ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.207 by root, Sun Apr 20 23:25:09 2008 UTC vs.
Revision 1.283 by root, Sat Feb 21 06:25:46 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 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 29#include <sproto.h>
35#include <loader.h> 30#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39UUID UUID::cur; 34UUID UUID::cur;
40static uint64_t seq_next_save; 35static uint64_t seq_next_save;
41static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
42 38
43objectvec objects; 39objectvec objects;
44activevec actives; 40activevec actives;
45 41
46short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
144 140
145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
146static bool 142static bool
147compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
148{ 144{
149 key_value *wants_field;
150
151 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
152 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
153 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
154 */ 148 */
155 149
156 /* For each field in wants, */ 150 /* For each field in wants, */
157 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
158 { 152 if (has->kv_get (kv->key) != kv->value)
159 key_value *has_field; 153 return false;
160
161 /* Look for a field in has with the same key. */
162 has_field = get_ob_key_link (has, wants_field->key);
163
164 if (!has_field)
165 return 0; /* No field with that name. */
166
167 /* Found the matching field. */
168 if (has_field->value != wants_field->value)
169 return 0; /* Values don't match, so this half of the comparison is false. */
170
171 /* If we get here, we found a match. Now for the next field in wants. */
172 }
173 154
174 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
175 return 1; 156 return true;
176} 157}
177 158
178/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
179static bool 160static bool
180compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
181{ 162{
182 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
183 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
184 */ 165 */
185 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
186} 168}
187 169
188/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
189 * they can be merged together. 171 * they can be merged together.
190 * 172 *
205 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
206 || ob1->value != ob2->value 188 || ob1->value != ob2->value
207 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
208 return 0; 190 return 0;
209 191
210 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
211 * for unsigned overflow (2c), second part checks wether the result 193 * is always 0 .. 2**31-1 */
212 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
213 * nrof values.
214 */
215 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
216 return 0; 195 return 0;
217 196
218 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
219 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
220 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
225 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
226 205
227 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
228 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
229 208
230 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
231 || ob1->arch != ob2->arch
232 || ob1->name != ob2->name 210 || ob1->name != ob2->name
233 || ob1->title != ob2->title 211 || ob1->title != ob2->title
234 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
235 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
239 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
240 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
241 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
242 || ob1->value != ob2->value 218 || ob1->value != ob2->value
243 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
244 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
245 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
246 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
247 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
248 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
249 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
250 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
251 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
252 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
253 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
254 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0;
235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
255 return 0; 240 return 0;
256 241
257 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
258 * not merge objects with real inventories, as splitting them 243 * not merge objects with real inventories, as splitting them
259 * is hard. 244 * is hard.
298 283
299 if (ob1->key_values || ob2->key_values) 284 if (ob1->key_values || ob2->key_values)
300 { 285 {
301 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
302 if ((!ob1->key_values) != (!ob2->key_values)) 287 if ((!ob1->key_values) != (!ob2->key_values))
303 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
304 return 0; 289
305 else if (!compare_ob_value_lists (ob1, ob2)) 290 if (!compare_ob_value_lists (ob1, ob2))
306 return 0; 291 return 0;
307 } 292 }
308 293
309 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
310 { 295 {
316 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
317 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
318 303
319 if (k1 != k2) 304 if (k1 != k2)
320 return 0; 305 return 0;
306
321 else if (k1 == 0) 307 if (k1 == 0)
322 return 1; 308 return 1;
309
323 else if (!cfperl_can_merge (ob1, ob2)) 310 if (!cfperl_can_merge (ob1, ob2))
324 return 0; 311 return 0;
325 } 312 }
326 } 313 }
327 314
328 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
329 return 1; 316 return 1;
330} 317}
331 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
332static sint32 357static sint32
333weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
334{ 359{
335 return op->type == CONTAINER 360 return op->type == CONTAINER
336 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
337 : weight; 362 : weight;
338} 363}
339 364
340/* 365/*
341 * add_weight(object, weight) adds the specified weight to an object, 366 * adjust_weight(object, weight) adds the specified weight to an object,
342 * and also updates how much the environment(s) is/are carrying. 367 * and also updates how much the environment(s) is/are carrying.
343 */ 368 */
344static void 369static void
345add_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
346{ 371{
347 while (op) 372 while (op)
348 { 373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
349 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
350 381
351 op->carrying += weight; 382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
352 op = op->env; 388 op = op->env;
353 } 389 }
354}
355
356/*
357 * sub_weight() recursively (outwards) subtracts a number from the
358 * weight of an object (and what is carried by it's environment(s)).
359 */
360static void
361sub_weight (object *op, long weight)
362{
363 add_weight (op, -weight);
364} 390}
365 391
366/* 392/*
367 * this is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
368 * an object is carrying. It goes through op and figures out how much 394 * an object is carrying. It goes through op and figures out how much
379 op->update_weight (); 405 op->update_weight ();
380 406
381 sum += op->total_weight (); 407 sum += op->total_weight ();
382 } 408 }
383 409
384 carrying = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
385}
386 411
412 if (sum != carrying)
413 {
414 carrying = sum;
415
416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
420}
421
387/* 422/*
388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
389 * Some error messages.
390 * The result of the dump is stored in the static global errmsg array.
391 */ 424 */
392char * 425char *
393dump_object (object *op) 426dump_object (object *op)
394{ 427{
395 if (!op) 428 if (!op)
409get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
410{ 443{
411 object *tmp, *closest; 444 object *tmp, *closest;
412 int last_dist, i; 445 int last_dist, i;
413 446
414 if (op->more == NULL) 447 if (!op->more)
415 return op; 448 return op;
449
416 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
417 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
418 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
419 return closest; 456 return closest;
420} 457}
421 458
422/* 459/*
423 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
424 */ 462 */
425object * 463object *
426find_object (tag_t i) 464find_object (tag_t i)
427{ 465{
428 for_all_objects (op) 466 for_all_objects (op)
439 */ 477 */
440object * 478object *
441find_object_name (const char *str) 479find_object_name (const char *str)
442{ 480{
443 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
444 object *op;
445 482
483 if (str_)
446 for_all_objects (op) 484 for_all_objects (op)
447 if (op->name == str_) 485 if (op->name == str_)
448 break; 486 return op;
449 487
450 return op; 488 return 0;
451} 489}
452 490
453/* 491/*
454 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
455 * skill and experience objects. 493 * skill and experience objects.
