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Comparing deliantra/server/common/object.C (file contents):
Revision 1.210 by root, Mon Apr 21 07:01:40 2008 UTC vs.
Revision 1.267 by root, Tue Dec 23 01:51:27 2008 UTC

24#include <global.h> 24#include <global.h>
25#include <stdio.h> 25#include <stdio.h>
26#include <sys/types.h> 26#include <sys/types.h>
27#include <sys/uio.h> 27#include <sys/uio.h>
28#include <object.h> 28#include <object.h>
29#include <funcpoint.h>
30#include <sproto.h> 29#include <sproto.h>
31#include <loader.h> 30#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
140 139
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 141static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
144{ 143{
145 key_value *wants_field;
146
147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
148 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
149 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
150 */ 147 */
151 148
152 /* For each field in wants, */ 149 /* For each field in wants, */
153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
154 { 151 if (has->kv_get (kv->key) != kv->value)
155 key_value *has_field; 152 return false;
156
157 /* Look for a field in has with the same key. */
158 has_field = get_ob_key_link (has, wants_field->key);
159
160 if (!has_field)
161 return 0; /* No field with that name. */
162
163 /* Found the matching field. */
164 if (has_field->value != wants_field->value)
165 return 0; /* Values don't match, so this half of the comparison is false. */
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 153
170 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
171 return 1; 155 return true;
172} 156}
173 157
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 159static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 161{
178 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
179 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
180 */ 164 */
181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
182} 167}
183 168
184/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
185 * they can be merged together. 170 * they can be merged together.
186 * 171 *
201 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 187 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
204 return 0; 189 return 0;
205 190
206 /* Do not merge objects if nrof would overflow. First part checks 191 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 192 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 194 return 0;
213 195
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 204
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 207
226 if (ob1->arch->name != ob2->arch->name 208 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 209 || ob1->name != ob2->name
228 || ob1->title != ob2->title 210 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 217 || ob1->value != ob2->value
236 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
237 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
239 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 233 return 0;
251 234
252 if ((ob1->flag ^ ob2->flag) 235 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED) 236 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED) 237 .reset (FLAG_REMOVED)
256 .any ()) 238 .any ())
257 return 0; 239 return 0;
258 240
259 /* This is really a spellbook check - we should in general 241 /* This is really a spellbook check - we should in general
331 313
332 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
333 return 1; 315 return 1;
334} 316}
335 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
336// adjust weight per container type ("of holding") 355// adjust weight per container type ("of holding")
337static sint32 356static sint32
338weight_adjust (object *op, sint32 weight) 357weight_adjust_for (object *op, sint32 weight)
339{ 358{
340 return op->type == CONTAINER 359 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 361 : weight;
343} 362}
349static void 368static void
350adjust_weight (object *op, sint32 weight) 369adjust_weight (object *op, sint32 weight)
351{ 370{
352 while (op) 371 while (op)
353 { 372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
354 weight = weight_adjust (op, weight); 375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
355 380
356 op->carrying += weight; 381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
357 op = op->env; 387 op = op->env;
358 } 388 }
359} 389}
360 390
361/* 391/*
374 op->update_weight (); 404 op->update_weight ();
375 405
376 sum += op->total_weight (); 406 sum += op->total_weight ();
377 } 407 }
378 408
379 carrying = weight_adjust (this, sum); 409 sum = weight_adjust_for (this, sum);
410
411 if (sum != carrying)
412 {
413 carrying = sum;
414
415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
380} 419}
381 420
382/* 421/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 423 */
437 */ 476 */
438object * 477object *
439find_object_name (const char *str) 478find_object_name (const char *str)
440{ 479{
441 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
442 object *op;
443 481
482 if (str_)
444 for_all_objects (op) 483 for_all_objects (op)
445 if (op->name == str_) 484 if (op->name == str_)
446 break; 485 return op;
447 486
448 return op; 487 return 0;
449} 488}
450 489
451/* 490/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 492 * skill and experience objects.
551 } 590 }
552 591
553 op->key_values = 0; 592 op->key_values = 0;
554} 593}
555 594
556object & 595/*
557object::operator =(const object &src) 596 * copy_to first frees everything allocated by the dst object,
597 * and then copies the contents of itself into the second
598 * object, allocating what needs to be allocated. Basically, any
599 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
600 * if the first object is freed, the pointers in the new object
601 * will point at garbage.
