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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 1.272 by root, Sat Dec 27 04:09:58 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
35UUID UUID::cur; 34UUID UUID::cur;
36static uint64_t seq_next_save; 35static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41 41
42short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
140 140
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 142static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
144{ 144{
145 key_value *wants_field;
146
147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
148 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
149 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
150 */ 148 */
151 149
152 /* For each field in wants, */ 150 /* For each field in wants, */
153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
154 { 152 if (has->kv_get (kv->key) != kv->value)
155 key_value *has_field; 153 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 }
169 154
170 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
171 return 1; 156 return true;
172} 157}
173 158
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 160static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 162{
178 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
179 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
180 */ 165 */
181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
182} 168}
183 169
184/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
185 * they can be merged together. 171 * they can be merged together.
186 * 172 *
201 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 188 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
204 return 0; 190 return 0;
205 191
206 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 194 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; 195 return 0;
213 196
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* 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 198 * 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 199 * just can't ignore the been applied or identified flags, as they
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 205
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 208
226 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 210 || ob1->name != ob2->name
228 || ob1->title != ob2->title 211 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 218 || ob1->value != ob2->value
236 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
237 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
239 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 234 return 0;
251 235
252 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
256 .any ()) 239 .any ())
257 return 0; 240 return 0;
258 241
259 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
331 314
332 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
333 return 1; 316 return 1;
334} 317}
335 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
336// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
337static sint32 357static sint32
338weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
339{ 359{
340 return op->type == CONTAINER 360 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 362 : weight;
343} 363}
349static void 369static void
350adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
351{ 371{
352 while (op) 372 while (op)
353 { 373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
354 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
355 381
356 op->carrying += weight; 382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
357 op = op->env; 388 op = op->env;
358 } 389 }
359} 390}
360 391
361/* 392/*
374 op->update_weight (); 405 op->update_weight ();
375 406
376 sum += op->total_weight (); 407 sum += op->total_weight ();
377 } 408 }
378 409
379 carrying = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
413 {
414 carrying = sum;
415
416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
380} 420}
381 421
382/* 422/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 424 */
437 */ 477 */
438object * 478object *
439find_object_name (const char *str) 479find_object_name (const char *str)
440{ 480{
441 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
442 object *op;
443 482
483 if (str_)
444 for_all_objects (op) 484 for_all_objects (op)
445 if (op->name == str_) 485 if (op->name == str_)
446 break; 486 return op;
447 487
448 return op; 488 return 0;
449} 489}
450 490
451/* 491/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 493 * skill and experience objects.
551 } 591 }
552 592
553 op->key_values = 0; 593 op->key_values = 0;
554} 594}
555 595
556object & 596/*
557object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
558{ 606{
559 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
566 610
567 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
568 if (src.key_values) 612 if (key_values)
569 { 613 {
570 key_value *tail = 0; 614 key_value *tail = 0;
571 key_values = 0; 615 dst->key_values = 0;
572 616
573 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
574 { 618 {
575 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
576 620
577 new_link->next = 0; 621 new_link->next = 0;
578 new_link->key = i->key; 622 new_link->key = i->key;
579 new_link->value = i->value; 623 new_link->value = i->value;
580 624
581 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
582 if (!key_values) 626 if (!dst->key_values)
583 { 627 {
584 key_values = new_link; 628 dst->key_values = new_link;
585 tail = new_link; 629 tail = new_link;
586 } 630 }
587 else 631 else
588 { 632 {
589 tail->next = new_link; 633 tail->next = new_link;
590 tail = new_link; 634 tail = new_link;
591 } 635 }
592 } 636 }
593 } 637 }
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;
608 638
609 if (speed < 0) 639 if (speed < 0)
610 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
611 641
612 dst->set_speed (dst->speed); 642 dst->activate ();
613} 643}
614 644
615void 645void
616object::instantiate () 646object::instantiate ()
617{ 647{
634object * 664object *
635object::clone () 665object::clone ()
636{ 666{
637 object *neu = create (); 667 object *neu = create ();
638 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
639 return neu; 670 return neu;
640} 671}
641 672
642/* 673/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
694 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
695 */ 726 */
696void 727void
697update_object (object *op, int action) 728update_object (object *op, int action)
698{ 729{
699 if (op == NULL) 730 if (!op)
700 { 731 {
701 /* this should never happen */ 732 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 734 return;
704 } 735 }
705 736
706 if (op->env) 737 if (!op->is_on_map ())
707 { 738 {
708 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
709 * to do in this case. 740 * to do in this case.