553 } 591 }
554 592
555 op->key_values = 0; 593 op->key_values = 0;
556} 594}
557 595
558object & 596/*
559object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
560{ 606{
561 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
562 bool is_removed = flag [FLAG_REMOVED];
563
564 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
565
566 flag [FLAG_FREED] = is_freed;
567 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
568 610
569 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
570 if (src.key_values) 612 if (key_values)
571 { 613 {
572 key_value *tail = 0; 614 key_value *tail = 0;
573 key_values = 0; 615 dst->key_values = 0;
574 616
575 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
576 { 618 {
577 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
578 620
579 new_link->next = 0; 621 new_link->next = 0;
580 new_link->key = i->key; 622 new_link->key = i->key;
581 new_link->value = i->value; 623 new_link->value = i->value;
582 624
583 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
584 if (!key_values) 626 if (!dst->key_values)
585 { 627 {
586 key_values = new_link; 628 dst->key_values = new_link;
587 tail = new_link; 629 tail = new_link;
588 } 630 }
589 else 631 else
590 { 632 {
591 tail->next = new_link; 633 tail->next = new_link;
592 tail = new_link; 634 tail = new_link;
593 } 635 }
594 } 636 }
595 } 637 }
596}
597
598/*
599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
608{
609 *dst = *this;
610 638
611 if (speed < 0) 639 if (speed < 0)
612 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
613 641
614 dst->set_speed (dst->speed); 642 dst->activate ();
615} 643}
616 644
617void 645void
618object::instantiate () 646object::instantiate ()
619{ 647{
636object * 664object *
637object::clone () 665object::clone ()
638{ 666{
639 object *neu = create (); 667 object *neu = create ();
640 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
641 return neu; 670 return neu;
642} 671}
643 672
644/* 673/*
645 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
696 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
697 */ 726 */
698void 727void
699update_object (object *op, int action) 728update_object (object *op, int action)
700{ 729{
701 if (op == NULL) 730 if (!op)
702 { 731 {
703 /* this should never happen */ 732 /* this should never happen */
704 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
705 return; 734 return;
706 } 735 }
707 736
708 if (op->env) 737 if (!op->is_on_map ())
709 { 738 {
710 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
711 * to do in this case. 740 * to do in this case.
712 */ 741 */
713 return; 742 return;
714 } 743 }
715
716 /* If the map is saving, don't do anything as everything is
717 * going to get freed anyways.
718 */
719 if (!op->map || op->map->in_memory == MAP_SAVING)
720 return;
721 744
722 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
723 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
724 { 747 {
725 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
736 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
737 { 760 {
738 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
739 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
740 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
741 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
742 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
743 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
744 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
745 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
746 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
747 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
748 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
749 * to have move_allow right now. 772 * have move_allow right now.
750 */ 773 */
751 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
752 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
753 m.flags_ = 0; 776 m.invalidate ();
754 } 777 }
755 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
756 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
757 * that is being removed. 780 * that is being removed.
758 */ 781 */
759 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
760 m.flags_ = 0; 783 m.invalidate ();
761 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
762 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
763 else 786 else
764 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
765 788
807object::activate () 830object::activate ()
808{ 831{
809 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
810 if (active) 833 if (active)
811 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
812 838
813 if (has_active_speed ()) 839 if (has_active_speed ())
814 actives.insert (this); 840 actives.insert (this);
815} 841}
816 842
868object::destroy_inv (bool drop_to_ground) 894object::destroy_inv (bool drop_to_ground)
869{ 895{
870 // need to check first, because the checks below might segfault 896 // need to check first, because the checks below might segfault
871 // as we might be on an invalid mapspace and crossfire code 897 // as we might be on an invalid mapspace and crossfire code
872 // is too buggy to ensure that the inventory is empty. 898 // is too buggy to ensure that the inventory is empty.
873 // corollary: if you create arrows etc. with stuff in tis inventory, 899 // corollary: if you create arrows etc. with stuff in its inventory,
874 // cf will crash below with off-map x and y 900 // cf will crash below with off-map x and y
875 if (!inv) 901 if (!inv)
876 return; 902 return;
877 903
878 /* Only if the space blocks everything do we not process - 904 /* Only if the space blocks everything do we not process -
880 * drop on that space. 906 * drop on that space.
881 */ 907 */
882 if (!drop_to_ground 908 if (!drop_to_ground
883 || !map 909 || !map
884 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
885 || map->nodrop 911 || map->no_drop
886 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
887 { 913 {
888 while (inv) 914 while (inv)
889 {
890 inv->destroy_inv (drop_to_ground);
891 inv->destroy (); 915 inv->destroy ();
892 }
893 } 916 }
894 else 917 else
895 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
896 while (inv) 919 while (inv)
897 { 920 {
915 object *op = new object; 938 object *op = new object;
916 op->link (); 939 op->link ();
917 return op; 940 return op;
918} 941}
919 942
943static struct freed_map : maptile
944{
945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
920void 964void
921object::do_destroy () 965object::do_destroy ()
922{ 966{
923 attachable::do_destroy ();
924
925 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
926 remove_button_link (this); 968 remove_link ();
927 969
928 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
929 remove_friendly_object (this); 971 remove_friendly_object (this);
930 972
931 if (!flag [FLAG_REMOVED])
932 remove (); 973 remove ();
933 974
934 destroy_inv (true); 975 attachable::do_destroy ();
935 976
936 deactivate (); 977 deactivate ();
937 unlink (); 978 unlink ();
938 979
939 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
940 981
941 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
942 {
943 static maptile *freed_map; // freed objects are moved here to avoid crashes
944
945 if (!freed_map)
946 {
947 freed_map = new maptile;
948
949 freed_map->path = "<freed objects map>";
950 freed_map->name = "/internal/freed_objects_map";
951 freed_map->width = 3;
952 freed_map->height = 3;
953 freed_map->nodrop = 1;
954
955 freed_map->alloc ();
956 freed_map->in_memory = MAP_ACTIVE;
957 }
958
959 map = freed_map; 983 map = &freed_map;
960 x = 1; 984 x = 1;
961 y = 1; 985 y = 1;
962 }
963 986
964 if (more) 987 if (more)
965 { 988 {
966 more->destroy (); 989 more->destroy ();
967 more = 0; 990 more = 0;
975 attacked_by = 0; 998 attacked_by = 0;
976 current_weapon = 0; 999 current_weapon = 0;
977} 1000}
978 1001
979void 1002void
980object::destroy (bool destroy_inventory) 1003object::destroy ()
981{ 1004{
982 if (destroyed ()) 1005 if (destroyed ())
983 return; 1006 return;
984 1007
985 if (destroy_inventory) 1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy ();
1012 return;
1013 }
1014
986 destroy_inv (false); 1015 destroy_inv (false);
987 1016
988 if (is_head ()) 1017 if (is_head ())
989 if (sound_destroy) 1018 if (sound_destroy)
990 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
991 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1005object::do_remove () 1034object::do_remove ()
1006{ 1035{
1007 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
1008 object *otmp; 1037 object *otmp;
1009 1038
1010 if (QUERY_FLAG (this, FLAG_REMOVED)) 1039 if (flag [FLAG_REMOVED])
1011 return; 1040 return;
1012 1041
1013 SET_FLAG (this, FLAG_REMOVED);
1014 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
1015 1045
1016 if (more) 1046 if (more)
1017 more->remove (); 1047 more->remove ();
1018 1048
1019 /* 1049 /*
1020 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1021 * inventory. 1051 * inventory.
