert (force);
2744} 2573}
2745 2574
2746void 2575void
2747object::play_sound (faceidx sound) const 2576object::play_sound (faceidx sound)
2748{ 2577{
2749 if (!sound) 2578 if (!sound)
2750 return; 2579 return;
2751 2580
2752 if (flag [FLAG_REMOVED]) 2581 if (flag [FLAG_REMOVED])
2759 } 2588 }
2760 else 2589 else
2761 map->play_sound (sound, x, y); 2590 map->play_sound (sound, x, y);
2762} 2591}
2763 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 // currently only works sensibly for players
2602 if (!is_player ())
2603 return;
2604
2605 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force);
2607
2608 if (force)
2609 force->speed_left = -1.f; // patch old speed up
2610 else
2611 {
2612 force = archetype::get (shstr_noise_force);
2613
2614 force->slaying = shstr_noise_force;
2615 force->stats.food = 1;
2616 force->speed_left = -1.f;
2617
2618 force->set_speed (1.f / 4.f);
2619 force->flag [FLAG_IS_USED_UP] = true;
2620 force->flag [FLAG_APPLIED] = true;
2621
2622 insert (force);
2623 }
2624}
2625

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