710 */ 741 */
711 return; 742 return;
712 } 743 }
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;
719 744
720 /* make sure the object is within map boundaries */ 745 /* 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) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 747 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
734 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
735 { 760 {
736 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
746 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
747 * to have move_allow right now. 772 * have move_allow right now.
748 */ 773 */
749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
751 m.flags_ = 0; 776 m.invalidate ();
752 } 777 }
753 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
754 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
755 * that is being removed. 780 * that is being removed.
756 */ 781 */
757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
758 m.flags_ = 0; 783 m.invalidate ();
759 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
760 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
761 else 786 else
762 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
763 788
805object::activate () 830object::activate ()
806{ 831{
807 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
808 if (active) 833 if (active)
809 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
810 838
811 if (has_active_speed ()) 839 if (has_active_speed ())
812 actives.insert (this); 840 actives.insert (this);
813} 841}
814 842
866object::destroy_inv (bool drop_to_ground) 894object::destroy_inv (bool drop_to_ground)
867{ 895{
868 // need to check first, because the checks below might segfault 896 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 897 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 898 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 899 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 900 // cf will crash below with off-map x and y
873 if (!inv) 901 if (!inv)
874 return; 902 return;
875 903
876 /* Only if the space blocks everything do we not process - 904 /* Only if the space blocks everything do we not process -
878 * drop on that space. 906 * drop on that space.
879 */ 907 */
880 if (!drop_to_ground 908 if (!drop_to_ground
881 || !map 909 || !map
882 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 911 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
885 { 913 {
886 while (inv) 914 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 915 inv->destroy ();
890 }
891 } 916 }
892 else 917 else
893 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
894 while (inv) 919 while (inv)
895 { 920 {
913 object *op = new object; 938 object *op = new object;
914 op->link (); 939 op->link ();
915 return op; 940 return op;
916} 941}
917 942
943static struct freed_map : maptile
944{
945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
918void 964void
919object::do_destroy () 965object::do_destroy ()
920{ 966{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 968 remove_button_link (this);
925 969
926 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 971 remove_friendly_object (this);
928 972
929 if (!flag [FLAG_REMOVED])
930 remove (); 973 remove ();
931 974
932 destroy_inv (true); 975 attachable::do_destroy ();
933 976
934 deactivate (); 977 deactivate ();
935 unlink (); 978 unlink ();
936 979
937 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
938 981
939 // hack to ensure that freed objects still have a valid map 982 // 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; 983 map = &freed_map;
958 x = 1; 984 x = 1;
959 y = 1; 985 y = 1;
960 }
961 986
962 if (more) 987 if (more)
963 { 988 {
964 more->destroy (); 989 more->destroy ();
965 more = 0; 990 more = 0;
973 attacked_by = 0; 998 attacked_by = 0;
974 current_weapon = 0; 999 current_weapon = 0;
975} 1000}
976 1001
977void 1002void
978object::destroy (bool destroy_inventory) 1003object::destroy ()
979{ 1004{
980 if (destroyed ()) 1005 if (destroyed ())
981 return; 1006 return;
982 1007
983 if (destroy_inventory) 1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy ();
1012 return;
1013 }
1014
984 destroy_inv (false); 1015 destroy_inv (false);
985 1016
986 if (is_head ()) 1017 if (is_head ())
987 if (sound_destroy) 1018 if (sound_destroy)
988 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1003object::do_remove () 1034object::do_remove ()
1004{ 1035{
1005 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
1006 object *otmp; 1037 object *otmp;
1007 1038
1008 if (QUERY_FLAG (this, FLAG_REMOVED)) 1039 if (flag [FLAG_REMOVED])
1009 return; 1040 return;
1010 1041
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
1013 1045
1014 if (more) 1046 if (more)
1015 more->remove (); 1047 more->remove ();
1016 1048
1017 /* 1049 /*
1018 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1019 * inventory. 1051 * inventory.