1022 */ 1052 */
1023 if (env) 1053 if (env)
1024 { 1054 {
1025 if (nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1026 sub_weight (env, weight * nrof); 1056 if (object *pl = visible_to ())
1027 else 1057 esrv_del_item (pl->contr, count);
1028 sub_weight (env, weight + carrying); 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1076 above = 0;
1077 below = 0;
1078 env = 0;
1029 1079
1030 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1031 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1032 * to save cpu time. 1082 * to save cpu time.
1033 */ 1083 */
1034 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1035 otmp->update_stats (); 1087 pl->update_stats ();
1036 1088
1037 if (above) 1089 if (glow_radius && pl->is_on_map ())
1038 above->below = below; 1090 update_all_los (pl->map, pl->x, pl->y);
1039 else 1091 }
1040 env->inv = below;
1041
1042 if (below)
1043 below->above = above;
1044
1045 /* we set up values so that it could be inserted into
1046 * the map, but we don't actually do that - it is up
1047 * to the caller to decide what we want to do.
1048 */
1049 x = env->x, y = env->y;
1050 map = env->map;
1051 above = 0, below = 0;
1052 env = 0;
1053 } 1092 }
1054 else if (map) 1093 else if (map)
1055 { 1094 {
1056 if (type == PLAYER)
1057 {
1058 // leaving a spot always closes any open container on the ground
1059 if (container && !container->env)
1060 // this causes spurious floorbox updates, but it ensures
1061 // that the CLOSE event is being sent.
1062 close_container ();
1063
1064 --map->players;
1065 map->touch ();
1066 }
1067
1068 map->dirty = true; 1095 map->dirty = true;
1069 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1070 1097
1098 if (object *pl = ms.player ())
1099 {
1100 if (is_player ())
1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1105 // leaving a spot always closes any open container on the ground
1106 if (container && !container->env)
1107 // this causes spurious floorbox updates, but it ensures
1108 // that the CLOSE event is being sent.
1109 close_container ();
1110
1111 --map->players;
1112 map->touch ();
1113 }
1114 else if (pl->container == this)
1115 {
1116 // removing a container should close it
1117 close_container ();
1118 }
1119
1120 esrv_del_item (pl->contr, count);
1121 }
1122
1071 /* link the object above us */ 1123 /* link the object above us */
1072 if (above) 1124 // re-link, make sure compiler can easily use cmove
1073 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
1074 else 1126 *(below ? &below->above : &ms.bot) = above;
1075 ms.top = below; /* we were top, set new top */
1076
1077 /* Relink the object below us, if there is one */
1078 if (below)
1079 below->above = above;
1080 else
1081 {
1082 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is
1084 * evident
1085 */
1086 if (GET_MAP_OB (map, x, y) != this)
1087 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1088
1089 ms.bot = above; /* goes on above it. */
1090 }
1091 1127
1092 above = 0; 1128 above = 0;
1093 below = 0; 1129 below = 0;
1130
1131 ms.invalidate ();
1094 1132
1095 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1096 return; 1134 return;
1097 1135
1098 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1104 * removed (most likely destroyed), update the player view 1142 * removed (most likely destroyed), update the player view
1105 * appropriately. 1143 * appropriately.
1106 */ 1144 */
1107 pl->close_container (); 1145 pl->close_container ();
1108 1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1109 pl->contr->ns->floorbox_update (); 1151 pl->contr->ns->floorbox_update ();
1110 } 1152 }
1111 1153
1112 for (tmp = ms.bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1113 { 1155 {
1114 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1127 } 1169 }
1128 1170
1129 last = tmp; 1171 last = tmp;
1130 } 1172 }
1131 1173
1132 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1133 //TODO: this makes little sense, why only update the topmost object?
1134 if (!last)
1135 map->at (x, y).flags_ = 0;
1136 else
1137 update_object (last, UP_OBJ_REMOVE);
1138
1139 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1140 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1141 } 1176 }
1142} 1177}
1143 1178
1144/* 1179/*
1158 if (!top) 1193 if (!top)
1159 for (top = op; top && top->above; top = top->above) 1194 for (top = op; top && top->above; top = top->above)
1160 ; 1195 ;
1161 1196
1162 for (; top; top = top->below) 1197 for (; top; top = top->below)
1163 {
1164 if (top == op)
1165 continue;
1166
1167 if (object::can_merge (op, top)) 1198 if (object::can_merge (op, top))
1168 { 1199 {
1169 top->nrof += op->nrof; 1200 top->nrof += op->nrof;
1170 1201
1171/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1202 if (object *pl = top->visible_to ())
1172 op->weight = 0; /* Don't want any adjustements now */ 1203 esrv_update_item (UPD_NROF, pl, top);
1204
1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1173 op->destroy (); 1208 op->destroy ();
1209
1174 return top; 1210 return top;
1175 } 1211 }
1176 }
1177 1212
1178 return 0; 1213 return 0;
1179} 1214}
1180 1215
1181void 1216void
1206 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1207 */ 1242 */
1208object * 1243object *
1209insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1210{ 1245{
1246 op->remove ();
1247
1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1212 { 1249 {
1213 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1214 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1215 } 1252 }
1238 * just 'op' otherwise 1275 * just 'op' otherwise
1239 */ 1276 */
1240object * 1277object *
1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1242{ 1279{
1243 assert (!op->flag [FLAG_FREED]);
1244
1245 object *top, *floor = NULL;
1246
1247 op->remove (); 1280 op->remove ();
1281
1282 if (m == &freed_map)//D TODO: remove soon
1283 {//D
1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1285 }//D
1248 1286
1249 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1250 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1251 * need extra work 1289 * need extra work
1252 */ 1290 */
1291 maptile *newmap = m;
1253 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1254 { 1293 {
1255 op->destroy (); 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1256 return 0; 1295 return 0;
1257 } 1296 }
1258 1297
1259 if (object *more = op->more) 1298 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1261 return 0; 1300 return 0;
1262 1301
1263 CLEAR_FLAG (op, FLAG_REMOVED); 1302 op->flag [FLAG_REMOVED] = false;
1264 1303 op->env = 0;
1265 op->map = m; 1304 op->map = newmap;
1305
1266 mapspace &ms = op->ms (); 1306 mapspace &ms = op->ms ();
1267 1307
1268 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1269 */ 1309 */
1270 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1272 if (object::can_merge (op, tmp)) 1312 if (object::can_merge (op, tmp))
1273 { 1313 {
1314 // TODO: we actually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1274 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1275 tmp->destroy (); 1318 tmp->destroy ();
1276 } 1319 }
1277 1320
1278 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1287 { 1330 {
1288 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1289 abort (); 1332 abort ();
1290 } 1333 }
1291 1334
1335 if (!originator->is_on_map ())
1336 {
1337 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1338 op->debug_desc (), originator->debug_desc ());
1339 abort ();
1340 }
1341
1292 op->above = originator; 1342 op->above = originator;
1293 op->below = originator->below; 1343 op->below = originator->below;
1294
1295 if (op->below)
1296 op->below->above = op;
1297 else
1298 ms.bot = op;
1299
1300 /* since *below* originator, no need to update top */
1301 originator->below = op; 1344 originator->below = op;
1345
1346 *(op->below ? &op->below->above : &ms.bot) = op;
1302 } 1347 }
1303 else 1348 else
1304 { 1349 {
1305 top = ms.bot; 1350 object *floor = 0;
1351 object *top = ms.top;
1306 1352
1307 /* If there are other objects, then */ 1353 /* If there are other objects, then */
1308 if (top) 1354 if (top)
1309 { 1355 {
1310 object *last = 0;
1311
1312 /* 1356 /*
1313 * If there are multiple objects on this space, we do some trickier handling. 1357 * If there are multiple objects on this space, we do some trickier handling.