602 */
603void
604object::copy_to (object *dst)
558{ 605{
559 bool is_freed = flag [FLAG_FREED]; 606 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 608 dst->flag [FLAG_REMOVED] = true;
566 609
567 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
568 if (src.key_values) 611 if (key_values)
569 { 612 {
570 key_value *tail = 0; 613 key_value *tail = 0;
571 key_values = 0; 614 dst->key_values = 0;
572 615
573 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
574 { 617 {
575 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
576 619
577 new_link->next = 0; 620 new_link->next = 0;
578 new_link->key = i->key; 621 new_link->key = i->key;
579 new_link->value = i->value; 622 new_link->value = i->value;
580 623
581 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
582 if (!key_values) 625 if (!dst->key_values)
583 { 626 {
584 key_values = new_link; 627 dst->key_values = new_link;
585 tail = new_link; 628 tail = new_link;
586 } 629 }
587 else 630 else
588 { 631 {
589 tail->next = new_link; 632 tail->next = new_link;
590 tail = new_link; 633 tail = new_link;
591 } 634 }
592 } 635 }
593 } 636 }
594}
595
596/*
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)
606{
607 *dst = *this;
608 637
609 if (speed < 0) 638 if (speed < 0)
610 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
611 640
612 dst->set_speed (dst->speed); 641 dst->activate ();
613} 642}
614 643
615void 644void
616object::instantiate () 645object::instantiate ()
617{ 646{
634object * 663object *
635object::clone () 664object::clone ()
636{ 665{
637 object *neu = create (); 666 object *neu = create ();
638 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
639 return neu; 669 return neu;
640} 670}
641 671
642/* 672/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * If an object with the IS_TURNABLE() flag needs to be turned due
694 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
695 */ 725 */
696void 726void
697update_object (object *op, int action) 727update_object (object *op, int action)
698{ 728{
699 if (op == NULL) 729 if (!op)
700 { 730 {
701 /* this should never happen */ 731 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 733 return;
704 } 734 }
705 735
706 if (op->env) 736 if (!op->is_on_map ())
707 { 737 {
708 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
709 * to do in this case. 739 * to do in this case.
710 */ 740 */
711 return; 741 return;
712 } 742 }
713
714 /* If the map is saving, don't do anything as everything is
715 * going to get freed anyways.
716 */
717 if (!op->map || op->map->in_memory == MAP_SAVING)
718 return;
719 743
720 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 746 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
746 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
747 * to have move_allow right now. 771 * have move_allow right now.
748 */ 772 */
749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
751 m.flags_ = 0; 775 m.invalidate ();
752 } 776 }
753 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
754 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
755 * that is being removed. 779 * that is being removed.
756 */ 780 */
757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
758 m.flags_ = 0; 782 m.invalidate ();
759 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
760 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
761 else 785 else
762 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
763 787
805object::activate () 829object::activate ()
806{ 830{
807 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
808 if (active) 832 if (active)
809 return; 833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
810 837
811 if (has_active_speed ()) 838 if (has_active_speed ())
812 actives.insert (this); 839 actives.insert (this);
813} 840}
814 841
866object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
867{ 894{
868 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
873 if (!inv) 900 if (!inv)
874 return; 901 return;
875 902
876 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
878 * drop on that space. 905 * drop on that space.
