--- deliantra/server/common/object.C 2008/04/21 06:35:26 1.209 +++ deliantra/server/common/object.C 2010/03/20 00:42:08 1.312 @@ -1,22 +1,23 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * - * Deliantra is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see . + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . * * The authors can be reached via e-mail to */ @@ -26,19 +27,20 @@ #include #include #include -#include #include -#include #include UUID UUID::cur; static uint64_t seq_next_save; static const uint64 UUID_GAP = 1<<19; +uint32_t mapspace::smellcount = 10000; objectvec objects; activevec actives; +//+GPL + short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, @@ -51,12 +53,6 @@ -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 }; -int maxfree[SIZEOFFREE] = { - 0, - 9, 10, 13, 14, 17, 18, 21, 22, - 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, - 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 -}; int freedir[SIZEOFFREE] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, @@ -64,6 +60,13 @@ 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 }; +static int maxfree[SIZEOFFREE] = { + 0, + 9, 10, 13, 14, 17, 18, 21, 22, + 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, + 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 +}; + static void write_uuid (uval64 skip, bool sync) { @@ -75,7 +78,7 @@ } static void -read_uuid (void) +read_uuid () { char filename[MAX_BUF]; @@ -99,7 +102,7 @@ _exit (1); } - UUID::BUF buf; + char buf [UUID::MAX_LEN]; buf[0] = 0; fgets (buf, sizeof (buf), fp); @@ -138,37 +141,87 @@ read_uuid (); } -/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ -static bool -compare_ob_value_lists_one (const object *wants, const object *has) +bool +UUID::parse (const char *s) { - key_value *wants_field; + if (*s++ != '<' || *s++ != '1' || *s++ != '.') + return false; - /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both - * objects with lists are rare, and lists stay short. If not, use a - * different structure or at least keep the lists sorted... - */ + seq = 0; - /* For each field in wants, */ - for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) + while (*s != '>') { - key_value *has_field; + if (*s < '0') + return false; + + // this gives nice branchless code with gcc + assert ('0' < 'a' && '0' == 48 && 'a' == 97); + int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15; + + seq = (seq << 4) | digit; + + ++s; + } + + return true; +} - /* Look for a field in has with the same key. */ - has_field = get_ob_key_link (has, wants_field->key); +char * +UUID::append (char *buf) const +{ + *buf++ = '<'; + *buf++ = '1'; + *buf++ = '.'; - if (!has_field) - return 0; /* No field with that name. */ + uint64_t seq = this->seq; + const int bits = 64; + char nz = 0; + static const char tohex [] = "0123456789abcdef"; - /* Found the matching field. */ - if (has_field->value != wants_field->value) - return 0; /* Values don't match, so this half of the comparison is false. */ + // assert (len >= 3 + bits / 4 + 1 + 1); + for (int i = bits / 4; --i; ) + { + uint8_t digit = seq >> (bits - 4); - /* If we get here, we found a match. Now for the next field in wants. */ + *buf = tohex [digit]; + nz |= digit; + buf += nz ? 1 : 0; + seq <<= 4; } + // last digit is special - always emit + uint8_t digit = seq >> (bits - 4); + *buf++ = tohex [digit]; + + *buf++ = '>'; + + return buf; +} + +char * +UUID::c_str () const +{ + static char buf [MAX_LEN]; + *append (buf) = 0; + return buf; +} + +/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ +static bool +compare_ob_value_lists_one (const object *wants, const object *has) +{ + /* n-squared behaviour (see kv_get), but I'm hoping both + * objects with lists are rare, and lists stay short. If not, use a + * different structure or at least keep the lists sorted... + */ + + /* For each field in wants, */ + for (key_value *kv = wants->key_values; kv; kv = kv->next) + if (has->kv_get (kv->key) != kv->value) + return false; + /* If we get here, every field in wants has a matching field in has. */ - return 1; + return true; } /* Returns TRUE if ob1 has the same key_values as ob2. */ @@ -178,7 +231,8 @@ /* However, there may be fields in has which aren't partnered in wants, * so we need to run the comparison *twice*. :( */ - return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); + return compare_ob_value_lists_one (ob1, ob2) + && compare_ob_value_lists_one (ob2, ob1); } /* Function examines the 2 objects given to it, and returns true if @@ -195,20 +249,17 @@ */ bool object::can_merge_slow (object *ob1, object *ob2) { - /* A couple quicksanity checks */ + /* A couple quick sanity checks */ if (ob1 == ob2 || ob1->type != ob2->type - || ob1->speed != ob2->speed || ob1->value != ob2->value - || ob1->name != ob2->name) + || ob1->name != ob2->name + || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) return 0; - /* Do not merge objects if nrof would overflow. First part checks - * for unsigned overflow (2c), second part checks whether the result - * would fit into a 32 bit signed int, which is often used to hold - * nrof values. - */ - if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31)) + /* Do not merge objects if nrof would overflow, assume nrof + * is always 0 .. 2**31-1 */ + if (ob1->nrof > 0x7fffffff - ob2->nrof) return 0; /* If the objects have been identified, set the BEEN_APPLIED flag. @@ -223,7 +274,7 @@ if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) SET_FLAG (ob2, FLAG_BEEN_APPLIED); - if (ob1->arch->name != ob2->arch->name + if (ob1->arch->archname != ob2->arch->archname || ob1->name != ob2->name || ob1->title != ob2->title || ob1->msg != ob2->msg @@ -234,8 +285,9 @@ || ob1->skill != ob2->skill || ob1->value != ob2->value || ob1->animation_id != ob2->animation_id + || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other || ob1->client_type != ob2->client_type - || ob1->materialname != ob2->materialname + || ob1->material != ob2->material || ob1->lore != ob2->lore || ob1->subtype != ob2->subtype || ob1->move_type != ob2->move_type @@ -244,14 +296,13 @@ || ob1->move_on != ob2->move_on || ob1->move_off != ob2->move_off || ob1->move_slow != ob2->move_slow - || ob1->move_slow_penalty != ob2->move_slow_penalty + || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f) || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) return 0; if ((ob1->flag ^ ob2->flag) .reset (FLAG_INV_LOCKED) - .reset (FLAG_CLIENT_SENT) .reset (FLAG_REMOVED) .any ()) return 0; @@ -333,9 +384,46 @@ return 1; } +// find player who can see this object +object * +object::visible_to () const +{ + if (client_visible () && !flag [FLAG_REMOVED]) + { + // see if we are in a container of sorts + if (env) + { + // the player inventory itself is always visible + if (env->is_player ()) + return env; + + // else a player could have our env open + object *envest = env->outer_env_or_self (); + + // the player itself is always on a map, so we will find him here + // even if our inv is in a player. + if (envest->is_on_map ()) + if (object *pl = envest->ms ().player ()) + if (pl->container_ () == env) + return pl; + } + else + { + // maybe there is a player standing on the same mapspace + // this will catch the case where "this" is a player + if (object *pl = ms ().player ()) + if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look) + || pl->container_ () == this) + return pl; + } + } + + return 0; +} + // adjust weight per container type ("of holding") static sint32 -weight_adjust (object *op, sint32 weight) +weight_adjust_for (object *op, sint32 weight) { return op->type == CONTAINER ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) @@ -351,9 +439,20 @@ { while (op) { - weight = weight_adjust (op, weight); + // adjust by actual difference to account for rounding errors + // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct + weight = weight_adjust_for (op, op->carrying) + - weight_adjust_for (op, op->carrying - weight); + + if (!weight) + return; op->carrying += weight; + + if (object *pl = op->visible_to ()) + if (pl != op) // player is handled lazily + esrv_update_item (UPD_WEIGHT, pl, op); + op = op->env; } } @@ -376,7 +475,16 @@ sum += op->total_weight (); } - carrying = weight_adjust (this, sum); + sum = weight_adjust_for (this, sum); + + if (sum != carrying) + { + carrying = sum; + + if (object *pl = visible_to ()) + if (pl != this) // player is handled lazily + esrv_update_item (UPD_WEIGHT, pl, this); + } } /* @@ -393,27 +501,10 @@ return freezer.as_string (); } -/* - * get_nearest_part(multi-object, object 2) returns the part of the - * multi-object 1 which is closest to the second object. - * If it's not a multi-object, it is returned. - */ -object * -get_nearest_part (object *op, const object *pl) +char * +object::as_string () { - object *tmp, *closest; - int last_dist, i; - - if (!op->more) - return op; - - for (last_dist = distance (op, pl), closest = op, tmp = op->more; - tmp; - tmp = tmp->more) - if ((i = distance (tmp, pl)) < last_dist) - closest = tmp, last_dist = i; - - return closest; + return dump_object (this); } /* @@ -431,6 +522,21 @@ } /* + * Returns the object which has the uuid equal to the argument. + * MOAR VERRRY slow. + */ + +object * +find_object_uuid (UUID i) +{ + for_all_objects (op) + if (op->uuid == i) + return op; + + return 0; +} + +/* * Returns the first object which has a name equal to the argument. * Used only by the patch command, but not all that useful. * Enables features like "patch food 999" @@ -439,13 +545,13 @@ find_object_name (const char *str) { shstr_cmp str_ (str); - object *op; - for_all_objects (op) - if (op->name == str_) - break; + if (str_) + for_all_objects (op) + if (op->name == str_) + return op; - return op; + return 0; } /* @@ -517,7 +623,8 @@ new_draw_info_format (NDI_UNIQUE, 0, this, "You try to balance all your items at once, " "but the %s is just too much for your body. " - "[You need to unapply some items first.]", &ob->name); + "[You need to unapply some items first - use the 'body' command to see " + "how many items you cna wera on a specific body part.]", &ob->name); return false; } @@ -553,35 +660,39 @@ op->key_values = 0; } -object & -object::operator =(const object &src) +/* + * copy_to first frees everything allocated by the dst object, + * and then copies the contents of itself into the second + * object, allocating what needs to be allocated. Basically, any + * data that is malloc'd needs to be re-malloc/copied. Otherwise, + * if the first object is freed, the pointers in the new object + * will point at garbage. + */ +void +object::copy_to (object *dst) { - bool is_freed = flag [FLAG_FREED]; - bool is_removed = flag [FLAG_REMOVED]; - - *(object_copy *)this = src; - - flag [FLAG_FREED] = is_freed; - flag [FLAG_REMOVED] = is_removed; + dst->remove (); + *(object_copy *)dst = *this; + dst->flag [FLAG_REMOVED] = true; /* Copy over key_values, if any. */ - if (src.key_values) + if (key_values) { key_value *tail = 0; - key_values = 0; + dst->key_values = 0; - for (key_value *i = src.key_values; i; i = i->next) + for (key_value *i = key_values; i; i = i->next) { key_value *new_link = new key_value; - new_link->next = 0; - new_link->key = i->key; + new_link->next = 0; + new_link->key = i->key; new_link->value = i->value; /* Try and be clever here, too. */ - if (!key_values) + if (!dst->key_values) { - key_values = new_link; + dst->key_values = new_link; tail = new_link; } else @@ -591,25 +702,8 @@ } } } -} -/* - * copy_to first frees everything allocated by the dst object, - * and then copies the contents of itself into the second - * object, allocating what needs to be allocated. Basically, any - * data that is malloc'd needs to be re-malloc/copied. Otherwise, - * if the first object is freed, the pointers in the new object - * will point at garbage. - */ -void -object::copy_to (object *dst) -{ - *dst = *this; - - if (speed < 0) - dst->speed_left -= rndm (); - - dst->set_speed (dst->speed); + dst->activate (); } void @@ -618,7 +712,12 @@ if (!uuid.seq) // HACK uuid = UUID::gen (); - speed_left = -0.1f; + // TODO: unclean state changes, should nt be done in copy_to AND instantiate + if (flag [FLAG_RANDOM_SPEED] && speed) + speed_left = - speed - rndm (); // TODO animation + else + speed_left = -1.; + /* copy the body_info to the body_used - this is only really * need for monsters, but doesn't hurt to do it for everything. * by doing so, when a monster is created, it has good starting @@ -636,6 +735,12 @@ { object *neu = create (); copy_to (neu); + + // TODO: unclean state changes, should not be done in clone AND instantiate + if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed) + neu->speed_left = - neu->speed - rndm (); // TODO animation + + neu->map = map; // not copied by copy_to return neu; } @@ -662,12 +767,6 @@ void object::set_speed (float speed) { - if (flag [FLAG_FREED] && speed) - { - LOG (llevError, "Object %s is freed but has speed.\n", &name); - speed = 0; - } - this->speed = speed; if (has_active_speed ()) @@ -696,14 +795,14 @@ void update_object (object *op, int action) { - if (op == NULL) + if (!op) { /* this should never happen */ - LOG (llevDebug, "update_object() called for NULL object.\n"); + LOG (llevError | logBacktrace, "update_object() called for NULL object.\n"); return; } - if (op->env) + if (!op->is_on_map ()) { /* Animation is currently handled by client, so nothing * to do in this case. @@ -711,12 +810,6 @@ return; } - /* If the map is saving, don't do anything as everything is - * going to get freed anyways. - */ - if (!op->map || op->map->in_memory == MAP_SAVING) - return; - /* make sure the object is within map boundaries */ if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) { @@ -733,10 +826,11 @@ /* nop */; else if (action == UP_OBJ_INSERT) { +#if 0 // this is likely overkill, TODO: revisit (schmorp) if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) - || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) + || (op->is_player () && !(m.flags_ & P_PLAYER)) || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) @@ -744,18 +838,21 @@ || (m.move_off | op->move_off ) != m.move_off || (m.move_slow | op->move_slow) != m.move_slow /* This isn't perfect, but I don't expect a lot of objects to - * to have move_allow right now. + * have move_allow right now. */ || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block - || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) - m.flags_ = 0; + m.invalidate (); +#else + // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) + m.invalidate (); +#endif } /* if the object is being removed, we can't make intelligent * decisions, because remove_ob can't really pass the object * that is being removed. */ else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) - m.flags_ = 0; + m.invalidate (); else if (action == UP_OBJ_FACE) /* Nothing to do for that case */ ; else @@ -769,8 +866,9 @@ { SET_FLAG (this, FLAG_REMOVED); - expmul = 1.0; - face = blank_face; + //expmul = 1.0; declared const for the time being + face = blank_face; + material = MATERIAL_NULL; } object::~object () @@ -809,7 +907,12 @@ return; if (has_active_speed ()) - actives.insert (this); + { + if (flag [FLAG_FREED]) + LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D + + actives.insert (this); + } } void @@ -868,7 +971,7 @@ // need to check first, because the checks below might segfault // as we might be on an invalid mapspace and crossfire code // is too buggy to ensure that the inventory is empty. - // corollary: if you create arrows etc. with stuff in tis inventory, + // corollary: if you create arrows etc. with stuff in its inventory, // cf will crash below with off-map x and y if (!inv) return; @@ -880,14 +983,11 @@ if (!drop_to_ground || !map || map->in_memory != MAP_ACTIVE - || map->nodrop + || map->no_drop || ms ().move_block == MOVE_ALL) { while (inv) - { - inv->destroy_inv (drop_to_ground); - inv->destroy (); - } + inv->destroy (); } else { /* Put objects in inventory onto this space */ @@ -915,21 +1015,39 @@ return op; } +static struct freed_map : maptile +{ + freed_map () + { + path = ""; + name = "/internal/freed_objects_map"; + width = 3; + height = 3; + no_drop = 1; + no_reset = 1; + + alloc (); + in_memory = MAP_ACTIVE; + } + + ~freed_map () + { + destroy (); + } +} freed_map; // freed objects are moved here to avoid crashes + void object::do_destroy () { - attachable::do_destroy (); - if (flag [FLAG_IS_LINKED]) - remove_button_link (this); + remove_link (); if (flag [FLAG_FRIENDLY]) remove_friendly_object (this); - if (!flag [FLAG_REMOVED]) - remove (); + remove (); - destroy_inv (true); + attachable::do_destroy (); deactivate (); unlink (); @@ -937,27 +1055,9 @@ flag [FLAG_FREED] = 1; // hack to ensure that freed objects still have a valid map - { - static maptile *freed_map; // freed objects are moved here to avoid crashes - - if (!freed_map) - { - freed_map = new maptile; - - freed_map->path = ""; - freed_map->name = "/internal/freed_objects_map"; - freed_map->width = 3; - freed_map->height = 3; - freed_map->nodrop = 1; - - freed_map->alloc (); - freed_map->in_memory = MAP_ACTIVE; - } - - map = freed_map; - x = 1; - y = 1; - } + map = &freed_map; + x = 1; + y = 1; if (more) { @@ -975,13 +1075,19 @@ } void -object::destroy (bool destroy_inventory) +object::destroy () { if (destroyed ()) return; - if (destroy_inventory) - destroy_inv (false); + if (!is_head () && !head->destroyed ()) + { + LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); + head->destroy (); + return; + } + + destroy_inv (false); if (is_head ()) if (sound_destroy) @@ -1002,15 +1108,13 @@ void object::do_remove () { - object *tmp, *last = 0; - object *otmp; - - if (QUERY_FLAG (this, FLAG_REMOVED)) + if (flag [FLAG_REMOVED]) return; - SET_FLAG (this, FLAG_REMOVED); INVOKE_OBJECT (REMOVE, this); + flag [FLAG_REMOVED] = true; + if (more) more->remove (); @@ -1020,12 +1124,14 @@ */ if (env) { - adjust_weight (env, -total_weight ()); + flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed + if (object *pl = visible_to ()) + esrv_del_item (pl->contr, count); + flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed - *(above ? &above->below : &env->inv) = below; + adjust_weight (env, -total_weight ()); - if (below) - below->above = above; + object *pl = in_player (); /* we set up values so that it could be inserted into * the map, but we don't actually do that - it is up @@ -1034,58 +1140,63 @@ map = env->map; x = env->x; y = env->y; + + // make sure cmov optimisation is applicable + *(above ? &above->below : &env->inv) = below; + *(below ? &below->above : &above ) = above; // &above is just a dummy + above = 0; below = 0; env = 0; - /* NO_FIX_PLAYER is set when a great many changes are being - * made to players inventory. If set, avoiding the call - * to save cpu time. - */ - if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) - otmp->update_stats (); - } - else if (map) - { - if (type == PLAYER) + if (pl && pl->is_player ()) { - // leaving a spot always closes any open container on the ground - if (container && !container->env) - // this causes spurious floorbox updates, but it ensures - // that the CLOSE event is being sent. - close_container (); + pl->contr->queue_stats_update (); - --map->players; - map->touch (); + if (glow_radius && pl->is_on_map ()) + update_all_los (pl->map, pl->x, pl->y); } - + } + else if (map) + { map->dirty = true; mapspace &ms = this->ms (); - /* link the object above us */ - if (above) - above->below = below; - else - ms.top = below; /* we were top, set new top */ - - /* Relink the object below us, if there is one */ - if (below) - below->above = above; - else + if (object *pl = ms.player ()) { - /* Nothing below, which means we need to relink map object for this space - * use translated coordinates in case some oddness with map tiling is - * evident - */ - if (GET_MAP_OB (map, x, y) != this) - 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 ()); + if (is_player ()) + { + if (!flag [FLAG_WIZPASS]) + ms.smell = ++mapspace::smellcount; // remember the smell of the player + + // leaving a spot always closes any open container on the ground + if (container && !container->env) + // this causes spurious floorbox updates, but it ensures + // that the CLOSE event is being sent. + close_container (); + + --map->players; + map->touch (); + } + else if (pl->container_ () == this) + { + // removing a container should close it + close_container (); + } - ms.bot = above; /* goes on above it. */ + esrv_del_item (pl->contr, count); } + /* link the object above us */ + // re-link, make sure compiler can easily use cmove + *(above ? &above->below : &ms.top) = below; + *(below ? &below->above : &ms.bot) = above; + above = 0; below = 0; + ms.invalidate (); + if (map->in_memory == MAP_SAVING) return; @@ -1093,44 +1204,36 @@ if (object *pl = ms.player ()) { - if (pl->container == this) + if (pl->container_ () == this) /* If a container that the player is currently using somehow gets * removed (most likely destroyed), update the player view * appropriately. */ pl->close_container (); - pl->contr->ns->floorbox_update (); + //TODO: the floorbox prev/next might need updating + //esrv_del_item (pl->contr, count); + //TODO: update floorbox to preserve ordering + if (pl->contr->ns) + pl->contr->ns->floorbox_update (); } - for (tmp = ms.bot; tmp; tmp = tmp->above) - { - /* No point updating the players look faces if he is the object - * being removed. - */ - - /* See if object moving off should effect something */ - if (check_walk_off - && ((move_type & tmp->move_off) - && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) - { - move_apply (tmp, this, 0); - - if (destroyed ()) - LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); - } + if (check_walk_off) + for (object *above, *tmp = ms.bot; tmp; tmp = above) + { + above = tmp->above; - last = tmp; - } + /* No point updating the players look faces if he is the object + * being removed. + */ - /* last == NULL if there are no objects on this space */ - //TODO: this makes little sense, why only update the topmost object? - if (!last) - map->at (x, y).flags_ = 0; - else - update_object (last, UP_OBJ_REMOVE); + /* See if object moving off should effect something */ + if ((move_type & tmp->move_off) + && (move_type & ~tmp->move_off & ~tmp->move_block) == 0) + move_apply (tmp, this, 0); + } - if (flag [FLAG_BLOCKSVIEW] || glow_radius) + if (affects_los ()) update_all_los (map, x, y); } } @@ -1154,20 +1257,20 @@ ; for (; top; top = top->below) - { - if (top == op) - continue; + if (object::can_merge (op, top)) + { + top->nrof += op->nrof; - if (object::can_merge (op, top)) - { - top->nrof += op->nrof; + if (object *pl = top->visible_to ()) + esrv_update_item (UPD_NROF, pl, top); -/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ - op->weight = 0; /* Don't want any adjustements now */ - op->destroy (); - return top; - } - } + op->weight = 0; // cancel the addition above + op->carrying = 0; // must be 0 already + + op->destroy (); + + return top; + } return 0; } @@ -1182,7 +1285,7 @@ for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) { - object *op = arch_to_object (at); + object *op = at->instance (); op->name = name; op->name_pl = name_pl; @@ -1202,6 +1305,8 @@ object * insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) { + op->remove (); + for (object *tmp = op->head_ (); tmp; tmp = tmp->more) { tmp->x = x + tmp->arch->x; @@ -1234,19 +1339,21 @@ object * insert_ob_in_map (object *op, maptile *m, object *originator, int flag) { - assert (!op->flag [FLAG_FREED]); - - object *top, *floor = NULL; - op->remove (); + if (m == &freed_map)//D TODO: remove soon + {//D + LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D + }//D + /* Ideally, the caller figures this out. However, it complicates a lot * of areas of callers (eg, anything that uses find_free_spot would now * need extra work */ - if (!xy_normalise (m, op->x, op->y)) + maptile *newmap = m; + if (!xy_normalise (newmap, op->x, op->y)) { - op->destroy (); + op->head_ ()->destroy ();// remove head_ once all tail object destroyers found return 0; } @@ -1254,9 +1361,10 @@ if (!insert_ob_in_map (more, m, originator, flag)) return 0; - CLEAR_FLAG (op, FLAG_REMOVED); + op->flag [FLAG_REMOVED] = false; + op->env = 0; + op->map = newmap; - op->map = m; mapspace &ms = op->ms (); /* this has to be done after we translate the coordinates. @@ -1265,8 +1373,11 @@ for (object *tmp = ms.bot; tmp; tmp = tmp->above) if (object::can_merge (op, tmp)) { + // TODO: we actually want to update tmp, not op, + // but some caller surely breaks when we return tmp + // from here :/ op->nrof += tmp->nrof; - tmp->destroy (1); + tmp->destroy (); } CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ @@ -1283,26 +1394,27 @@ abort (); } + if (!originator->is_on_map ()) + { + LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", + op->debug_desc (), originator->debug_desc ()); + abort (); + } + op->above = originator; op->below = originator->below; - - if (op->below) - op->below->above = op; - else - ms.bot = op; - - /* since *below* originator, no need to update top */ originator->below = op; + + *(op->below ? &op->below->above : &ms.bot) = op; } else { - top = ms.bot; + object *floor = 0; + object *top = ms.top; /* If there are other objects, then */ if (top) { - object *last = 0; - /* * If there are multiple objects on this space, we do some trickier handling. * We've already dealt with merging if appropriate. @@ -1315,24 +1427,21 @@ * when lots of spells are cast in one area. Currently, it is presumed * that flying non pickable objects are spell objects. */ - for (top = ms.bot; top; top = top->above) + for (object *tmp = ms.bot; tmp; tmp = tmp->above) { - if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) - floor = top; + if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) + floor = tmp; - if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) + if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { /* We insert above top, so we want this object below this */ - top = top->below; + top = tmp->below; break; } - last = top; + top = tmp; } - /* Don't want top to be NULL, so set it to the last valid object */ - top = last; - /* We let update_position deal with figuring out what the space * looks like instead of lots of conditions here. * makes things faster, and effectively the same result. @@ -1348,6 +1457,8 @@ && ms.flags () & P_BLOCKSVIEW && (op->face && !faces [op->face].visibility)) { + object *last; + for (last = top; last != floor; last = last->below) if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) break; @@ -1365,36 +1476,26 @@ if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; - /* Top is the object that our object (op) is going to get inserted above. - */ - - /* First object on this space */ + // insert object above top, or bottom-most if top = 0 if (!top) { - op->above = ms.bot; - - if (op->above) - op->above->below = op; - op->below = 0; + op->above = ms.bot; ms.bot = op; + + *(op->above ? &op->above->below : &ms.top) = op; } else - { /* get inserted into the stack above top */ + { op->above = top->above; - - if (op->above) - op->above->below = op; + top->above = op; op->below = top; - top->above = op; + *(op->above ? &op->above->below : &ms.top) = op; } + } - if (!op->above) - ms.top = op; - } /* else not INS_BELOW_ORIGINATOR */ - - if (op->type == PLAYER) + if (op->is_player ()) { op->contr->do_los = 1; ++op->map->players; @@ -1404,7 +1505,11 @@ op->map->dirty = true; if (object *pl = ms.player ()) - pl->contr->ns->floorbox_update (); + //TODO: the floorbox prev/next might need updating + //esrv_send_item (pl, op); + //TODO: update floorbox to preserve ordering + if (pl->contr->ns) + pl->contr->ns->floorbox_update (); /* If this object glows, it may affect lighting conditions that are * visible to others on this map. But update_all_los is really @@ -1415,8 +1520,11 @@ * or just updating the P_UPTODATE for spaces within this area * of effect may be sufficient. */ - if (op->map->darkness && (op->glow_radius != 0)) - update_all_los (op->map, op->x, op->y); + if (op->affects_los ()) + { + op->ms ().invalidate (); + update_all_los (op->map, op->x, op->y); + } /* updates flags (blocked, alive, no magic, etc) for this map space */ update_object (op, UP_OBJ_INSERT); @@ -1433,7 +1541,7 @@ */ /* if this is not the head or flag has been passed, don't check walk on status */ - if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) + if (!(flag & INS_NO_WALK_ON) && op->is_head ()) { if (check_move_on (op, originator)) return 0; @@ -1454,15 +1562,15 @@ * op is the object to insert it under: supplies x and the map. */ void -replace_insert_ob_in_map (const char *arch_string, object *op) +replace_insert_ob_in_map (shstr_tmp archname, object *op) { /* first search for itself and remove any old instances */ for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) - if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ - tmp->destroy (1); + if (tmp->arch->archname == archname) /* same archetype */ + tmp->destroy (); - object *tmp = arch_to_object (archetype::find (arch_string)); + object *tmp = archetype::find (archname)->instance (); tmp->x = op->x; tmp->y = op->y; @@ -1479,38 +1587,26 @@ return where->map->insert (this, where->x, where->y, originator, flags); } -// find player who can see this object -static object * -visible_to (object *op) +// check whether we can put this into the map, respect max_volume, max_items +bool +object::can_drop_at (maptile *m, int x, int y, object *originator) { - if (!op->flag [FLAG_REMOVED]) - { - // see if we are in a container of sorts - if (object *env = op->env) - { - // the player inventory itself is always visible - if (env->type == PLAYER) - return env; + mapspace &ms = m->at (x, y); - // else a player could have our env open - env = env->outer_env (); + int items = ms.items (); - // the player itself is always on a map, so we will find him here - // even if our inv is in a player. - if (env->is_on_map ()) - if (object *pl = env->ms ().player ()) - if (pl->container == op->env) - return pl; - } - else - { - // maybe there is a player standing on the same mapspace - if (object *pl = env->ms ().player ()) - return pl; - } - } + if (!items // testing !items ensures we can drop at least one item + || (items < m->max_items + && ms.volume () < m->max_volume)) + return true; - return 0; + if (originator && originator->is_player ()) + originator->contr->failmsg (format ( + "No matter how hard you try, you just cannot put the %s here H", + query_name () + )); + + return false; } /* @@ -1523,47 +1619,42 @@ bool object::decrease (sint32 nr) { - nr = min (nr, nrof); - if (!nr) - return 1; - - nrof -= nr; + return true; - object *visible = visible_to (this); + nr = min (nr, nrof); - if (nrof) + if (nrof > nr) { - adjust_weight (env, -weight * nr); // carrying == 0 + nrof -= nr; + adjust_weight (env, -weight * max (1, nr)); // carrying == 0 - if (visible) - esrv_send_item (visible, this); + if (object *pl = visible_to ()) + esrv_update_item (UPD_NROF, pl, this); - return 1; + return true; } else { - if (visible) - esrv_del_item (visible->contr, count); - - this->destroy (1); - return 0; + destroy (); + return false; } } /* - * get_split_ob(ob,nr) splits up ob into two parts. The part which + * split(ob,nr) splits up ob into two parts. The part which * is returned contains nr objects, and the remaining parts contains - * the rest (or is removed and freed if that number is 0). - * On failure, NULL is returned, and the reason put into the - * global static errmsg array. + * the rest (or is removed and returned if that number is 0). + * On failure, NULL is returned. */ object * object::split (sint32 nr) { - if (nrof < nr) + int have = number_of (); + + if (have < nr) return 0; - else if (nrof == nr) + else if (have == nr) { remove (); return this; @@ -1572,25 +1663,12 @@ { decrease (nr); - object *op = object_create_clone (this); + object *op = deep_clone (); op->nrof = nr; return op; } } -//TODO: remove, but semantics differs from split_nr -object * -get_split_ob (object *orig_ob, uint32 nr) -{ - if (orig_ob->nrof < nr) - { - sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); - return 0; - } - - return orig_ob->split (nr); -} - object * insert_ob_in_ob (object *op, object *where) { @@ -1639,7 +1717,13 @@ /* return the original object and remove inserted object (client needs the original object) */ tmp->nrof += op->nrof; - op->destroy (1); + + if (object *pl = tmp->visible_to ()) + esrv_update_item (UPD_NROF, pl, tmp); + + adjust_weight (this, op->total_weight ()); + + op->destroy (); op = tmp; goto inserted; } @@ -1660,16 +1744,21 @@ op->flag [FLAG_REMOVED] = 0; + if (object *pl = op->visible_to ()) + esrv_send_item (pl, op); + adjust_weight (this, op->total_weight ()); inserted: /* reset the light list and los of the players on the map */ - if (op->glow_radius && map && map->darkness) - update_all_los (map, x, y); - - if (object *otmp = in_player ()) - if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) - otmp->update_stats (); + if (op->glow_radius && is_on_map ()) + { + update_stats (); + update_all_los (map, x, y); + } + else if (is_player ()) + // if this is a player's inventory, update stats + contr->queue_stats_update (); INVOKE_OBJECT (INSERT, this); @@ -1699,18 +1788,20 @@ int check_move_on (object *op, object *originator) { + if (QUERY_FLAG (op, FLAG_NO_APPLY)) + return 0; + object *tmp; maptile *m = op->map; int x = op->x, y = op->y; - MoveType move_on, move_slow, move_block; + mapspace &ms = m->at (x, y); - if (QUERY_FLAG (op, FLAG_NO_APPLY)) - return 0; + ms.update (); - move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); - move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); - move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); + MoveType move_on = ms.move_on; + MoveType move_slow = ms.move_slow; + MoveType move_block = ms.move_block; /* if nothing on this space will slow op down or be applied, * no need to do checking below. have to make sure move_type @@ -1731,19 +1822,10 @@ /* The objects have to be checked from top to bottom. * Hence, we first go to the top: */ - - for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above) + for (object *next, *tmp = ms.top; tmp; tmp = next) { - /* Trim the search when we find the first other spell effect - * this helps performance so that if a space has 50 spell objects, - * we don't need to check all of them. - */ - if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) - break; - } + next = tmp->below; - for (; tmp; tmp = tmp->below) - { if (tmp == op) continue; /* Can't apply yourself */ @@ -1758,13 +1840,11 @@ if ((!op->move_type && tmp->move_slow & MOVE_WALK) || ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { + float diff = tmp->move_slow_penalty * fabs (op->speed); - float - diff = tmp->move_slow_penalty * fabs (op->speed); - - if (op->type == PLAYER) - if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || - (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) + if (op->is_player ()) + if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) || + (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN))) diff /= 4.0; op->speed_left -= diff; @@ -1807,7 +1887,7 @@ } for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) - if (tmp->arch == at) + if (tmp->arch->archname == at->archname) return tmp; return NULL; @@ -1881,8 +1961,8 @@ object * present_arch_in_ob (const archetype *at, const object *op) { - for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) - if (tmp->arch == at) + for (object *tmp = op->inv; tmp; tmp = tmp->below) + if (tmp->arch->archname == at->archname) return tmp; return NULL; @@ -1980,7 +2060,7 @@ if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) continue; - if (ob->blocked (m, pos.x, pos.y)) + if (ob->blocked (pos.m, pos.x, pos.y)) continue; altern [index++] = i; @@ -2058,13 +2138,8 @@ int find_dir (maptile *m, int x, int y, object *exclude) { - int i, max = SIZEOFFREE, mflags; - - sint16 nx, ny; - object *tmp; - maptile *mp; - - MoveType blocked, move_type; + int max = SIZEOFFREE, mflags; + MoveType move_type; if (exclude && exclude->head_ () != exclude) { @@ -2077,33 +2152,25 @@ move_type = MOVE_ALL; } - for (i = 1; i < max; i++) + for (int i = 1; i < max; i++) { - mp = m; - nx = x + freearr_x[i]; - ny = y + freearr_y[i]; + mapxy pos (m, x, y); + pos.move (i); - mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); - - if (mflags & P_OUT_OF_MAP) + if (!pos.normalise ()) max = maxfree[i]; else { - mapspace &ms = mp->at (nx, ny); + mapspace &ms = *pos; - blocked = ms.move_block; - - if ((move_type & blocked) == move_type) - max = maxfree[i]; - else if (mflags & P_IS_ALIVE) + if ((move_type & ms.move_block) == move_type) + max = maxfree [i]; + else if (ms.flags () & P_IS_ALIVE) { - for (tmp = ms.bot; tmp; tmp = tmp->above) - if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) + for (object *tmp = ms.bot; tmp; tmp = tmp->above) + if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ()) && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) - break; - - if (tmp) - return freedir[i]; + return freedir [i]; } } } @@ -2188,7 +2255,7 @@ * Moved from spell_util.c to object.c with the other related direction * functions. */ -int reduction_dir[SIZEOFFREE][3] = { +static const int reduction_dir[SIZEOFFREE][3] = { {0, 0, 0}, /* 0 */ {0, 0, 0}, /* 1 */ {0, 0, 0}, /* 2 */ @@ -2294,47 +2361,30 @@ { return /*QUERY_FLAG(who,FLAG_WIZ)|| */ (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && - !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); + !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); } /* * create clone from object to another */ object * -object_create_clone (object *asrc) +object::deep_clone () { - object *dst = 0, *tmp, *src, *prev, *item; - - if (!asrc) - return 0; + assert (("deep_clone called on non-head object", is_head ())); - src = asrc->head_ (); + object *dst = clone (); - prev = 0; - for (object *part = src; part; part = part->more) + object *prev = dst; + for (object *part = this->more; part; part = part->more) { - tmp = part->clone (); - tmp->x -= src->x; - tmp->y -= src->y; - - if (!part->head) - { - dst = tmp; - tmp->head = 0; - } - else - tmp->head = dst; - - tmp->more = 0; - - if (prev) - prev->more = tmp; - + object *tmp = part->clone (); + tmp->head = dst; + prev->more = tmp; prev = tmp; } - for (item = src->inv; item; item = item->below) - insert_ob_in_ob (object_create_clone (item), dst); + for (object *item = inv; item; item = item->below) + insert_ob_in_ob (item->deep_clone (), dst); return dst; } @@ -2353,143 +2403,46 @@ return 0; } -/* If ob has a field named key, return the link from the list, - * otherwise return NULL. - * - * key must be a passed in shared string - otherwise, this won't - * do the desired thing. - */ -key_value * -get_ob_key_link (const object *ob, const char *key) +shstr_tmp +object::kv_get (shstr_tmp key) const { - for (key_value *link = ob->key_values; link; link = link->next) - if (link->key == key) - return link; + for (key_value *kv = key_values; kv; kv = kv->next) + if (kv->key == key) + return kv->value; - return 0; + return shstr (); } -/* - * Returns the value of op has an extra_field for key, or NULL. - * - * The argument doesn't need to be a shared string. - * - * The returned string is shared. - */ -const char * -get_ob_key_value (const object *op, const char *const key) -{ - key_value *link; - shstr_cmp canonical_key (key); - - if (!canonical_key) - { - /* 1. There being a field named key on any object - * implies there'd be a shared string to find. - * 2. Since there isn't, no object has this field. - * 3. Therefore, *this* object doesn't have this field. - */ - return 0; - } - - /* This is copied from get_ob_key_link() above - - * only 4 lines, and saves the function call overhead. - */ - for (link = op->key_values; link; link = link->next) - if (link->key == canonical_key) - return link->value; - - return 0; -} - -/* - * Updates the canonical_key in op to value. - * - * canonical_key is a shared string (value doesn't have to be). - * - * Unless add_key is TRUE, it won't add fields, only change the value of existing - * keys. - * - * Returns TRUE on success. - */ -int -set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) +void +object::kv_set (shstr_tmp key, shstr_tmp value) { - key_value *field = NULL, *last = NULL; - - for (field = op->key_values; field != NULL; field = field->next) - { - if (field->key != canonical_key) - { - last = field; - continue; - } - - if (value) - field->value = value; - else - { - /* Basically, if the archetype has this key set, - * we need to store the null value so when we save - * it, we save the empty value so that when we load, - * we get this value back again. - */ - if (get_ob_key_link (op->arch, canonical_key)) - field->value = 0; - else - { - if (last) - last->next = field->next; - else - op->key_values = field->next; - - delete field; - } - } - return TRUE; - } - /* IF we get here, key doesn't exist */ - - /* No field, we'll have to add it. */ - - if (!add_key) - return FALSE; - - /* There isn't any good reason to store a null - * value in the key/value list. If the archetype has - * this key, then we should also have it, so shouldn't - * be here. If user wants to store empty strings, - * should pass in "" - */ - if (value == NULL) - return TRUE; + for (key_value *kv = key_values; kv; kv = kv->next) + if (kv->key == key) + { + kv->value = value; + return; + } - field = new key_value; + key_value *kv = new key_value; - field->key = canonical_key; - field->value = value; - /* Usual prepend-addition. */ - field->next = op->key_values; - op->key_values = field; + kv->next = key_values; + kv->key = key; + kv->value = value; - return TRUE; + key_values = kv; } -/* - * Updates the key in op to value. - * - * If add_key is FALSE, this will only update existing keys, - * and not add new ones. - * In general, should be little reason FALSE is ever passed in for add_key - * - * Returns TRUE on success. - */ -int -set_ob_key_value (object *op, const char *key, const char *value, int add_key) +void +object::kv_del (shstr_tmp key) { - shstr key_ (key); - - return set_ob_key_value_s (op, key_, value, add_key); + for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) + if ((*kvp)->key == key) + { + key_value *kv = *kvp; + *kvp = (*kvp)->next; + delete kv; + return; + } } object::depth_iterator::depth_iterator (object *container) @@ -2549,15 +2502,16 @@ char info2[256 * 4]; char *p = info; - p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", + p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}", count, uuid.c_str (), &name, - title ? "\",title:\"" : "", + title ? ",title:\"" : "", title ? (const char *)title : "", + title ? "\"" : "", flag_desc (flagdesc, 512), type); - if (!this->flag[FLAG_REMOVED] && env) + if (!flag[FLAG_REMOVED] && env) p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); if (map) @@ -2582,22 +2536,15 @@ : region::default_region (); } -const materialtype_t * -object::dominant_material () const -{ - if (materialtype_t *mt = name_to_material (materialname)) - return mt; - - return name_to_material (shstr_unknown); -} - void object::open_container (object *new_container) { if (container == new_container) return; - if (object *old_container = container) + object *old_container = container; + + if (old_container) { if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) return; @@ -2609,11 +2556,16 @@ closer->destroy (); #endif - old_container->flag [FLAG_APPLIED] = 0; + // make sure the container is available + esrv_send_item (this, old_container); + + old_container->flag [FLAG_APPLIED] = false; container = 0; + // client needs item update to make it work, client bug requires this to be separate esrv_update_item (UPD_FLAGS, this, old_container); - new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); + + new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ()); play_sound (sound_find ("chest_close")); } @@ -2627,25 +2579,31 @@ // insert the "Close Container" object. if (archetype *closer = new_container->other_arch) { - object *closer = arch_to_object (new_container->other_arch); + object *closer = new_container->other_arch->instance (); closer->flag [FLAG_NO_MAP_SAVE] = 1; new_container->insert (closer); } #endif - new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); + new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ()); + + // make sure the container is available, client bug requires this to be separate + esrv_send_item (this, new_container); - new_container->flag [FLAG_APPLIED] = 1; + new_container->flag [FLAG_APPLIED] = true; container = new_container; + // client needs flag change esrv_update_item (UPD_FLAGS, this, new_container); esrv_send_inventory (this, new_container); play_sound (sound_find ("chest_open")); } +// else if (!old_container->env && contr && contr->ns) +// contr->ns->floorbox_reset (); } object * -object::force_find (const shstr name) +object::force_find (shstr_tmp name) { /* cycle through his inventory to look for the MARK we want to * place @@ -2657,40 +2615,83 @@ return 0; } +//-GPL + void -object::force_add (const shstr name, int duration) +object::force_set_timer (int duration) +{ + this->duration = 1; + this->speed_left = -1.f; + + this->set_speed (duration ? 1.f / duration : 0.f); +} + +object * +object::force_add (shstr_tmp name, int duration) { if (object *force = force_find (name)) force->destroy (); object *force = get_archetype (FORCE_NAME); - force->slaying = name; - force->stats.food = 1; - force->speed_left = -1.f; - - force->set_speed (duration ? 1.f / duration : 0.f); - force->flag [FLAG_IS_USED_UP] = true; - force->flag [FLAG_APPLIED] = true; + force->slaying = name; + force->force_set_timer (duration); + force->flag [FLAG_APPLIED] = true; - insert (force); + return insert (force); } void -object::play_sound (faceidx sound) +object::play_sound (faceidx sound) const { if (!sound) return; - if (flag [FLAG_REMOVED]) + if (is_on_map ()) + map->play_sound (sound, x, y); + else if (object *pl = in_player ()) + pl->contr->play_sound (sound); +} + +void +object::say_msg (const char *msg) const +{ + if (is_on_map ()) + map->say_msg (msg, x, y); + else if (object *pl = in_player ()) + pl->contr->play_sound (sound); +} + +void +object::make_noise () +{ + // we do not model noise in the map, so instead put + // a temporary light into the noise source + // could use the map instead, but that's less reliable for our + // goal, which is to make invisibility a bit harder to exploit + + // currently only works sensibly for players + if (!is_player ()) return; - if (env) + // find old force, or create new one + object *force = force_find (shstr_noise_force); + + if (force) + force->speed_left = -1.f; // patch old speed up + else { - if (object *pl = in_player ()) - pl->contr->play_sound (sound); + force = archetype::get (shstr_noise_force); + + force->slaying = shstr_noise_force; + force->stats.food = 1; + force->speed_left = -1.f; + + force->set_speed (1.f / 4.f); + force->flag [FLAG_IS_USED_UP] = true; + force->flag [FLAG_APPLIED] = true; + + insert (force); } - else - map->play_sound (sound, x, y); }