1314 * We've already dealt with merging if appropriate. 1358 * We've already dealt with merging if appropriate.
1315 * Generally, we want to put the new object on top. But if 1359 * Generally, we want to put the new object on top. But if
1316 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1360 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1319 * once we get to them. This reduces the need to traverse over all of 1363 * once we get to them. This reduces the need to traverse over all of
1320 * them when adding another one - this saves quite a bit of cpu time 1364 * them when adding another one - this saves quite a bit of cpu time
1321 * when lots of spells are cast in one area. Currently, it is presumed 1365 * when lots of spells are cast in one area. Currently, it is presumed
1322 * that flying non pickable objects are spell objects. 1366 * that flying non pickable objects are spell objects.
1323 */ 1367 */
1324 for (top = ms.bot; top; top = top->above) 1368 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1325 { 1369 {
1326 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1370 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1327 floor = top; 1371 floor = tmp;
1328 1372
1329 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1330 { 1374 {
1331 /* We insert above top, so we want this object below this */ 1375 /* We insert above top, so we want this object below this */
1332 top = top->below; 1376 top = tmp->below;
1333 break; 1377 break;
1334 } 1378 }
1335 1379
1336 last = top; 1380 top = tmp;
1337 } 1381 }
1338
1339 /* Don't want top to be NULL, so set it to the last valid object */
1340 top = last;
1341 1382
1342 /* We let update_position deal with figuring out what the space 1383 /* We let update_position deal with figuring out what the space
1343 * looks like instead of lots of conditions here. 1384 * looks like instead of lots of conditions here.
1344 * makes things faster, and effectively the same result. 1385 * makes things faster, and effectively the same result.
1345 */ 1386 */
1352 */ 1393 */
1353 if (!(flag & INS_ON_TOP) 1394 if (!(flag & INS_ON_TOP)
1354 && ms.flags () & P_BLOCKSVIEW 1395 && ms.flags () & P_BLOCKSVIEW
1355 && (op->face && !faces [op->face].visibility)) 1396 && (op->face && !faces [op->face].visibility))
1356 { 1397 {
1398 object *last;
1399
1357 for (last = top; last != floor; last = last->below) 1400 for (last = top; last != floor; last = last->below)
1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1401 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1359 break; 1402 break;
1360 1403
1361 /* Check to see if we found the object that blocks view, 1404 /* Check to see if we found the object that blocks view,
1369 } /* If objects on this space */ 1412 } /* If objects on this space */
1370 1413
1371 if (flag & INS_ABOVE_FLOOR_ONLY) 1414 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor; 1415 top = floor;
1373 1416
1374 /* Top is the object that our object (op) is going to get inserted above. 1417 // insert object above top, or bottom-most if top = 0
1375 */
1376
1377 /* First object on this space */
1378 if (!top) 1418 if (!top)
1379 { 1419 {
1420 op->below = 0;
1380 op->above = ms.bot; 1421 op->above = ms.bot;
1381
1382 if (op->above)
1383 op->above->below = op;
1384
1385 op->below = 0;
1386 ms.bot = op; 1422 ms.bot = op;
1423
1424 *(op->above ? &op->above->below : &ms.top) = op;
1387 } 1425 }
1388 else 1426 else
1389 { /* get inserted into the stack above top */ 1427 {
1390 op->above = top->above; 1428 op->above = top->above;
1391
1392 if (op->above)
1393 op->above->below = op; 1429 top->above = op;
1394 1430
1395 op->below = top; 1431 op->below = top;
1396 top->above = op; 1432 *(op->above ? &op->above->below : &ms.top) = op;
1397 } 1433 }
1434 }
1398 1435
1399 if (!op->above) 1436 if (op->is_player ())
1400 ms.top = op;
1401 } /* else not INS_BELOW_ORIGINATOR */
1402
1403 if (op->type == PLAYER)
1404 { 1437 {
1405 op->contr->do_los = 1; 1438 op->contr->do_los = 1;
1406 ++op->map->players; 1439 ++op->map->players;
1407 op->map->touch (); 1440 op->map->touch ();
1408 } 1441 }
1409 1442
1410 op->map->dirty = true; 1443 op->map->dirty = true;
1411 1444
1412 if (object *pl = ms.player ()) 1445 if (object *pl = ms.player ())
1446 //TODO: the floorbox prev/next might need updating
1447 //esrv_send_item (pl, op);
1448 //TODO: update floorbox to preserve ordering
1449 if (pl->contr->ns)
1413 pl->contr->ns->floorbox_update (); 1450 pl->contr->ns->floorbox_update ();
1414 1451
1415 /* If this object glows, it may affect lighting conditions that are 1452 /* If this object glows, it may affect lighting conditions that are
1416 * visible to others on this map. But update_all_los is really 1453 * visible to others on this map. But update_all_los is really
1417 * an inefficient way to do this, as it means los for all players 1454 * an inefficient way to do this, as it means los for all players
1418 * on the map will get recalculated. The players could very well 1455 * on the map will get recalculated. The players could very well
1419 * be far away from this change and not affected in any way - 1456 * be far away from this change and not affected in any way -
1420 * this should get redone to only look for players within range, 1457 * this should get redone to only look for players within range,
1421 * or just updating the P_UPTODATE for spaces within this area 1458 * or just updating the P_UPTODATE for spaces within this area
1422 * of effect may be sufficient. 1459 * of effect may be sufficient.