879 */ 906 */
880 if (!drop_to_ground 907 if (!drop_to_ground
881 || !map 908 || !map
882 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 910 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
885 { 912 {
886 while (inv) 913 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 914 inv->destroy ();
890 }
891 } 915 }
892 else 916 else
893 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
894 while (inv) 918 while (inv)
895 { 919 {
913 object *op = new object; 937 object *op = new object;
914 op->link (); 938 op->link ();
915 return op; 939 return op;
916} 940}
917 941
942static struct freed_map : maptile
943{
944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
918void 963void
919object::do_destroy () 964object::do_destroy ()
920{ 965{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 967 remove_button_link (this);
925 968
926 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 970 remove_friendly_object (this);
928 971
929 if (!flag [FLAG_REMOVED])
930 remove (); 972 remove ();
931 973
932 destroy_inv (true); 974 attachable::do_destroy ();
933 975
934 deactivate (); 976 deactivate ();
935 unlink (); 977 unlink ();
936 978
937 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
938 980
939 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
944 {
945 freed_map = new maptile;
946
947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
955 }
956
957 map = freed_map; 982 map = &freed_map;
958 x = 1; 983 x = 1;
959 y = 1; 984 y = 1;
960 }
961 985
962 if (more) 986 if (more)
963 { 987 {
964 more->destroy (); 988 more->destroy ();
965 more = 0; 989 more = 0;
973 attacked_by = 0; 997 attacked_by = 0;
974 current_weapon = 0; 998 current_weapon = 0;
975} 999}
976 1000
977void 1001void
978object::destroy (bool destroy_inventory) 1002object::destroy ()
979{ 1003{
980 if (destroyed ()) 1004 if (destroyed ())
981 return; 1005 return;
982 1006
983 if (destroy_inventory) 1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy ();
1011 return;
1012 }
1013
984 destroy_inv (false); 1014 destroy_inv (false);
985 1015
986 if (is_head ()) 1016 if (is_head ())
987 if (sound_destroy) 1017 if (sound_destroy)
988 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1003object::do_remove () 1033object::do_remove ()
1004{ 1034{
1005 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
1006 object *otmp; 1036 object *otmp;
1007 1037
1008 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
1009 return; 1039 return;
1010 1040
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
1013 1044
1014 if (more) 1045 if (more)
1015 more->remove (); 1046 more->remove ();
1016 1047
1017 /* 1048 /*
1018 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1019 * inventory. 1050 * inventory.
1020 */ 1051 */
1021 if (env) 1052 if (env)
1022 { 1053 {
1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1055 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1023 adjust_weight (env, -total_weight ()); 1059 adjust_weight (env, -total_weight ());
1024 1060
1025 *(above ? &above->below : &env->inv) = below; 1061 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1062
1030 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1064 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1033 */ 1066 */
1034 map = env->map; 1067 map = env->map;
1035 x = env->x; 1068 x = env->x;
1036 y = env->y; 1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1037 above = 0; 1075 above = 0;
1038 below = 0; 1076 below = 0;
1039 env = 0; 1077 env = 0;
1040 1078
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 1081 * to save cpu time.
1044 */ 1082 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if (pl)
1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 {
1046 otmp->update_stats (); 1086 pl->update_stats ();
1087
1088 if (glow_radius && pl->is_on_map () && pl->map->darkness)
1089 update_all_los (pl->map, pl->x, pl->y);
1090 }
1047 } 1091 }
1048 else if (map) 1092 else if (map)
1049 { 1093 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1094 map->dirty = true;
1063 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1064 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (type == PLAYER) // this == pl(!)
1100 {
1101 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent.
1105 close_container ();
1106
1107 --map->players;
1108 map->touch ();
1109 }
1110 else if (pl->container == this)
1111 {
1112 // removing a container should close it
1113 close_container ();
1114 }
1115
1116 esrv_del_item (pl->contr, count);
1117 }
1118
1065 /* link the object above us */ 1119 /* link the object above us */
1066 if (above) 1120 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1121 *(above ? &above->below : &ms.top) = below;
1068 else 1122 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1123
1086 above = 0; 1124 above = 0;
1087 below = 0; 1125 below = 0;
1126
1127 ms.invalidate ();
1088 1128
1089 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1090 return; 1130 return;
1091 1131
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1098 * removed (most likely destroyed), update the player view 1138 * removed (most likely destroyed), update the player view
1099 * appropriately. 1139 * appropriately.
1100 */ 1140 */
1101 pl->close_container (); 1141 pl->close_container ();
1102 1142
1143 //TODO: the floorbox prev/next might need updating
1144 //esrv_del_item (pl->contr, count);
1145 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1147 pl->contr->ns->floorbox_update ();
1104 } 1148 }
1105 1149
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1150 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 { 1151 {
1108 /* No point updating the players look faces if he is the object 1152 /* No point updating the players look faces if he is the object
1121 } 1165 }
1122 1166
1123 last = tmp; 1167 last = tmp;
1124 } 1168 }
1125 1169
1126 /* last == NULL if there are no objects on this space */ 1170 if (map->darkness && affects_los ())
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1135 } 1172 }
1136} 1173}
1137 1174
1138/* 1175/*
1152 if (!top) 1189 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1190 for (top = op; top && top->above; top = top->above)
1154 ; 1191 ;
1155 1192
1156 for (; top; top = top->below) 1193 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1194 if (object::can_merge (op, top))
1162 { 1195 {
1163 top->nrof += op->nrof; 1196 top->nrof += op->nrof;
1164 1197
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1198 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1199 esrv_update_item (UPD_NROF, pl, top);
1200
1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1167 op->destroy (); 1204 op->destroy ();
1205
1168 return top; 1206 return top;
1169 } 1207 }
1170 }
1171 1208
1172 return 0; 1209 return 0;
1173} 1210}
1174 1211
1175void 1212void
1200 * job preparing multi-part monsters. 1237 * job preparing multi-part monsters.