1020 */ 1052 */
1021 if (env) 1053 if (env)
1022 { 1054 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1023 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1024 1061
1025 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1063
1030 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1065 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1033 */ 1067 */
1034 map = env->map; 1068 map = env->map;
1035 x = env->x; 1069 x = env->x;
1036 y = env->y; 1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1037 above = 0; 1076 above = 0;
1038 below = 0; 1077 below = 0;
1039 env = 0; 1078 env = 0;
1040 1079
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 1082 * to save cpu time.
1044 */ 1083 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1046 otmp->update_stats (); 1087 pl->update_stats ();
1088
1089 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y);
1091 }
1047 } 1092 }
1048 else if (map) 1093 else if (map)
1049 { 1094 {
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; 1095 map->dirty = true;
1063 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1064 1097
1098 if (object *pl = ms.player ())
1099 {
1100 if (is_player ())
1101 {
1102 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103
1104 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent.
1108 close_container ();
1109
1110 --map->players;
1111 map->touch ();
1112 }
1113 else if (pl->container == this)
1114 {
1115 // removing a container should close it
1116 close_container ();
1117 }
1118
1119 esrv_del_item (pl->contr, count);
1120 }
1121
1065 /* link the object above us */ 1122 /* link the object above us */
1066 if (above) 1123 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1124 *(above ? &above->below : &ms.top) = below;
1068 else 1125 *(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 1126
1086 above = 0; 1127 above = 0;
1087 below = 0; 1128 below = 0;
1129
1130 ms.invalidate ();
1088 1131
1089 if (map->in_memory == MAP_SAVING) 1132 if (map->in_memory == MAP_SAVING)
1090 return; 1133 return;
1091 1134
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1135 int check_walk_off = !flag [FLAG_NO_APPLY];
1098 * removed (most likely destroyed), update the player view 1141 * removed (most likely destroyed), update the player view
1099 * appropriately. 1142 * appropriately.
1100 */ 1143 */
1101 pl->close_container (); 1144 pl->close_container ();
1102 1145
1146 //TODO: the floorbox prev/next might need updating
1147 //esrv_del_item (pl->contr, count);
1148 //TODO: update floorbox to preserve ordering
1149 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1150 pl->contr->ns->floorbox_update ();
1104 } 1151 }
1105 1152
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1153 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 { 1154 {
1108 /* No point updating the players look faces if he is the object 1155 /* No point updating the players look faces if he is the object
1121 } 1168 }
1122 1169
1123 last = tmp; 1170 last = tmp;
1124 } 1171 }
1125 1172
1126 /* last == NULL if there are no objects on this space */ 1173 if (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); 1174 update_all_los (map, x, y);
1135 } 1175 }
1136} 1176}
1137 1177
1138/* 1178/*
1152 if (!top) 1192 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1193 for (top = op; top && top->above; top = top->above)
1154 ; 1194 ;
1155 1195
1156 for (; top; top = top->below) 1196 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1197 if (object::can_merge (op, top))
1162 { 1198 {
1163 top->nrof += op->nrof; 1199 top->nrof += op->nrof;
1164 1200
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1201 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1202 esrv_update_item (UPD_NROF, pl, top);
1203
1204 op->weight = 0; // cancel the addition above
1205 op->carrying = 0; // must be 0 already
1206
1167 op->destroy (); 1207 op->destroy ();
1208
1168 return top; 1209 return top;
1169 } 1210 }
1170 }
1171 1211
1172 return 0; 1212 return 0;
1173} 1213}
1174 1214
1175void 1215void
1200 * job preparing multi-part monsters. 1240 * job preparing multi-part monsters.