1423 */ 1460 */
1424 if (op->map->darkness && (op->glow_radius != 0)) 1461 if (op->affects_los ())
1462 {
1463 op->ms ().invalidate ();
1425 update_all_los (op->map, op->x, op->y); 1464 update_all_los (op->map, op->x, op->y);
1465 }
1426 1466
1427 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1467 /* updates flags (blocked, alive, no magic, etc) for this map space */
1428 update_object (op, UP_OBJ_INSERT); 1468 update_object (op, UP_OBJ_INSERT);
1429 1469
1430 INVOKE_OBJECT (INSERT, op); 1470 INVOKE_OBJECT (INSERT, op);
1458/* this function inserts an object in the map, but if it 1498/* this function inserts an object in the map, but if it
1459 * finds an object of its own type, it'll remove that one first. 1499 * finds an object of its own type, it'll remove that one first.
1460 * op is the object to insert it under: supplies x and the map. 1500 * op is the object to insert it under: supplies x and the map.
1461 */ 1501 */
1462void 1502void
1463replace_insert_ob_in_map (const char *arch_string, object *op) 1503replace_insert_ob_in_map (shstr_tmp archname, object *op)
1464{ 1504{
1465 object *tmp, *tmp1;
1466
1467 /* first search for itself and remove any old instances */ 1505 /* first search for itself and remove any old instances */
1468 1506
1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1508 if (tmp->arch->archname == archname) /* same archetype */
1471 tmp->destroy (); 1509 tmp->destroy ();
1472 1510
1473 tmp1 = arch_to_object (archetype::find (arch_string)); 1511 object *tmp = arch_to_object (archetype::find (archname));
1474 1512
1475 tmp1->x = op->x; 1513 tmp->x = op->x;
1476 tmp1->y = op->y; 1514 tmp->y = op->y;
1515
1477 insert_ob_in_map (tmp1, op->map, op, 0); 1516 insert_ob_in_map (tmp, op->map, op, 0);
1478} 1517}
1479 1518
1480object * 1519object *
1481object::insert_at (object *where, object *originator, int flags) 1520object::insert_at (object *where, object *originator, int flags)
1482{ 1521{
1485 else 1524 else
1486 return where->map->insert (this, where->x, where->y, originator, flags); 1525 return where->map->insert (this, where->x, where->y, originator, flags);
1487} 1526}
1488 1527
1489/* 1528/*
1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1491 * is returned contains nr objects, and the remaining parts contains
1492 * the rest (or is removed and freed if that number is 0).
1493 * On failure, NULL is returned, and the reason put into the
1494 * global static errmsg array.
1495 */
1496object *
1497get_split_ob (object *orig_ob, uint32 nr)
1498{
1499 object *newob;
1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501
1502 if (orig_ob->nrof < nr)
1503 {
1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1505 return NULL;
1506 }
1507
1508 newob = object_create_clone (orig_ob);
1509
1510 if ((orig_ob->nrof -= nr) < 1)
1511 orig_ob->destroy (1);
1512 else if (!is_removed)
1513 {
1514 if (orig_ob->env != NULL)
1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1517 {
1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1520 return NULL;
1521 }
1522 }
1523
1524 newob->nrof = nr;
1525
1526 return newob;
1527}
1528
1529/*
1530 * decrease_ob_nr(object, number) decreases a specified number from 1529 * decrease(object, number) decreases a specified number from
1531 * the amount of an object. If the amount reaches 0, the object 1530 * the amount of an object. If the amount reaches 0, the object
1532 * is subsequently removed and freed. 1531 * is subsequently removed and freed.
1533 * 1532 *
1534 * Return value: 'op' if something is left, NULL if the amount reached 0 1533 * Return value: 'op' if something is left, NULL if the amount reached 0
1535 */ 1534 */
1535bool
1536object::decrease (sint32 nr)
1537{
1538 if (!nr)
1539 return true;
1540
1541 nr = min (nr, nrof);
1542
1543 if (nrof > nr)
1544 {
1545 nrof -= nr;
1546 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1547
1548 if (object *pl = visible_to ())
1549 esrv_update_item (UPD_NROF, pl, this);
1550
1551 return true;
1552 }
1553 else
1554 {
1555 destroy ();
1556 return false;
1557 }
1558}
1559
1560/*
1561 * split(ob,nr) splits up ob into two parts. The part which
1562 * is returned contains nr objects, and the remaining parts contains
1563 * the rest (or is removed and returned if that number is 0).
1564 * On failure, NULL is returned.