1201 */ 1238 */
1202object * 1239object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1241{
1242 op->remove ();
1243
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1245 {
1207 tmp->x = x + tmp->arch->x; 1246 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1247 tmp->y = y + tmp->arch->y;
1209 } 1248 }
1232 * just 'op' otherwise 1271 * just 'op' otherwise
1233 */ 1272 */
1234object * 1273object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1275{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1276 op->remove ();
1277
1278 if (m == &freed_map)//D TODO: remove soon
1279 {//D
1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1281 }//D
1242 1282
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1285 * need extra work
1246 */ 1286 */
1247 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1248 { 1288 {
1249 op->destroy (); 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1290 return 0;
1251 } 1291 }
1252 1292
1253 if (object *more = op->more) 1293 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1294 if (!insert_ob_in_map (more, m, originator, flag))
1263 */ 1303 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1267 { 1307 {
1308 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp
1310 // from here :/
1268 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1312 tmp->destroy ();
1270 } 1313 }
1271 1314
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1316 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1274 1317
1281 { 1324 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1326 abort ();
1284 } 1327 }
1285 1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1286 op->above = originator; 1333 op->above = originator;
1287 op->below = originator->below; 1334 op->below = originator->below;
1288
1289 if (op->below)
1290 op->below->above = op;
1291 else
1292 ms.bot = op;
1293
1294 /* since *below* originator, no need to update top */
1295 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1338 }
1297 else 1339 else
1298 { 1340 {
1299 top = ms.bot; 1341 object *floor = 0;
1342 object *top = ms.top;
1300 1343
1301 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1302 if (top) 1345 if (top)
1303 { 1346 {
1304 object *last = 0;
1305
1306 /* 1347 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1348 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1350 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1313 * once we get to them. This reduces the need to traverse over all of 1354 * once we get to them. This reduces the need to traverse over all of
1314 * them when adding another one - this saves quite a bit of cpu time 1355 * them when adding another one - this saves quite a bit of cpu time
1315 * when lots of spells are cast in one area. Currently, it is presumed 1356 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1317 */ 1358 */
1318 for (top = ms.bot; top; top = top->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1360 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1321 floor = top; 1362 floor = tmp;
1322 1363
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1324 { 1365 {
1325 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1326 top = top->below; 1367 top = tmp->below;
1327 break; 1368 break;
1328 } 1369 }
1329 1370
1330 last = top; 1371 top = tmp;
1331 } 1372 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1373
1336 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1339 */ 1377 */
1346 */ 1384 */
1347 if (!(flag & INS_ON_TOP) 1385 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1386 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1387 && (op->face && !faces [op->face].visibility))
1350 { 1388 {
1389 object *last;
1390
1351 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1393 break;
1354 1394
1355 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1363 } /* If objects on this space */ 1403 } /* If objects on this space */
1364 1404
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1406 top = floor;
1367 1407
1368 /* Top is the object that our object (op) is going to get inserted above. 1408 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1409 if (!top)
1373 { 1410 {
1411 op->below = 0;
1374 op->above = ms.bot; 1412 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1416 }
1382 else 1417 else
1383 { /* get inserted into the stack above top */ 1418 {
1384 op->above = top->above; 1419 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1420 top->above = op;
1388 1421
1389 op->below = top; 1422 op->below = top;
1390 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1424 }
1392 1425 }
1393 if (!op->above)
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396 1426
1397 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1398 { 1428 {
1399 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1400 ++op->map->players; 1430 ++op->map->players;
1402 } 1432 }
1403 1433
1404 op->map->dirty = true; 1434 op->map->dirty = true;
1405 1435
1406 if (object *pl = ms.player ()) 1436 if (object *pl = ms.player ())
1437 //TODO: the floorbox prev/next might need updating
1438 //esrv_send_item (pl, op);
1439 //TODO: update floorbox to preserve ordering
1440 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1441 pl->contr->ns->floorbox_update ();
1408 1442
1409 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1444 * visible to others on this map. But update_all_los is really
1411 * an inefficient way to do this, as it means los for all players 1445 * an inefficient way to do this, as it means los for all players
1412 * on the map will get recalculated. The players could very well 1446 * on the map will get recalculated. The players could very well
1413 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1414 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1450 * of effect may be sufficient.