1201 */ 1241 */
1202object * 1242object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1243insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1244{
1245 op->remove ();
1246
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1248 {
1207 tmp->x = x + tmp->arch->x; 1249 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1250 tmp->y = y + tmp->arch->y;
1209 } 1251 }
1232 * just 'op' otherwise 1274 * just 'op' otherwise
1233 */ 1275 */
1234object * 1276object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1278{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1279 op->remove ();
1280
1281 if (m == &freed_map)//D TODO: remove soon
1282 {//D
1283 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1284 }//D
1242 1285
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1286 /* 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 1287 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1288 * need extra work
1246 */ 1289 */
1247 if (!xy_normalise (m, op->x, op->y)) 1290 if (!xy_normalise (m, op->x, op->y))
1248 { 1291 {
1249 op->destroy (); 1292 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1293 return 0;
1251 } 1294 }
1252 1295
1253 if (object *more = op->more) 1296 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1297 if (!insert_ob_in_map (more, m, originator, flag))
1263 */ 1306 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1307 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1308 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1309 if (object::can_merge (op, tmp))
1267 { 1310 {
1311 // TODO: we actually want to update tmp, not op,
1312 // but some caller surely breaks when we return tmp
1313 // from here :/
1268 op->nrof += tmp->nrof; 1314 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1315 tmp->destroy ();
1270 } 1316 }
1271 1317
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1318 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1319 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1274 1320
1281 { 1327 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1328 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1329 abort ();
1284 } 1330 }
1285 1331
1332 if (!originator->is_on_map ())
1333 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334 op->debug_desc (), originator->debug_desc ());
1335
1286 op->above = originator; 1336 op->above = originator;
1287 op->below = originator->below; 1337 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; 1338 originator->below = op;
1339
1340 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1341 }
1297 else 1342 else
1298 { 1343 {
1299 top = ms.bot; 1344 object *floor = 0;
1345 object *top = ms.top;
1300 1346
1301 /* If there are other objects, then */ 1347 /* If there are other objects, then */
1302 if (top) 1348 if (top)
1303 { 1349 {
1304 object *last = 0;
1305
1306 /* 1350 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1351 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1352 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1353 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1354 * 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 1357 * 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 1358 * 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 1359 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1360 * that flying non pickable objects are spell objects.
1317 */ 1361 */
1318 for (top = ms.bot; top; top = top->above) 1362 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1363 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1321 floor = top; 1365 floor = tmp;
1322 1366
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1367 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1324 { 1368 {
1325 /* We insert above top, so we want this object below this */ 1369 /* We insert above top, so we want this object below this */
1326 top = top->below; 1370 top = tmp->below;
1327 break; 1371 break;
1328 } 1372 }
1329 1373
1330 last = top; 1374 top = tmp;
1331 } 1375 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1376
1336 /* We let update_position deal with figuring out what the space 1377 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1378 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1379 * makes things faster, and effectively the same result.
1339 */ 1380 */
1346 */ 1387 */
1347 if (!(flag & INS_ON_TOP) 1388 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1389 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1390 && (op->face && !faces [op->face].visibility))
1350 { 1391 {
1392 object *last;
1393
1351 for (last = top; last != floor; last = last->below) 1394 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1395 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1396 break;
1354 1397
1355 /* Check to see if we found the object that blocks view, 1398 /* Check to see if we found the object that blocks view,
1363 } /* If objects on this space */ 1406 } /* If objects on this space */
1364 1407
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1408 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1409 top = floor;
1367 1410
1368 /* Top is the object that our object (op) is going to get inserted above. 1411 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1412 if (!top)
1373 { 1413 {
1414 op->below = 0;
1374 op->above = ms.bot; 1415 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1416 ms.bot = op;
1417
1418 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1419 }
1382 else 1420 else
1383 { /* get inserted into the stack above top */ 1421 {
1384 op->above = top->above; 1422 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1423 top->above = op;
1388 1424
1389 op->below = top; 1425 op->below = top;
1390 top->above = op; 1426 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1427 }
1428 }
1392 1429
1393 if (!op->above) 1430 if (op->is_player ())
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396
1397 if (op->type == PLAYER)
1398 { 1431 {
1399 op->contr->do_los = 1; 1432 op->contr->do_los = 1;
1400 ++op->map->players; 1433 ++op->map->players;
1401 op->map->touch (); 1434 op->map->touch ();
1402 } 1435 }
1403 1436
1404 op->map->dirty = true; 1437 op->map->dirty = true;
1405 1438
1406 if (object *pl = ms.player ()) 1439 if (object *pl = ms.player ())
1440 //TODO: the floorbox prev/next might need updating
1441 //esrv_send_item (pl, op);
1442 //TODO: update floorbox to preserve ordering
1443 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1444 pl->contr->ns->floorbox_update ();
1408 1445
1409 /* If this object glows, it may affect lighting conditions that are 1446 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1447 * 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 1448 * 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 1449 * on the map will get recalculated. The players could very well
1413 * be far away from this change and not affected in any way - 1450 * be far away from this change and not affected in any way -
1414 * this should get redone to only look for players within range, 1451 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1452 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1453 * of effect may be sufficient.