1565 */
1536object * 1566object *
1537decrease_ob_nr (object *op, uint32 i) 1567object::split (sint32 nr)
1538{ 1568{
1539 object *tmp; 1569 int have = number_of ();
1540 1570
1541 if (i == 0) /* objects with op->nrof require this check */ 1571 if (have < nr)
1542 return op; 1572 return 0;
1543 1573 else if (have == nr)
1544 if (i > op->nrof)
1545 i = op->nrof;
1546
1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1548 op->nrof -= i;
1549 else if (op->env)
1550 { 1574 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = op->in_player ();
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp)
1562 for_all_players (pl)
1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1566 break;
1567 }
1568
1569 if (i < op->nrof)
1570 {
1571 sub_weight (op->env, op->weight * i);
1572 op->nrof -= i;
1573 if (tmp)
1574 esrv_send_item (tmp, op);
1575 }
1576 else
1577 {
1578 op->remove (); 1575 remove ();
1579 op->nrof = 0; 1576 return this;
1580 if (tmp)
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 } 1577 }
1584 else 1578 else
1585 { 1579 {
1586 object *above = op->above; 1580 decrease (nr);
1587 1581
1588 if (i < op->nrof) 1582 object *op = deep_clone ();
1589 op->nrof -= i; 1583 op->nrof = nr;
1590 else
1591 {
1592 op->remove ();
1593 op->nrof = 0;
1594 }
1595
1596 /* Since we just removed op, op->above is null */
1597 for (tmp = above; tmp; tmp = tmp->above)
1598 if (tmp->type == PLAYER)
1599 {
1600 if (op->nrof)
1601 esrv_send_item (tmp, op);
1602 else
1603 esrv_del_item (tmp->contr, op->count);
1604 }
1605 }
1606
1607 if (op->nrof)
1608 return op; 1584 return op;
1609 else
1610 {
1611 op->destroy ();
1612 return 0;
1613 } 1585 }
1614} 1586}
1615 1587
1616object * 1588object *
1617insert_ob_in_ob (object *op, object *where) 1589insert_ob_in_ob (object *op, object *where)
1642 * be != op, if items are merged. -Tero 1614 * be != op, if items are merged. -Tero
1643 */ 1615 */
1644object * 1616object *
1645object::insert (object *op) 1617object::insert (object *op)
1646{ 1618{
1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1648 op->remove ();
1649
1650 if (op->more) 1619 if (op->more)
1651 { 1620 {
1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1621 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1653 return op; 1622 return op;
1654 } 1623 }
1655 1624
1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1625 op->remove ();
1657 CLEAR_FLAG (op, FLAG_REMOVED); 1626
1627 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1658 1628
1659 if (op->nrof) 1629 if (op->nrof)
1660 {
1661 for (object *tmp = inv; tmp; tmp = tmp->below) 1630 for (object *tmp = inv; tmp; tmp = tmp->below)
1662 if (object::can_merge (tmp, op)) 1631 if (object::can_merge (tmp, op))
1663 { 1632 {
1664 /* return the original object and remove inserted object 1633 /* return the original object and remove inserted object
1665 (client needs the original object) */ 1634 (client needs the original object) */
1666 tmp->nrof += op->nrof; 1635 tmp->nrof += op->nrof;
1667 /* Weight handling gets pretty funky. Since we are adding to 1636
1668 * tmp->nrof, we need to increase the weight. 1637 if (object *pl = tmp->visible_to ())
1669 */ 1638 esrv_update_item (UPD_NROF, pl, tmp);
1639
1670 add_weight (this, op->weight * op->nrof); 1640 adjust_weight (this, op->total_weight ());
1671 SET_FLAG (op, FLAG_REMOVED); 1641
1672 op->destroy (); /* free the inserted object */ 1642 op->destroy ();
1673 op = tmp; 1643 op = tmp;
1674 op->remove (); /* and fix old object's links */ 1644 goto inserted;
1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676 break;
1677 } 1645 }
1678 1646
1679 /* I assume combined objects have no inventory
1680 * We add the weight - this object could have just been removed
1681 * (if it was possible to merge). calling remove_ob will subtract
1682 * the weight, so we need to add it in again, since we actually do
1683 * the linking below
1684 */
1685 add_weight (this, op->weight * op->nrof);
1686 }
1687 else
1688 add_weight (this, (op->weight + op->carrying));
1689
1690 if (object *otmp = this->in_player ())
1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1692 otmp->update_stats ();
1693
1694 op->owner = 0; // its his/hers now. period. 1647 op->owner = 0; // it's his/hers now. period.
1695 op->map = 0; 1648 op->map = 0;
1649 op->x = 0;
1650 op->y = 0;
1651
1652 op->above = 0;
1653 op->below = inv;
1696 op->env = this; 1654 op->env = this;
1697 op->above = 0;
1698 op->below = 0;
1699 op->x = op->y = 0;
1700 1655
1656 if (inv)
1657 inv->above = op;
1658
1659 inv = op;
1660
1661 op->flag [FLAG_REMOVED] = 0;
1662
1663 if (object *pl = op->visible_to ())
1664 esrv_send_item (pl, op);
1665
1666 adjust_weight (this, op->total_weight ());
1667
1668inserted:
1701 /* reset the light list and los of the players on the map */ 1669 /* reset the light list and los of the players on the map */
1702 if (op->glow_radius && map) 1670 if (op->glow_radius && is_on_map ())
1703 { 1671 {
1704#ifdef DEBUG_LIGHTS 1672 update_stats ();
1705 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1706#endif /* DEBUG_LIGHTS */
1707 if (map->darkness)
1708 update_all_los (map, x, y); 1673 update_all_los (map, x, y);
1709 }
1710
1711 /* Client has no idea of ordering so lets not bother ordering it here.
1712 * It sure simplifies this function...
1713 */
1714 if (!inv)
1715 inv = op;
1716 else
1717 { 1674 }
1718 op->below = inv; 1675 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1719 op->below->above = op; 1676 // if this is a player's inventory, update stats
1720 inv = op; 1677 update_stats ();
1721 }
1722 1678
1723 INVOKE_OBJECT (INSERT, this); 1679 INVOKE_OBJECT (INSERT, this);
1724 1680
1725 return op; 1681 return op;
1726} 1682}
1809 { 1765 {
1810 1766
1811 float 1767 float
1812 diff = tmp->move_slow_penalty * fabs (op->speed); 1768 diff = tmp->move_slow_penalty * fabs (op->speed);
1813 1769
1814 if (op->type == PLAYER) 1770 if (op->is_player ())
1815 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1816 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1817 diff /= 4.0; 1773 diff /= 4.0;
1818 1774
1819 op->speed_left -= diff; 1775 op->speed_left -= diff;
1854 LOG (llevError, "Present_arch called outside map.\n"); 1810 LOG (llevError, "Present_arch called outside map.\n");
1855 return NULL; 1811 return NULL;
1856 } 1812 }
1857 1813
1858 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1814 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->arch == at) 1815 if (tmp->arch->archname == at->archname)
1860 return tmp; 1816 return tmp;
1861 1817
1862 return NULL; 1818 return NULL;
1863} 1819}
1864 1820
1928 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1929 */ 1885 */
1930object * 1886object *
1931present_arch_in_ob (const archetype *at, const object *op) 1887present_arch_in_ob (const archetype *at, const object *op)
1932{ 1888{
1933 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1934 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1935 return tmp; 1891 return tmp;
1936 1892
1937 return NULL; 1893 return NULL;
1938} 1894}
1939 1895
2027 * head of the object should correspond for the entire object. 1983 * head of the object should correspond for the entire object.
2028 */ 1984 */
2029 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1985 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2030 continue; 1986 continue;
2031 1987
2032 if (ob->blocked (m, pos.x, pos.y)) 1988 if (ob->blocked (pos.m, pos.x, pos.y))
2033 continue; 1989 continue;
2034 1990
2035 altern [index++] = i; 1991 altern [index++] = i;
2036 } 1992 }
2037 1993
2105 * there is capable of. 2061 * there is capable of.