1417 */ 1451 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darkness)
1453 {
1454 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1420 1457
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1423 1460
1424 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1458{ 1495{
1459 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1460 1497
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1463 tmp->destroy (1); 1500 tmp->destroy ();
1464 1501
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1466 1503
1467 tmp->x = op->x; 1504 tmp->x = op->x;
1468 tmp->y = op->y; 1505 tmp->y = op->y;
1475{ 1512{
1476 if (where->env) 1513 if (where->env)
1477 return where->env->insert (this); 1514 return where->env->insert (this);
1478 else 1515 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1516 return where->map->insert (this, where->x, where->y, originator, flags);
1480}
1481
1482// find player who can see this object
1483static object *
1484visible_to (object *op)
1485{
1486 if (!op->flag [FLAG_REMOVED])
1487 {
1488 // see if we are in a container of sorts
1489 if (object *env = op->env)
1490 {
1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1494
1495 // else a player could have our env open
1496 env = env->outer_env ();
1497
1498 // the player itself is always on a map, so we will find him here
1499 // even if our inv is in a player.
1500 if (env->is_on_map ())
1501 if (object *pl = env->ms ().player ())
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = env->ms ().player ())
1509 return pl;
1510 }
1511 }
1512
1513 return 0;
1514} 1517}
1515 1518
1516/* 1519/*
1517 * decrease(object, number) decreases a specified number from 1520 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1521 * the amount of an object. If the amount reaches 0, the object
1521 * Return value: 'op' if something is left, NULL if the amount reached 0 1524 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1525 */
1523bool 1526bool
1524object::decrease (sint32 nr) 1527object::decrease (sint32 nr)
1525{ 1528{
1529 if (!nr)
1530 return true;
1531
1526 nr = min (nr, nrof); 1532 nr = min (nr, nrof);
1527 1533
1528 if (!nr) 1534 if (nrof > nr)
1529 return 1; 1535 {
1530
1531 nrof -= nr; 1536 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0 1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538 1538
1539 if (visible) 1539 if (object *pl = visible_to ())
1540 esrv_send_item (visible, this); 1540 esrv_update_item (UPD_NROF, pl, this);
1541 1541
1542 return 1; 1542 return true;
1543 } 1543 }
1544 else 1544 else
1545 { 1545 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1546 destroy ();
1550 return 0; 1547 return false;
1551 } 1548 }
1552} 1549}
1553 1550
1554/* 1551/*
1555 * split(ob,nr) splits up ob into two parts. The part which 1552 * split(ob,nr) splits up ob into two parts. The part which
1558 * On failure, NULL is returned. 1555 * On failure, NULL is returned.
1559 */ 1556 */
1560object * 1557object *
1561object::split (sint32 nr) 1558object::split (sint32 nr)
1562{ 1559{
1560 int have = number_of ();
1561
1563 if (nrof < nr) 1562 if (have < nr)
1564 return 0; 1563 return 0;
1565 else if (nrof == nr) 1564 else if (have == nr)
1566 { 1565 {
1567 remove (); 1566 remove ();
1568 return this; 1567 return this;
1569 } 1568 }
1570 else 1569 else
1571 { 1570 {
1572 decrease (nr); 1571 decrease (nr);
1573 1572
1574 object *op = object_create_clone (this); 1573 object *op = deep_clone ();
1575 op->nrof = nr; 1574 op->nrof = nr;
1576 return op; 1575 return op;
1577 } 1576 }
1578} 1577}
1579 1578
1623 if (object::can_merge (tmp, op)) 1622 if (object::can_merge (tmp, op))
1624 { 1623 {
1625 /* return the original object and remove inserted object 1624 /* return the original object and remove inserted object
1626 (client needs the original object) */ 1625 (client needs the original object) */
1627 tmp->nrof += op->nrof; 1626 tmp->nrof += op->nrof;
1627
1628 if (object *pl = tmp->visible_to ())
1629 esrv_update_item (UPD_NROF, pl, tmp);
1630
1628 adjust_weight (this, op->total_weight ()); 1631 adjust_weight (this, op->total_weight ());
1629 1632
1630 op->destroy (1); 1633 op->destroy ();
1631 op = tmp; 1634 op = tmp;
1632 goto inserted; 1635 goto inserted;
1633 } 1636 }
1634 1637
1635 op->owner = 0; // it's his/hers now. period. 1638 op->owner = 0; // it's his/hers now. period.
1646 1649
1647 inv = op; 1650 inv = op;
1648 1651
1649 op->flag [FLAG_REMOVED] = 0; 1652 op->flag [FLAG_REMOVED] = 0;
1650 1653
1654 if (object *pl = op->visible_to ())
1655 esrv_send_item (pl, op);
1656
1651 adjust_weight (this, op->total_weight ()); 1657 adjust_weight (this, op->total_weight ());
1652 1658
1653inserted: 1659inserted:
1654 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1655 if (op->glow_radius && map && map->darkness) 1661 if (op->glow_radius && is_on_map () && map->darkness)
1662 {
1663 update_stats ();
1656 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1657 1665 }
1658 if (object *otmp = in_player ()) 1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1659 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1667 // if this is a player's inventory, update stats
1660 otmp->update_stats (); 1668 update_stats ();
1661 1669
1662 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1663 1671
1664 return op; 1672 return op;
1665} 1673}
1793 LOG (llevError, "Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1794 return NULL; 1802 return NULL;
1795 } 1803 }
1796 1804
1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1805 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1798 if (tmp->arch == at) 1806 if (tmp->arch->archname == at->archname)
1799 return tmp; 1807 return tmp;
1800 1808
1801 return NULL; 1809 return NULL;
1802} 1810}
1803 1811
1867 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
1868 */ 1876 */
1869object * 1877object *
1870present_arch_in_ob (const archetype *at, const object *op) 1878present_arch_in_ob (const archetype *at, const object *op)
1871{ 1879{
1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1873 if (tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
1874 return tmp; 1882 return tmp;
1875 1883
1876 return NULL; 1884 return NULL;
1877} 1885}
1878 1886
1966 * head of the object should correspond for the entire object. 1974 * head of the object should correspond for the entire object.
1967 */ 1975 */
1968 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1969 continue; 1977 continue;
1970 1978
1971 if (ob->blocked (m, pos.x, pos.y)) 1979 if (ob->blocked (pos.m, pos.x, pos.y))
1972 continue; 1980 continue;
1973 1981
1974 altern [index++] = i; 1982 altern [index++] = i;
1975 } 1983 }
1976 1984
2287 2295
2288/* 2296/*
2289 * create clone from object to another 2297 * create clone from object to another
2290 */ 2298 */
2291object * 2299object *
2292object_create_clone (object *asrc) 2300object::deep_clone ()
2293{ 2301{
2294 object *dst = 0, *tmp, *src, *prev, *item; 2302 assert (("deep_clone called on non-head object", is_head ()));
2295 2303
2296 if (!asrc) 2304 object *dst = clone ();
2297 return 0;
2298 2305
2299 src = asrc->head_ (); 2306 object *prev = dst;
2300
2301 prev = 0;
2302 for (object *part = src; part; part = part->more) 2307 for (object *part = this->more; part; part = part->more)
2303 { 2308 {
2304 tmp = part->clone (); 2309 object *tmp = part->clone ();
2305 tmp->x -= src->x;
2306 tmp->y -= src->y;
2307
2308 if (!part->head)
2309 {
2310 dst = tmp;
2311 tmp->head = 0;
2312 }
2313 else
2314 tmp->head = dst; 2310 tmp->head = dst;
2315
2316 tmp->more = 0;
2317
2318 if (prev)
2319 prev->more = tmp; 2311 prev->more = tmp;
2320
2321 prev = tmp; 2312 prev = tmp;
2322 } 2313 }
2323 2314
2324 for (item = src->inv; item; item = item->below) 2315 for (object *item = inv; item; item = item->below)
2325 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2326 2317
2327 return dst; 2318 return dst;
2328} 2319}
2329 2320
2330/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2339 return tmp; 2330 return tmp;
2340 2331
2341 return 0; 2332 return 0;
2342} 2333}
2343 2334
2344/* If ob has a field named key, return the link from the list, 2335const shstr &
2345 * otherwise return NULL. 2336object::kv_get (const shstr &key) const
2346 *
2347 * key must be a passed in shared string - otherwise, this won't
2348 * do the desired thing.