1417 */ 1454 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1455 if (op->affects_los ())
1456 {
1457 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1458 update_all_los (op->map, op->x, op->y);
1459 }
1420 1460
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1461 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1462 update_object (op, UP_OBJ_INSERT);
1423 1463
1424 INVOKE_OBJECT (INSERT, op); 1464 INVOKE_OBJECT (INSERT, op);
1458{ 1498{
1459 /* first search for itself and remove any old instances */ 1499 /* first search for itself and remove any old instances */
1460 1500
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1501 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1502 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1463 tmp->destroy (1); 1503 tmp->destroy ();
1464 1504
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1505 object *tmp = arch_to_object (archetype::find (arch_string));
1466 1506
1467 tmp->x = op->x; 1507 tmp->x = op->x;
1468 tmp->y = op->y; 1508 tmp->y = op->y;
1475{ 1515{
1476 if (where->env) 1516 if (where->env)
1477 return where->env->insert (this); 1517 return where->env->insert (this);
1478 else 1518 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1519 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} 1520}
1515 1521
1516/* 1522/*
1517 * decrease(object, number) decreases a specified number from 1523 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1524 * 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 1527 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1528 */
1523bool 1529bool
1524object::decrease (sint32 nr) 1530object::decrease (sint32 nr)
1525{ 1531{
1532 if (!nr)
1533 return true;
1534
1526 nr = min (nr, nrof); 1535 nr = min (nr, nrof);
1527 1536
1528 if (!nr) 1537 if (nrof > nr)
1529 return 1; 1538 {
1530
1531 nrof -= nr; 1539 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0 1540 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538 1541
1539 if (visible) 1542 if (object *pl = visible_to ())
1540 esrv_send_item (visible, this); 1543 esrv_update_item (UPD_NROF, pl, this);
1541 1544
1542 return 1; 1545 return true;
1543 } 1546 }
1544 else 1547 else
1545 { 1548 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1549 destroy ();
1550 return 0; 1550 return false;
1551 } 1551 }
1552} 1552}
1553 1553
1554/* 1554/*
1555 * split(ob,nr) splits up ob into two parts. The part which 1555 * split(ob,nr) splits up ob into two parts. The part which
1558 * On failure, NULL is returned. 1558 * On failure, NULL is returned.
1559 */ 1559 */
1560object * 1560object *
1561object::split (sint32 nr) 1561object::split (sint32 nr)
1562{ 1562{
1563 int have = number_of ();
1564
1563 if (nrof < nr) 1565 if (have < nr)
1564 return 0; 1566 return 0;
1565 else if (nrof == nr) 1567 else if (have == nr)
1566 { 1568 {
1567 remove (); 1569 remove ();
1568 return this; 1570 return this;
1569 } 1571 }
1570 else 1572 else
1571 { 1573 {
1572 decrease (nr); 1574 decrease (nr);
1573 1575
1574 object *op = object_create_clone (this); 1576 object *op = deep_clone ();
1575 op->nrof = nr; 1577 op->nrof = nr;
1576 return op; 1578 return op;
1577 } 1579 }
1578} 1580}
1579 1581
1623 if (object::can_merge (tmp, op)) 1625 if (object::can_merge (tmp, op))
1624 { 1626 {
1625 /* return the original object and remove inserted object 1627 /* return the original object and remove inserted object
1626 (client needs the original object) */ 1628 (client needs the original object) */
1627 tmp->nrof += op->nrof; 1629 tmp->nrof += op->nrof;
1630
1631 if (object *pl = tmp->visible_to ())
1632 esrv_update_item (UPD_NROF, pl, tmp);
1633
1628 adjust_weight (this, op->total_weight ()); 1634 adjust_weight (this, op->total_weight ());
1629 1635
1630 op->destroy (1); 1636 op->destroy ();
1631 op = tmp; 1637 op = tmp;
1632 goto inserted; 1638 goto inserted;
1633 } 1639 }
1634 1640
1635 op->owner = 0; // it's his/hers now. period. 1641 op->owner = 0; // it's his/hers now. period.
1646 1652
1647 inv = op; 1653 inv = op;
1648 1654
1649 op->flag [FLAG_REMOVED] = 0; 1655 op->flag [FLAG_REMOVED] = 0;
1650 1656
1657 if (object *pl = op->visible_to ())
1658 esrv_send_item (pl, op);
1659
1651 adjust_weight (this, op->total_weight ()); 1660 adjust_weight (this, op->total_weight ());
1652 1661
1653inserted: 1662inserted:
1654 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1655 if (op->glow_radius && map && map->darkness) 1664 if (op->glow_radius && is_on_map ())
1665 {
1666 update_stats ();
1656 update_all_los (map, x, y); 1667 update_all_los (map, x, y);
1657 1668 }
1658 if (object *otmp = in_player ()) 1669 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1659 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1670 // if this is a player's inventory, update stats
1660 otmp->update_stats (); 1671 update_stats ();
1661 1672
1662 INVOKE_OBJECT (INSERT, this); 1673 INVOKE_OBJECT (INSERT, this);
1663 1674
1664 return op; 1675 return op;
1665} 1676}
1748 { 1759 {
1749 1760
1750 float 1761 float
1751 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 diff = tmp->move_slow_penalty * fabs (op->speed);
1752 1763
1753 if (op->type == PLAYER) 1764 if (op->is_player ())
1754 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1755 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1756 diff /= 4.0; 1767 diff /= 4.0;
1757 1768
1758 op->speed_left -= diff; 1769 op->speed_left -= diff;
1793 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1794 return NULL; 1805 return NULL;
1795 } 1806 }
1796 1807
1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1798 if (tmp->arch == at) 1809 if (tmp->arch->archname == at->archname)
1799 return tmp; 1810 return tmp;
1800 1811
1801 return NULL; 1812 return NULL;
1802} 1813}
1803 1814
1867 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1868 */ 1879 */
1869object * 1880object *
1870present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1871{ 1882{
1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1873 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1874 return tmp; 1885 return tmp;
1875 1886
1876 return NULL; 1887 return NULL;
1877} 1888}
1878 1889
1966 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
1967 */ 1978 */
1968 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1969 continue; 1980 continue;
1970 1981
1971 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
1972 continue; 1983 continue;
1973 1984
1974 altern [index++] = i; 1985 altern [index++] = i;
1975 } 1986 }
1976 1987
2084 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2085 max = maxfree[i]; 2096 max = maxfree[i];
2086 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2087 { 2098 {
2088 for (tmp = ms.bot; tmp; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2091 break; 2102 break;
2092 2103
2093 if (tmp) 2104 if (tmp)
2094 return freedir[i]; 2105 return freedir[i];
2280int 2291int
2281can_pick (const object *who, const object *item) 2292can_pick (const object *who, const object *item)
2282{ 2293{
2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2286} 2297}
2287 2298
2288/* 2299/*
2289 * create clone from object to another 2300 * create clone from object to another
2290 */ 2301 */
2291object * 2302object *
2292object_create_clone (object *asrc) 2303object::deep_clone ()
2293{ 2304{
2294 object *dst = 0, *tmp, *src, *prev, *item; 2305 assert (("deep_clone called on non-head object", is_head ()));
2295 2306
2296 if (!asrc) 2307 object *dst = clone ();
2297 return 0;
2298 2308
2299 src = asrc->head_ (); 2309 object *prev = dst;
2300
2301 prev = 0;
2302 for (object *part = src; part; part = part->more) 2310 for (object *part = this->more; part; part = part->more)
2303 { 2311 {
2304 tmp = part->clone (); 2312 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; 2313 tmp->head = dst;
2315
2316 tmp->more = 0;
2317
2318 if (prev)
2319 prev->more = tmp; 2314 prev->more = tmp;
2320
2321 prev = tmp; 2315 prev = tmp;
2322 } 2316 }
2323 2317
2324 for (item = src->inv; item; item = item->below) 2318 for (object *item = inv; item; item = item->below)
2325 insert_ob_in_ob (object_create_clone (item), dst); 2319 insert_ob_in_ob (item->deep_clone (), dst);
2326 2320
2327 return dst; 2321 return dst;
2328} 2322}
2329 2323
2330/* This returns the first object in who's inventory that 2324/* This returns the first object in who's inventory that
2339 return tmp; 2333 return tmp;
2340 2334
2341 return 0; 2335 return 0;
2342} 2336}
2343 2337
2344/* If ob has a field named key, return the link from the list, 2338const shstr &
2345 * otherwise return NULL. 2339object::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{ 2340{
2353 for (key_value *link = ob->key_values; link; link = link->next) 2341 for (key_value *kv = key_values; kv; kv = kv->next)
2354 if (link->key == key) 2342 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; 2343 return kv->value;
2389 2344
2390 return 0; 2345 return shstr_null;
2391} 2346}
2392 2347
2393/* 2348void
2394 * Updates the canonical_key in op to value. 2349object::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{ 2350{
2406 key_value *field = NULL, *last = NULL; 2351 for (key_value *kv = key_values; kv; kv = kv->next)
2407 2352 if (kv->key == key)
2408 for (field = op->key_values; field != NULL; field = field->next)
2409 {
2410 if (field->key != canonical_key)
2411 { 2353 {
2412 last = field; 2354 kv->value = value;
2413 continue; 2355 return;
2414 } 2356 }
2415 2357
2416 if (value) 2358 key_value *kv = new key_value;
2417 field->value = value; 2359
2418 else 2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365}
2366
2367void
2368object::kv_del (const shstr &key)
2369{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key)
2419 { 2372 {
2420 /* Basically, if the archetype has this key set, 2373 key_value *kv = *kvp;
2421 * we need to store the null value so when we save 2374 *kvp = (*kvp)->next;
2422 * it, we save the empty value so that when we load, 2375 delete kv;
2423 * we get this value back again. 2376 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 } 2377 }
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} 2378}
2482 2379
2483object::depth_iterator::depth_iterator (object *container) 2380object::depth_iterator::depth_iterator (object *container)
2484: iterator_base (container) 2381: iterator_base (container)
2485{ 2382{
2535{ 2432{
2536 char flagdesc[512]; 2433 char flagdesc[512];
2537 char info2[256 * 4]; 2434 char info2[256 * 4];
2538 char *p = info; 2435 char *p = info;
2539 2436
2540 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2437 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2541 count, 2438 count,
2542 uuid.c_str (), 2439 uuid.c_str (),
2543 &name, 2440 &name,
2544 title ? "\",title:\"" : "", 2441 title ? ",title:\"" : "",
2545 title ? (const char *)title : "", 2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2546 flag_desc (flagdesc, 512), type); 2444 flag_desc (flagdesc, 512), type);
2547 2445
2548 if (!this->flag[FLAG_REMOVED] && env) 2446 if (!flag[FLAG_REMOVED] && env)
2549 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2550 2448
2551 if (map) 2449 if (map)
2552 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2450 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2553 2451
2583object::open_container (object *new_container) 2481object::open_container (object *new_container)
2584{ 2482{
2585 if (container == new_container) 2483 if (container == new_container)
2586 return; 2484 return;
2587 2485
2588 if (object *old_container = container) 2486 object *old_container = container;
2487
2488 if (old_container)
2589 { 2489 {
2590 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2490 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2591 return; 2491 return;
2592 2492
2593#if 0 2493#if 0
2595 if (object *closer = old_container->inv) 2495 if (object *closer = old_container->inv)
2596 if (closer->type == CLOSE_CON) 2496 if (closer->type == CLOSE_CON)
2597 closer->destroy (); 2497 closer->destroy ();
2598#endif 2498#endif
2599 2499
2500 // make sure the container is available
2501 esrv_send_item (this, old_container);
2502
2600 old_container->flag [FLAG_APPLIED] = 0; 2503 old_container->flag [FLAG_APPLIED] = false;
2601 container = 0; 2504 container = 0;
2602 2505
2506 // client needs item update to make it work, client bug requires this to be separate
2603 esrv_update_item (UPD_FLAGS, this, old_container); 2507 esrv_update_item (UPD_FLAGS, this, old_container);
2508
2604 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2605 play_sound (sound_find ("chest_close")); 2510 play_sound (sound_find ("chest_close"));
2606 } 2511 }
2607 2512
2608 if (new_container) 2513 if (new_container)
2621 } 2526 }
2622#endif 2527#endif
2623 2528
2624 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2625 2530
2531 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container);
2533
2626 new_container->flag [FLAG_APPLIED] = 1; 2534 new_container->flag [FLAG_APPLIED] = true;
2627 container = new_container; 2535 container = new_container;
2628 2536
2537 // client needs flag change
2629 esrv_update_item (UPD_FLAGS, this, new_container); 2538 esrv_update_item (UPD_FLAGS, this, new_container);
2630 esrv_send_inventory (this, new_container); 2539 esrv_send_inventory (this, new_container);
2631 play_sound (sound_find ("chest_open")); 2540 play_sound (sound_find ("chest_open"));
2632 } 2541 }
2542// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset ();
2633} 2544}
2634 2545
2635object * 2546object *
2636object::force_find (const shstr name) 2547object::force_find (const shstr name)
2637{ 2548{
2643 return splay (tmp); 2554 return splay (tmp);
2644 2555
2645 return 0; 2556 return 0;
2646} 2557}
2647 2558
2648void 2559object *
2649object::force_add (const shstr name, int duration) 2560object::force_add (const shstr name, int duration)
2650{ 2561{
2651 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2652 force->destroy (); 2563 force->destroy ();
2653 2564
2659 2570
2660 force->set_speed (duration ? 1.f / duration : 0.f); 2571 force->set_speed (duration ? 1.f / duration : 0.f);
2661 force->flag [FLAG_IS_USED_UP] = true; 2572 force->flag [FLAG_IS_USED_UP] = true;
2662 force->flag [FLAG_APPLIED] = true; 2573 force->flag [FLAG_APPLIED] = true;
2663 2574
2664 insert (force); 2575 return insert (force);
2665} 2576}
2666 2577
2667void 2578void
2668object::play_sound (faceidx sound) 2579object::play_sound (faceidx sound)
2669{ 2580{
2680 } 2591 }
2681 else 2592 else
2682 map->play_sound (sound, x, y); 2593 map->play_sound (sound, x, y);
2683} 2594}
2684 2595
2596void
2597object::make_noise ()
2598{
2599 // we do not model noise in the map, so instead put
2600 // a temporary light into the noise source
2601 // could use the map instead, but that's less reliable for our
2602 // goal, which is to make invisibility a bit harder to exploit
2603
2604 // currently only works sensibly for players
2605 if (!is_player ())
2606 return;
2607
2608 // find old force, or create new one
2609 object *force = force_find (shstr_noise_force);
2610
2611 if (force)
2612 force->speed_left = -1.f; // patch old speed up
2613 else
2614 {
2615 force = archetype::get (shstr_noise_force);
2616
2617 force->slaying = shstr_noise_force;
2618 force->stats.food = 1;
2619 force->speed_left = -1.f;
2620
2621 force->set_speed (1.f / 4.f);
2622 force->flag [FLAG_IS_USED_UP] = true;
2623 force->flag [FLAG_APPLIED] = true;
2624
2625 insert (force);
2626 }
2627}
2628

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