2106 */ 2062 */
2107int 2063int
2108find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2109{ 2065{
2110 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2111
2112 sint16 nx, ny;
2113 object *tmp;
2114 maptile *mp;
2115
2116 MoveType blocked, move_type; 2067 MoveType move_type;
2117 2068
2118 if (exclude && exclude->head_ () != exclude) 2069 if (exclude && exclude->head_ () != exclude)
2119 { 2070 {
2120 exclude = exclude->head; 2071 exclude = exclude->head;
2121 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2124 { 2075 {
2125 /* If we don't have anything, presume it can use all movement types. */ 2076 /* If we don't have anything, presume it can use all movement types. */
2126 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2127 } 2078 }
2128 2079
2129 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2130 { 2081 {
2131 mp = m; 2082 mapxy pos (m, x, y);
2132 nx = x + freearr_x[i]; 2083 pos.move (i);
2133 ny = y + freearr_y[i];
2134 2084
2135 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2136
2137 if (mflags & P_OUT_OF_MAP)
2138 max = maxfree[i]; 2086 max = maxfree[i];
2139 else 2087 else
2140 { 2088 {
2141 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2142 2090
2143 blocked = ms.move_block;
2144
2145 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2146 max = maxfree[i]; 2092 max = maxfree [i];
2147 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2148 { 2094 {
2149 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2152 break;
2153
2154 if (tmp)
2155 return freedir[i]; 2098 return freedir [i];
2156 } 2099 }
2157 } 2100 }
2158 } 2101 }
2159 2102
2160 return 0; 2103 return 0;
2235 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2236 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2237 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2238 * functions. 2181 * functions.
2239 */ 2182 */
2240int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2241 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2242 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2243 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2244 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2245 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2341int 2284int
2342can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2343{ 2286{
2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2346 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2347} 2290}
2348 2291
2349/* 2292/*
2350 * create clone from object to another 2293 * create clone from object to another
2351 */ 2294 */
2352object * 2295object *
2353object_create_clone (object *asrc) 2296object::deep_clone ()
2354{ 2297{
2355 object *dst = 0, *tmp, *src, *prev, *item; 2298 assert (("deep_clone called on non-head object", is_head ()));
2356 2299
2357 if (!asrc) 2300 object *dst = clone ();
2358 return 0;
2359 2301
2360 src = asrc->head_ (); 2302 object *prev = dst;
2361
2362 prev = 0;
2363 for (object *part = src; part; part = part->more) 2303 for (object *part = this->more; part; part = part->more)
2364 { 2304 {
2365 tmp = part->clone (); 2305 object *tmp = part->clone ();
2366 tmp->x -= src->x;
2367 tmp->y -= src->y;
2368
2369 if (!part->head)
2370 {
2371 dst = tmp;
2372 tmp->head = 0;
2373 }
2374 else
2375 tmp->head = dst; 2306 tmp->head = dst;
2376
2377 tmp->more = 0;
2378
2379 if (prev)
2380 prev->more = tmp; 2307 prev->more = tmp;
2381
2382 prev = tmp; 2308 prev = tmp;
2383 } 2309 }
2384 2310
2385 for (item = src->inv; item; item = item->below) 2311 for (object *item = inv; item; item = item->below)
2386 insert_ob_in_ob (object_create_clone (item), dst); 2312 insert_ob_in_ob (item->deep_clone (), dst);
2387 2313
2388 return dst; 2314 return dst;
2389} 2315}
2390 2316
2391/* This returns the first object in who's inventory that 2317/* This returns the first object in who's inventory that
2400 return tmp; 2326 return tmp;
2401 2327
2402 return 0; 2328 return 0;
2403} 2329}
2404 2330
2405/* If ob has a field named key, return the link from the list, 2331shstr_tmp
2406 * otherwise return NULL. 2332object::kv_get (shstr_tmp key) const
2407 *
2408 * key must be a passed in shared string - otherwise, this won't
2409 * do the desired thing.
2410 */
2411key_value *
2412get_ob_key_link (const object *ob, const char *key)
2413{ 2333{
2414 for (key_value *link = ob->key_values; link; link = link->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2415 if (link->key == key) 2335 if (kv->key == key)
2416 return link;
2417
2418 return 0;
2419}
2420
2421/*
2422 * Returns the value of op has an extra_field for key, or NULL.
2423 *
2424 * The argument doesn't need to be a shared string.
2425 *
2426 * The returned string is shared.
2427 */
2428const char *
2429get_ob_key_value (const object *op, const char *const key)
2430{
2431 key_value *link;
2432 shstr_cmp canonical_key (key);
2433
2434 if (!canonical_key)
2435 {
2436 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field.
2440 */
2441 return 0;
2442 }
2443
2444 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead.
2446 */
2447 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key)
2449 return link->value; 2336 return kv->value;
2450 2337
2451 return 0; 2338 return shstr ();
2452} 2339}
2453 2340
2454/* 2341void
2455 * Updates the canonical_key in op to value. 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2456 *
2457 * canonical_key is a shared string (value doesn't have to be).
2458 *
2459 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2460 * keys.
2461 *
2462 * Returns TRUE on success.
2463 */
2464int
2465set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2466{ 2343{
2467 key_value *field = NULL, *last = NULL; 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2468 2345 if (kv->key == key)
2469 for (field = op->key_values; field != NULL; field = field->next)
2470 {
2471 if (field->key != canonical_key)
2472 { 2346 {
2473 last = field; 2347 kv->value = value;
2474 continue; 2348 return;
2475 } 2349 }
2476 2350
2477 if (value) 2351 key_value *kv = new key_value;
2478 field->value = value; 2352
2479 else 2353 kv->next = key_values;
2354 kv->key = key;
2355 kv->value = value;
2356
2357 key_values = kv;
2358}
2359
2360void
2361object::kv_del (shstr_tmp key)
2362{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key)
2480 { 2365 {
2481 /* Basically, if the archetype has this key set, 2366 key_value *kv = *kvp;
2482 * we need to store the null value so when we save 2367 *kvp = (*kvp)->next;
2483 * it, we save the empty value so that when we load, 2368 delete kv;
2484 * we get this value back again. 2369 return;
2485 */
2486 if (get_ob_key_link (op->arch, canonical_key))
2487 field->value = 0;
2488 else
2489 {
2490 if (last)
2491 last->next = field->next;
2492 else
2493 op->key_values = field->next;
2494
2495 delete field;
2496 }
2497 } 2370 }
2498 return TRUE;
2499 }
2500 /* IF we get here, key doesn't exist */
2501
2502 /* No field, we'll have to add it. */
2503
2504 if (!add_key)
2505 return FALSE;
2506
2507 /* There isn't any good reason to store a null
2508 * value in the key/value list. If the archetype has
2509 * this key, then we should also have it, so shouldn't
2510 * be here. If user wants to store empty strings,
2511 * should pass in ""
2512 */
2513 if (value == NULL)
2514 return TRUE;
2515
2516 field = new key_value;
2517
2518 field->key = canonical_key;
2519 field->value = value;
2520 /* Usual prepend-addition. */
2521 field->next = op->key_values;
2522 op->key_values = field;
2523
2524 return TRUE;
2525}
2526
2527/*
2528 * Updates the key in op to value.