2349 */
2350key_value *
2351get_ob_key_link (const object *ob, const char *key)
2352{ 2337{
2353 for (key_value *link = ob->key_values; link; link = link->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2354 if (link->key == key) 2339 if (kv->key == key)
2355 return link;
2356
2357 return 0;
2358}
2359
2360/*
2361 * Returns the value of op has an extra_field for key, or NULL.
2362 *
2363 * The argument doesn't need to be a shared string.
2364 *
2365 * The returned string is shared.
2366 */
2367const char *
2368get_ob_key_value (const object *op, const char *const key)
2369{
2370 key_value *link;
2371 shstr_cmp canonical_key (key);
2372
2373 if (!canonical_key)
2374 {
2375 /* 1. There being a field named key on any object
2376 * implies there'd be a shared string to find.
2377 * 2. Since there isn't, no object has this field.
2378 * 3. Therefore, *this* object doesn't have this field.
2379 */
2380 return 0;
2381 }
2382
2383 /* This is copied from get_ob_key_link() above -
2384 * only 4 lines, and saves the function call overhead.
2385 */
2386 for (link = op->key_values; link; link = link->next)
2387 if (link->key == canonical_key)
2388 return link->value; 2340 return kv->value;
2389 2341
2390 return 0; 2342 return shstr_null;
2391} 2343}
2392 2344
2393/* 2345void
2394 * Updates the canonical_key in op to value. 2346object::kv_set (const shstr &key, const shstr &value)
2395 *
2396 * canonical_key is a shared string (value doesn't have to be).
2397 *
2398 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2399 * keys.
2400 *
2401 * Returns TRUE on success.
2402 */
2403int
2404set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2405{ 2347{
2406 key_value *field = NULL, *last = NULL; 2348 for (key_value *kv = key_values; kv; kv = kv->next)
2407 2349 if (kv->key == key)
2408 for (field = op->key_values; field != NULL; field = field->next)
2409 {
2410 if (field->key != canonical_key)
2411 { 2350 {
2412 last = field; 2351 kv->value = value;
2413 continue; 2352 return;
2414 } 2353 }
2415 2354
2416 if (value) 2355 key_value *kv = new key_value;
2417 field->value = value; 2356
2418 else 2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362}
2363
2364void
2365object::kv_del (const shstr &key)
2366{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key)
2419 { 2369 {
2420 /* Basically, if the archetype has this key set, 2370 key_value *kv = *kvp;
2421 * we need to store the null value so when we save 2371 *kvp = (*kvp)->next;
2422 * it, we save the empty value so that when we load, 2372 delete kv;
2423 * we get this value back again. 2373 return;
2424 */
2425 if (get_ob_key_link (op->arch, canonical_key))
2426 field->value = 0;
2427 else
2428 {
2429 if (last)
2430 last->next = field->next;
2431 else
2432 op->key_values = field->next;
2433
2434 delete field;
2435 }
2436 } 2374 }
2437 return TRUE;
2438 }
2439 /* IF we get here, key doesn't exist */
2440
2441 /* No field, we'll have to add it. */
2442
2443 if (!add_key)
2444 return FALSE;
2445
2446 /* There isn't any good reason to store a null
2447 * value in the key/value list. If the archetype has
2448 * this key, then we should also have it, so shouldn't
2449 * be here. If user wants to store empty strings,
2450 * should pass in ""
2451 */
2452 if (value == NULL)
2453 return TRUE;
2454
2455 field = new key_value;
2456
2457 field->key = canonical_key;
2458 field->value = value;
2459 /* Usual prepend-addition. */
2460 field->next = op->key_values;
2461 op->key_values = field;
2462
2463 return TRUE;
2464}
2465
2466/*
2467 * Updates the key in op to value.
2468 *
2469 * If add_key is FALSE, this will only update existing keys,
2470 * and not add new ones.
2471 * In general, should be little reason FALSE is ever passed in for add_key
2472 *
2473 * Returns TRUE on success.
2474 */
2475int
2476set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2477{
2478 shstr key_ (key);
2479
2480 return set_ob_key_value_s (op, key_, value, add_key);
2481} 2375}
2482 2376
2483object::depth_iterator::depth_iterator (object *container) 2377object::depth_iterator::depth_iterator (object *container)
2484: iterator_base (container) 2378: iterator_base (container)
2485{ 2379{
2535{ 2429{
2536 char flagdesc[512]; 2430 char flagdesc[512];
2537 char info2[256 * 4]; 2431 char info2[256 * 4];
2538 char *p = info; 2432 char *p = info;
2539 2433
2540 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2434 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2541 count, 2435 count,
2542 uuid.c_str (), 2436 uuid.c_str (),
2543 &name, 2437 &name,
2544 title ? "\",title:\"" : "", 2438 title ? ",title:\"" : "",
2545 title ? (const char *)title : "", 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2546 flag_desc (flagdesc, 512), type); 2441 flag_desc (flagdesc, 512), type);
2547 2442
2548 if (!this->flag[FLAG_REMOVED] && env) 2443 if (!flag[FLAG_REMOVED] && env)
2549 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2550 2445
2551 if (map) 2446 if (map)
2552 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2447 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2553 2448
2583object::open_container (object *new_container) 2478object::open_container (object *new_container)
2584{ 2479{
2585 if (container == new_container) 2480 if (container == new_container)
2586 return; 2481 return;
2587 2482
2588 if (object *old_container = container) 2483 object *old_container = container;
2484
2485 if (old_container)
2589 { 2486 {
2590 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2487 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2591 return; 2488 return;
2592 2489
2593#if 0 2490#if 0
2595 if (object *closer = old_container->inv) 2492 if (object *closer = old_container->inv)
2596 if (closer->type == CLOSE_CON) 2493 if (closer->type == CLOSE_CON)
2597 closer->destroy (); 2494 closer->destroy ();
2598#endif 2495#endif
2599 2496
2497 // make sure the container is available
2498 esrv_send_item (this, old_container);
2499
2600 old_container->flag [FLAG_APPLIED] = 0; 2500 old_container->flag [FLAG_APPLIED] = false;
2601 container = 0; 2501 container = 0;
2602 2502
2503 // client needs item update to make it work, client bug requires this to be separate
2603 esrv_update_item (UPD_FLAGS, this, old_container); 2504 esrv_update_item (UPD_FLAGS, this, old_container);
2505
2604 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2605 play_sound (sound_find ("chest_close")); 2507 play_sound (sound_find ("chest_close"));
2606 } 2508 }
2607 2509
2608 if (new_container) 2510 if (new_container)
2621 } 2523 }
2622#endif 2524#endif
2623 2525
2624 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2625 2527
2528 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container);
2530
2626 new_container->flag [FLAG_APPLIED] = 1; 2531 new_container->flag [FLAG_APPLIED] = true;
2627 container = new_container; 2532 container = new_container;
2628 2533
2534 // client needs flag change
2629 esrv_update_item (UPD_FLAGS, this, new_container); 2535 esrv_update_item (UPD_FLAGS, this, new_container);
2630 esrv_send_inventory (this, new_container); 2536 esrv_send_inventory (this, new_container);
2631 play_sound (sound_find ("chest_open")); 2537 play_sound (sound_find ("chest_open"));
2632 } 2538 }
2539// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset ();
2633} 2541}
2634 2542
2635object * 2543object *
2636object::force_find (const shstr name) 2544object::force_find (const shstr name)
2637{ 2545{
2643 return splay (tmp); 2551 return splay (tmp);
2644 2552
2645 return 0; 2553 return 0;
2646} 2554}
2647 2555
2648void 2556object *
2649object::force_add (const shstr name, int duration) 2557object::force_add (const shstr name, int duration)
2650{ 2558{
2651 if (object *force = force_find (name)) 2559 if (object *force = force_find (name))
2652 force->destroy (); 2560 force->destroy ();
2653 2561
2659 2567
2660 force->set_speed (duration ? 1.f / duration : 0.f); 2568 force->set_speed (duration ? 1.f / duration : 0.f);
2661 force->flag [FLAG_IS_USED_UP] = true; 2569 force->flag [FLAG_IS_USED_UP] = true;
2662 force->flag [FLAG_APPLIED] = true; 2570 force->flag [FLAG_APPLIED] = true;
2663 2571
2664 insert (force); 2572 return insert (force);
2665} 2573}
2666 2574
2667void 2575void
2668object::play_sound (faceidx sound) 2576object::play_sound (faceidx sound)
2669{ 2577{
2680 } 2588 }
2681 else 2589 else
2682 map->play_sound (sound, x, y); 2590 map->play_sound (sound, x, y);
2683} 2591}
2684 2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // currently only works sensibly for players
2602 if (!is_player ())
2603 return;
2604
2605 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force);
2607
2608 if (force)
2609 force->speed = 1.f / 4; // patch old speed up
2610 else
2611 force_add (shstr_noise_force, 4);
2612}
2613

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