2529 *
2530 * If add_key is FALSE, this will only update existing keys,
2531 * and not add new ones.
2532 * In general, should be little reason FALSE is ever passed in for add_key
2533 *
2534 * Returns TRUE on success.
2535 */
2536int
2537set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2538{
2539 shstr key_ (key);
2540
2541 return set_ob_key_value_s (op, key_, value, add_key);
2542} 2371}
2543 2372
2544object::depth_iterator::depth_iterator (object *container) 2373object::depth_iterator::depth_iterator (object *container)
2545: iterator_base (container) 2374: iterator_base (container)
2546{ 2375{
2596{ 2425{
2597 char flagdesc[512]; 2426 char flagdesc[512];
2598 char info2[256 * 4]; 2427 char info2[256 * 4];
2599 char *p = info; 2428 char *p = info;
2600 2429
2601 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2602 count, 2431 count,
2603 uuid.c_str (), 2432 uuid.c_str (),
2604 &name, 2433 &name,
2605 title ? "\",title:\"" : "", 2434 title ? ",title:\"" : "",
2606 title ? (const char *)title : "", 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2607 flag_desc (flagdesc, 512), type); 2437 flag_desc (flagdesc, 512), type);
2608 2438
2609 if (!this->flag[FLAG_REMOVED] && env) 2439 if (!flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611 2441
2612 if (map) 2442 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2443 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614 2444
2644object::open_container (object *new_container) 2474object::open_container (object *new_container)
2645{ 2475{
2646 if (container == new_container) 2476 if (container == new_container)
2647 return; 2477 return;
2648 2478
2649 if (object *old_container = container) 2479 object *old_container = container;
2480
2481 if (old_container)
2650 { 2482 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return; 2484 return;
2653 2485
2654#if 0 2486#if 0
2656 if (object *closer = old_container->inv) 2488 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON) 2489 if (closer->type == CLOSE_CON)
2658 closer->destroy (); 2490 closer->destroy ();
2659#endif 2491#endif
2660 2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2661 old_container->flag [FLAG_APPLIED] = 0; 2496 old_container->flag [FLAG_APPLIED] = false;
2662 container = 0; 2497 container = 0;
2663 2498
2499 // client needs item update to make it work, client bug requires this to be separate
2664 esrv_update_item (UPD_FLAGS, this, old_container); 2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2666 play_sound (sound_find ("chest_close")); 2503 play_sound (sound_find ("chest_close"));
2667 } 2504 }
2668 2505
2669 if (new_container) 2506 if (new_container)
2670 { 2507 {
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer); 2518 new_container->insert (closer);
2682 } 2519 }
2683#endif 2520#endif
2684 2521
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2686 2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2526
2687 new_container->flag [FLAG_APPLIED] = 1; 2527 new_container->flag [FLAG_APPLIED] = true;
2688 container = new_container; 2528 container = new_container;
2689 2529
2530 // client needs flag change
2690 esrv_update_item (UPD_FLAGS, this, new_container); 2531 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container); 2532 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open")); 2533 play_sound (sound_find ("chest_open"));
2693 } 2534 }
2535// else if (!old_container->env && contr && contr->ns)
2536// contr->ns->floorbox_reset ();
2694} 2537}
2695 2538
2696object * 2539object *
2697object::force_find (const shstr name) 2540object::force_find (shstr_tmp name)
2698{ 2541{
2699 /* cycle through his inventory to look for the MARK we want to 2542 /* cycle through his inventory to look for the MARK we want to
2700 * place 2543 * place
2701 */ 2544 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below) 2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2704 return splay (tmp); 2547 return splay (tmp);
2705 2548
2706 return 0; 2549 return 0;
2707} 2550}
2708 2551
2709void 2552object *
2710object::force_add (const shstr name, int duration) 2553object::force_add (shstr_tmp name, int duration)
2711{ 2554{
2712 if (object *force = force_find (name)) 2555 if (object *force = force_find (name))
2713 force->destroy (); 2556 force->destroy ();
2714 2557
2715 object *force = get_archetype (FORCE_NAME); 2558 object *force = get_archetype (FORCE_NAME);
2720 2563
2721 force->set_speed (duration ? 1.f / duration : 0.f); 2564 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true; 2565 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true; 2566 force->flag [FLAG_APPLIED] = true;
2724 2567
2725 insert (force); 2568 return insert (force);
2726} 2569}
2727 2570
2728void 2571void
2729object::play_sound (faceidx sound) const 2572object::play_sound (faceidx sound) const
2730{ 2573{
2731 if (!sound) 2574 if (!sound)
2732 return; 2575 return;
2733 2576
2734 if (flag [FLAG_REMOVED]) 2577 if (is_on_map ())
2578 map->play_sound (sound, x, y);
2579 else if (object *pl = in_player ())
2580 pl->contr->play_sound (sound);
2581}
2582
2583void
2584object::say_msg (const char *msg) const
2585{
2586 if (is_on_map ())
2587 map->say_msg (msg, x, y);
2588 else if (object *pl = in_player ())
2589 pl->contr->play_sound (sound);
2590}
2591
2592void
2593object::make_noise ()
2594{
2595 // we do not model noise in the map, so instead put
2596 // a temporary light into the noise source
2597 // could use the map instead, but that's less reliable for our
2598 // goal, which is to make invisibility a bit harder to exploit
2599
2600 // currently only works sensibly for players
2601 if (!is_player ())
2735 return; 2602 return;
2736 2603
2737 if (env) 2604 // find old force, or create new one
2738 { 2605 object *force = force_find (shstr_noise_force);
2739 if (object *pl = in_player ()) 2606
2740 pl->contr->play_sound (sound); 2607 if (force)
2741 } 2608 force->speed_left = -1.f; // patch old speed up
2742 else 2609 else
2743 map->play_sound (sound, x, y); 2610 {
2744} 2611 force = archetype::get (shstr_noise_force);
2745 2612
2613 force->slaying = shstr_noise_force;
2614 force->stats.food = 1;
2615 force->speed_left = -1.f;
2616
2617 force->set_speed (1.f / 4.f);
2618 force->flag [FLAG_IS_USED_UP] = true;
2619 force->flag [FLAG_APPLIED] = true;
2620
2621 insert (force);
2622 }
2623}
2624

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines