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Comparing deliantra/server/common/object.C (file contents):
Revision 1.211 by root, Mon Apr 21 21:32:32 2008 UTC vs.
Revision 1.287 by root, Sat Oct 3 20:11:12 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
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_or_self ();
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
767 792
768object::object () 793object::object ()
769{ 794{
770 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
771 796
772 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
773 face = blank_face; 798 face = blank_face;
774} 799}
775 800
776object::~object () 801object::~object ()
777{ 802{
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;
810 835
811 if (has_active_speed ()) 836 if (has_active_speed ())
837 {
838 if (flag [FLAG_FREED])
839 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
840
812 actives.insert (this); 841 actives.insert (this);
842 }
813} 843}
814 844
815void 845void
816object::activate_recursive () 846object::activate_recursive ()
817{ 847{
866object::destroy_inv (bool drop_to_ground) 896object::destroy_inv (bool drop_to_ground)
867{ 897{
868 // need to check first, because the checks below might segfault 898 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 899 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 900 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 901 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 902 // cf will crash below with off-map x and y
873 if (!inv) 903 if (!inv)
874 return; 904 return;
875 905
876 /* Only if the space blocks everything do we not process - 906 /* Only if the space blocks everything do we not process -
878 * drop on that space. 908 * drop on that space.
879 */ 909 */
880 if (!drop_to_ground 910 if (!drop_to_ground
881 || !map 911 || !map
882 || map->in_memory != MAP_ACTIVE 912 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 913 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 914 || ms ().move_block == MOVE_ALL)
885 { 915 {
886 while (inv) 916 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 917 inv->destroy ();
890 }
891 } 918 }
892 else 919 else
893 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
894 while (inv) 921 while (inv)
895 { 922 {
913 object *op = new object; 940 object *op = new object;
914 op->link (); 941 op->link ();
915 return op; 942 return op;
916} 943}
917 944
945static struct freed_map : maptile
946{
947 freed_map ()
948 {
949 path = "<freed objects map>";
950 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1;
954 no_reset = 1;
955
956 alloc ();
957 in_memory = MAP_ACTIVE;
958 }
959
960 ~freed_map ()
961 {
962 destroy ();
963 }
964} freed_map; // freed objects are moved here to avoid crashes
965
918void 966void
919object::do_destroy () 967object::do_destroy ()
920{ 968{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 970 remove_link ();
925 971
926 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 973 remove_friendly_object (this);
928 974
929 if (!flag [FLAG_REMOVED])
930 remove (); 975 remove ();
931 976
932 destroy_inv (true); 977 attachable::do_destroy ();
933 978
934 deactivate (); 979 deactivate ();
935 unlink (); 980 unlink ();
936 981
937 flag [FLAG_FREED] = 1; 982 flag [FLAG_FREED] = 1;
938 983
939 // hack to ensure that freed objects still have a valid map 984 // 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; 985 map = &freed_map;
958 x = 1; 986 x = 1;
959 y = 1; 987 y = 1;
960 }
961 988
962 if (more) 989 if (more)
963 { 990 {
964 more->destroy (); 991 more->destroy ();
965 more = 0; 992 more = 0;
973 attacked_by = 0; 1000 attacked_by = 0;
974 current_weapon = 0; 1001 current_weapon = 0;
975} 1002}
976 1003
977void 1004void
978object::destroy (bool destroy_inventory) 1005object::destroy ()
979{ 1006{
980 if (destroyed ()) 1007 if (destroyed ())
981 return; 1008 return;
982 1009
983 if (destroy_inventory) 1010 if (!is_head () && !head->destroyed ())
1011 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy ();
1014 return;
1015 }
1016
984 destroy_inv (false); 1017 destroy_inv (false);
985 1018
986 if (is_head ()) 1019 if (is_head ())
987 if (sound_destroy) 1020 if (sound_destroy)
988 play_sound (sound_destroy); 1021 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1022 else if (flag [FLAG_MONSTER])
1003object::do_remove () 1036object::do_remove ()
1004{ 1037{
1005 object *tmp, *last = 0; 1038 object *tmp, *last = 0;
1006 object *otmp; 1039 object *otmp;
1007 1040
1008 if (QUERY_FLAG (this, FLAG_REMOVED)) 1041 if (flag [FLAG_REMOVED])
1009 return; 1042 return;
1010 1043
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1044 INVOKE_OBJECT (REMOVE, this);
1045
1046 flag [FLAG_REMOVED] = true;
1013 1047
1014 if (more) 1048 if (more)
1015 more->remove (); 1049 more->remove ();
1016 1050
1017 /* 1051 /*
1018 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
1019 * inventory. 1053 * inventory.
1020 */ 1054 */
1021 if (env) 1055 if (env)
1022 { 1056 {
1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1058 if (object *pl = visible_to ())
1059 esrv_del_item (pl->contr, count);
1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061
1023 adjust_weight (env, -total_weight ()); 1062 adjust_weight (env, -total_weight ());
1024 1063
1025 *(above ? &above->below : &env->inv) = below; 1064 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1065
1030 /* we set up values so that it could be inserted into 1066 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1067 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1068 * to the caller to decide what we want to do.
1033 */ 1069 */
1034 map = env->map; 1070 map = env->map;
1035 x = env->x; 1071 x = env->x;
1036 y = env->y; 1072 y = env->y;
1073
1074 // make sure cmov optimisation is applicable
1075 *(above ? &above->below : &env->inv) = below;
1076 *(below ? &below->above : &above ) = above; // &above is just a dummy
1077
1037 above = 0; 1078 above = 0;
1038 below = 0; 1079 below = 0;
1039 env = 0; 1080 env = 0;
1040 1081
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1082 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 1083 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 1084 * to save cpu time.
1044 */ 1085 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1086 if (pl)
1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1088 {
1046 otmp->update_stats (); 1089 pl->update_stats ();
1090
1091 if (glow_radius && pl->is_on_map ())
1092 update_all_los (pl->map, pl->x, pl->y);
1093 }
1047 } 1094 }
1048 else if (map) 1095 else if (map)
1049 { 1096 {
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; 1097 map->dirty = true;
1063 mapspace &ms = this->ms (); 1098 mapspace &ms = this->ms ();
1064 1099
1100 if (object *pl = ms.player ())
1101 {
1102 if (is_player ())
1103 {
1104 if (!flag [FLAG_WIZPASS])
1105 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1106
1107 // leaving a spot always closes any open container on the ground
1108 if (container && !container->env)
1109 // this causes spurious floorbox updates, but it ensures
1110 // that the CLOSE event is being sent.
1111 close_container ();
1112
1113 --map->players;
1114 map->touch ();
1115 }
1116 else if (pl->container == this)
1117 {
1118 // removing a container should close it
1119 close_container ();
1120 }
1121
1122 esrv_del_item (pl->contr, count);
1123 }
1124
1065 /* link the object above us */ 1125 /* link the object above us */
1066 if (above) 1126 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1127 *(above ? &above->below : &ms.top) = below;
1068 else 1128 *(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 1129
1086 above = 0; 1130 above = 0;
1087 below = 0; 1131 below = 0;
1132
1133 ms.invalidate ();
1088 1134
1089 if (map->in_memory == MAP_SAVING) 1135 if (map->in_memory == MAP_SAVING)
1090 return; 1136 return;
1091 1137
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1138 int check_walk_off = !flag [FLAG_NO_APPLY];
1098 * removed (most likely destroyed), update the player view 1144 * removed (most likely destroyed), update the player view
1099 * appropriately. 1145 * appropriately.
1100 */ 1146 */
1101 pl->close_container (); 1147 pl->close_container ();
1102 1148
1149 //TODO: the floorbox prev/next might need updating
1150 //esrv_del_item (pl->contr, count);
1151 //TODO: update floorbox to preserve ordering
1152 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1153 pl->contr->ns->floorbox_update ();
1104 } 1154 }
1105 1155
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1156 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 { 1157 {
1108 /* No point updating the players look faces if he is the object 1158 /* No point updating the players look faces if he is the object
1121 } 1171 }
1122 1172
1123 last = tmp; 1173 last = tmp;
1124 } 1174 }
1125 1175
1126 /* last == NULL if there are no objects on this space */ 1176 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); 1177 update_all_los (map, x, y);
1135 } 1178 }
1136} 1179}
1137 1180
1138/* 1181/*
1152 if (!top) 1195 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1196 for (top = op; top && top->above; top = top->above)
1154 ; 1197 ;
1155 1198
1156 for (; top; top = top->below) 1199 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1200 if (object::can_merge (op, top))
1162 { 1201 {
1163 top->nrof += op->nrof; 1202 top->nrof += op->nrof;
1164 1203
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1204 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1205 esrv_update_item (UPD_NROF, pl, top);
1206
1207 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already
1209
1167 op->destroy (); 1210 op->destroy ();
1211
1168 return top; 1212 return top;
1169 } 1213 }
1170 }
1171 1214
1172 return 0; 1215 return 0;
1173} 1216}
1174 1217
1175void 1218void
1200 * job preparing multi-part monsters. 1243 * job preparing multi-part monsters.
1201 */ 1244 */
1202object * 1245object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1247{
1248 op->remove ();
1249
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1251 {
1207 tmp->x = x + tmp->arch->x; 1252 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1253 tmp->y = y + tmp->arch->y;
1209 } 1254 }
1232 * just 'op' otherwise 1277 * just 'op' otherwise
1233 */ 1278 */
1234object * 1279object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1281{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1282 op->remove ();
1283
1284 if (m == &freed_map)//D TODO: remove soon
1285 {//D
1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1287 }//D
1242 1288
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* 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 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1291 * need extra work
1246 */ 1292 */
1293 maptile *newmap = m;
1247 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1248 { 1295 {
1249 op->destroy (); 1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1297 return 0;
1251 } 1298 }
1252 1299
1253 if (object *more = op->more) 1300 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1301 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0; 1302 return 0;
1256 1303
1257 CLEAR_FLAG (op, FLAG_REMOVED); 1304 op->flag [FLAG_REMOVED] = false;
1258 1305 op->env = 0;
1259 op->map = m; 1306 op->map = newmap;
1307
1260 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1261 1309
1262 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1263 */ 1311 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1267 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1268 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1320 tmp->destroy ();
1270 } 1321 }
1271 1322
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1274 1325
1281 { 1332 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1334 abort ();
1284 } 1335 }
1285 1336
1337 if (!originator->is_on_map ())
1338 {
1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1343
1286 op->above = originator; 1344 op->above = originator;
1287 op->below = originator->below; 1345 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; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1349 }
1297 else 1350 else
1298 { 1351 {
1299 top = ms.bot; 1352 object *floor = 0;
1353 object *top = ms.top;
1300 1354
1301 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1302 if (top) 1356 if (top)
1303 { 1357 {
1304 object *last = 0;
1305
1306 /* 1358 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * 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 1365 * 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 1366 * 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 1367 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1317 */ 1369 */
1318 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1371 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1321 floor = top; 1373 floor = tmp;
1322 1374
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1324 { 1376 {
1325 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1326 top = top->below; 1378 top = tmp->below;
1327 break; 1379 break;
1328 } 1380 }
1329 1381
1330 last = top; 1382 top = tmp;
1331 } 1383 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1384
1336 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1339 */ 1388 */
1346 */ 1395 */
1347 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1398 && (op->face && !faces [op->face].visibility))
1350 { 1399 {
1400 object *last;
1401
1351 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1404 break;
1354 1405
1355 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1363 } /* If objects on this space */ 1414 } /* If objects on this space */
1364 1415
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1417 top = floor;
1367 1418
1368 /* Top is the object that our object (op) is going to get inserted above. 1419 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1420 if (!top)
1373 { 1421 {
1422 op->below = 0;
1374 op->above = ms.bot; 1423 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1427 }
1382 else 1428 else
1383 { /* get inserted into the stack above top */ 1429 {
1384 op->above = top->above; 1430 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1431 top->above = op;
1388 1432
1389 op->below = top; 1433 op->below = top;
1390 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1435 }
1436 }
1392 1437
1393 if (!op->above) 1438 if (op->is_player ())
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396
1397 if (op->type == PLAYER)
1398 { 1439 {
1399 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1400 ++op->map->players; 1441 ++op->map->players;
1401 op->map->touch (); 1442 op->map->touch ();
1402 } 1443 }
1403 1444
1404 op->map->dirty = true; 1445 op->map->dirty = true;
1405 1446
1406 if (object *pl = ms.player ()) 1447 if (object *pl = ms.player ())
1448 //TODO: the floorbox prev/next might need updating
1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1451 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1452 pl->contr->ns->floorbox_update ();
1408 1453
1409 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1455 * 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 1456 * 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 1457 * on the map will get recalculated. The players could very well
1413 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1414 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1461 * of effect may be sufficient.
1417 */ 1462 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1420 1468
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1423 1471
1424 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1431 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1432 * update_object(). 1480 * update_object().
1433 */ 1481 */
1434 1482
1435 /* if this is not the head or flag has been passed, don't check walk on status */ 1483 /* if this is not the head or flag has been passed, don't check walk on status */
1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1437 { 1485 {
1438 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1439 return 0; 1487 return 0;
1440 1488
1441 /* If we are a multi part object, lets work our way through the check 1489 /* If we are a multi part object, lets work our way through the check
1452/* this function inserts an object in the map, but if it 1500/* this function inserts an object in the map, but if it
1453 * finds an object of its own type, it'll remove that one first. 1501 * finds an object of its own type, it'll remove that one first.
1454 * op is the object to insert it under: supplies x and the map. 1502 * op is the object to insert it under: supplies x and the map.
1455 */ 1503 */
1456void 1504void
1457replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1458{ 1506{
1459 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1460 1508
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1463 tmp->destroy (1); 1511 tmp->destroy ();
1464 1512
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1466 1514
1467 tmp->x = op->x; 1515 tmp->x = op->x;
1468 tmp->y = op->y; 1516 tmp->y = op->y;
1469 1517
1470 insert_ob_in_map (tmp, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1475{ 1523{
1476 if (where->env) 1524 if (where->env)
1477 return where->env->insert (this); 1525 return where->env->insert (this);
1478 else 1526 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1527 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 = op->ms ().player ())
1509 return pl;
1510 }
1511 }
1512
1513 return 0;
1514} 1528}
1515 1529
1516/* 1530/*
1517 * decrease(object, number) decreases a specified number from 1531 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1532 * 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 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1536 */
1523bool 1537bool
1524object::decrease (sint32 nr) 1538object::decrease (sint32 nr)
1525{ 1539{
1540 if (!nr)
1541 return true;
1542
1526 nr = min (nr, nrof); 1543 nr = min (nr, nrof);
1527 1544
1528 if (!nr) 1545 if (nrof > nr)
1529 return 1; 1546 {
1530
1531 nrof -= nr; 1547 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0 1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538 1549
1539 if (visible) 1550 if (object *pl = visible_to ())
1540 esrv_send_item (visible, this); 1551 esrv_update_item (UPD_NROF, pl, this);
1541 1552
1542 return 1; 1553 return true;
1543 } 1554 }
1544 else 1555 else
1545 { 1556 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1557 destroy ();
1550 return 0; 1558 return false;
1551 } 1559 }
1552} 1560}
1553 1561
1554/* 1562/*
1555 * split(ob,nr) splits up ob into two parts. The part which 1563 * split(ob,nr) splits up ob into two parts. The part which
1558 * On failure, NULL is returned. 1566 * On failure, NULL is returned.
1559 */ 1567 */
1560object * 1568object *
1561object::split (sint32 nr) 1569object::split (sint32 nr)
1562{ 1570{
1571 int have = number_of ();
1572
1563 if (nrof < nr) 1573 if (have < nr)
1564 return 0; 1574 return 0;
1565 else if (nrof == nr) 1575 else if (have == nr)
1566 { 1576 {
1567 remove (); 1577 remove ();
1568 return this; 1578 return this;
1569 } 1579 }
1570 else 1580 else
1571 { 1581 {
1572 decrease (nr); 1582 decrease (nr);
1573 1583
1574 object *op = object_create_clone (this); 1584 object *op = deep_clone ();
1575 op->nrof = nr; 1585 op->nrof = nr;
1576 return op; 1586 return op;
1577 } 1587 }
1578} 1588}
1579 1589
1623 if (object::can_merge (tmp, op)) 1633 if (object::can_merge (tmp, op))
1624 { 1634 {
1625 /* return the original object and remove inserted object 1635 /* return the original object and remove inserted object
1626 (client needs the original object) */ 1636 (client needs the original object) */
1627 tmp->nrof += op->nrof; 1637 tmp->nrof += op->nrof;
1638
1639 if (object *pl = tmp->visible_to ())
1640 esrv_update_item (UPD_NROF, pl, tmp);
1641
1628 adjust_weight (this, op->total_weight ()); 1642 adjust_weight (this, op->total_weight ());
1629 1643
1630 op->destroy (1); 1644 op->destroy ();
1631 op = tmp; 1645 op = tmp;
1632 goto inserted; 1646 goto inserted;
1633 } 1647 }
1634 1648
1635 op->owner = 0; // it's his/hers now. period. 1649 op->owner = 0; // it's his/hers now. period.
1646 1660
1647 inv = op; 1661 inv = op;
1648 1662
1649 op->flag [FLAG_REMOVED] = 0; 1663 op->flag [FLAG_REMOVED] = 0;
1650 1664
1665 if (object *pl = op->visible_to ())
1666 esrv_send_item (pl, op);
1667
1651 adjust_weight (this, op->total_weight ()); 1668 adjust_weight (this, op->total_weight ());
1652 1669
1653inserted: 1670inserted:
1654 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1655 if (op->glow_radius && map && map->darkness) 1672 if (op->glow_radius && is_on_map ())
1673 {
1674 update_stats ();
1656 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1657 1676 }
1658 if (object *otmp = in_player ()) 1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1659 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1678 // if this is a player's inventory, update stats
1660 otmp->update_stats (); 1679 update_stats ();
1661 1680
1662 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1663 1682
1664 return op; 1683 return op;
1665} 1684}
1685 * on top. 1704 * on top.
1686 */ 1705 */
1687int 1706int
1688check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1689{ 1708{
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1690 object *tmp; 1712 object *tmp;
1691 maptile *m = op->map; 1713 maptile *m = op->map;
1692 int x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1693 1715
1694 MoveType move_on, move_slow, move_block; 1716 mapspace &ms = m->at (x, y);
1695 1717
1696 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 ms.update ();
1697 return 0;
1698 1719
1699 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1720 MoveType move_on = ms.move_on;
1700 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1721 MoveType move_slow = ms.move_slow;
1701 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1722 MoveType move_block = ms.move_block;
1702 1723
1703 /* if nothing on this space will slow op down or be applied, 1724 /* if nothing on this space will slow op down or be applied,
1704 * no need to do checking below. have to make sure move_type 1725 * no need to do checking below. have to make sure move_type
1705 * is set, as lots of objects don't have it set - we treat that 1726 * is set, as lots of objects don't have it set - we treat that
1706 * as walking. 1727 * as walking.
1717 return 0; 1738 return 0;
1718 1739
1719 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1720 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1721 */ 1742 */
1722 1743 for (object *next, *tmp = ms.top; tmp; tmp = next)
1723 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1724 {
1725 /* Trim the search when we find the first other spell effect
1726 * this helps performance so that if a space has 50 spell objects,
1727 * we don't need to check all of them.
1728 */
1729 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1730 break;
1731 } 1744 {
1745 next = tmp->below;
1732 1746
1733 for (; tmp; tmp = tmp->below)
1734 {
1735 if (tmp == op) 1747 if (tmp == op)
1736 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1737 1749
1738 /* Check to see if one of the movement types should be slowed down. 1750 /* Check to see if one of the movement types should be slowed down.
1739 * Second check makes sure that the movement types not being slowed 1751 * Second check makes sure that the movement types not being slowed
1744 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1745 { 1757 {
1746 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1747 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1748 { 1760 {
1749
1750 float
1751 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1752 1762
1753 if (op->type == PLAYER) 1763 if (op->is_player ())
1754 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1755 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1765 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1756 diff /= 4.0; 1766 diff /= 4.0;
1757 1767
1758 op->speed_left -= diff; 1768 op->speed_left -= diff;
1759 } 1769 }
1760 } 1770 }
1793 LOG (llevError, "Present_arch called outside map.\n"); 1803 LOG (llevError, "Present_arch called outside map.\n");
1794 return NULL; 1804 return NULL;
1795 } 1805 }
1796 1806
1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1807 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1798 if (tmp->arch == at) 1808 if (tmp->arch->archname == at->archname)
1799 return tmp; 1809 return tmp;
1800 1810
1801 return NULL; 1811 return NULL;
1802} 1812}
1803 1813
1867 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1868 */ 1878 */
1869object * 1879object *
1870present_arch_in_ob (const archetype *at, const object *op) 1880present_arch_in_ob (const archetype *at, const object *op)
1871{ 1881{
1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1873 if (tmp->arch == at) 1883 if (tmp->arch->archname == at->archname)
1874 return tmp; 1884 return tmp;
1875 1885
1876 return NULL; 1886 return NULL;
1877} 1887}
1878 1888
1966 * head of the object should correspond for the entire object. 1976 * head of the object should correspond for the entire object.
1967 */ 1977 */
1968 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1969 continue; 1979 continue;
1970 1980
1971 if (ob->blocked (m, pos.x, pos.y)) 1981 if (ob->blocked (pos.m, pos.x, pos.y))
1972 continue; 1982 continue;
1973 1983
1974 altern [index++] = i; 1984 altern [index++] = i;
1975 } 1985 }
1976 1986
2044 * there is capable of. 2054 * there is capable of.
2045 */ 2055 */
2046int 2056int
2047find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2048{ 2058{
2049 int i, max = SIZEOFFREE, mflags; 2059 int max = SIZEOFFREE, mflags;
2050
2051 sint16 nx, ny;
2052 object *tmp;
2053 maptile *mp;
2054
2055 MoveType blocked, move_type; 2060 MoveType move_type;
2056 2061
2057 if (exclude && exclude->head_ () != exclude) 2062 if (exclude && exclude->head_ () != exclude)
2058 { 2063 {
2059 exclude = exclude->head; 2064 exclude = exclude->head;
2060 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2063 { 2068 {
2064 /* If we don't have anything, presume it can use all movement types. */ 2069 /* If we don't have anything, presume it can use all movement types. */
2065 move_type = MOVE_ALL; 2070 move_type = MOVE_ALL;
2066 } 2071 }
2067 2072
2068 for (i = 1; i < max; i++) 2073 for (int i = 1; i < max; i++)
2069 { 2074 {
2070 mp = m; 2075 mapxy pos (m, x, y);
2071 nx = x + freearr_x[i]; 2076 pos.move (i);
2072 ny = y + freearr_y[i];
2073 2077
2074 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2078 if (!pos.normalise ())
2075
2076 if (mflags & P_OUT_OF_MAP)
2077 max = maxfree[i]; 2079 max = maxfree[i];
2078 else 2080 else
2079 { 2081 {
2080 mapspace &ms = mp->at (nx, ny); 2082 mapspace &ms = *pos;
2081 2083
2082 blocked = ms.move_block;
2083
2084 if ((move_type & blocked) == move_type) 2084 if ((move_type & ms.move_block) == move_type)
2085 max = maxfree[i]; 2085 max = maxfree [i];
2086 else if (mflags & P_IS_ALIVE) 2086 else if (ms.flags () & P_IS_ALIVE)
2087 { 2087 {
2088 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2091 break;
2092
2093 if (tmp)
2094 return freedir[i]; 2091 return freedir [i];
2095 } 2092 }
2096 } 2093 }
2097 } 2094 }
2098 2095
2099 return 0; 2096 return 0;
2174 * This basically means that if direction is 15, then it could either go 2171 * This basically means that if direction is 15, then it could either go
2175 * direction 4, 14, or 16 to get back to where we are. 2172 * direction 4, 14, or 16 to get back to where we are.
2176 * Moved from spell_util.c to object.c with the other related direction 2173 * Moved from spell_util.c to object.c with the other related direction
2177 * functions. 2174 * functions.
2178 */ 2175 */
2179int reduction_dir[SIZEOFFREE][3] = { 2176const int reduction_dir[SIZEOFFREE][3] = {
2180 {0, 0, 0}, /* 0 */ 2177 {0, 0, 0}, /* 0 */
2181 {0, 0, 0}, /* 1 */ 2178 {0, 0, 0}, /* 1 */
2182 {0, 0, 0}, /* 2 */ 2179 {0, 0, 0}, /* 2 */
2183 {0, 0, 0}, /* 3 */ 2180 {0, 0, 0}, /* 3 */
2184 {0, 0, 0}, /* 4 */ 2181 {0, 0, 0}, /* 4 */
2280int 2277int
2281can_pick (const object *who, const object *item) 2278can_pick (const object *who, const object *item)
2282{ 2279{
2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2280 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2281 (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)); 2282 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2286} 2283}
2287 2284
2288/* 2285/*
2289 * create clone from object to another 2286 * create clone from object to another
2290 */ 2287 */
2291object * 2288object *
2292object_create_clone (object *asrc) 2289object::deep_clone ()
2293{ 2290{
2294 object *dst = 0, *tmp, *src, *prev, *item; 2291 assert (("deep_clone called on non-head object", is_head ()));
2295 2292
2296 if (!asrc) 2293 object *dst = clone ();
2297 return 0;
2298 2294
2299 src = asrc->head_ (); 2295 object *prev = dst;
2300
2301 prev = 0;
2302 for (object *part = src; part; part = part->more) 2296 for (object *part = this->more; part; part = part->more)
2303 { 2297 {
2304 tmp = part->clone (); 2298 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; 2299 tmp->head = dst;
2315
2316 tmp->more = 0;
2317
2318 if (prev)
2319 prev->more = tmp; 2300 prev->more = tmp;
2320
2321 prev = tmp; 2301 prev = tmp;
2322 } 2302 }
2323 2303
2324 for (item = src->inv; item; item = item->below) 2304 for (object *item = inv; item; item = item->below)
2325 insert_ob_in_ob (object_create_clone (item), dst); 2305 insert_ob_in_ob (item->deep_clone (), dst);
2326 2306
2327 return dst; 2307 return dst;
2328} 2308}
2329 2309
2330/* This returns the first object in who's inventory that 2310/* This returns the first object in who's inventory that
2339 return tmp; 2319 return tmp;
2340 2320
2341 return 0; 2321 return 0;
2342} 2322}
2343 2323
2344/* If ob has a field named key, return the link from the list, 2324shstr_tmp
2345 * otherwise return NULL. 2325object::kv_get (shstr_tmp 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{ 2326{
2353 for (key_value *link = ob->key_values; link; link = link->next) 2327 for (key_value *kv = key_values; kv; kv = kv->next)
2354 if (link->key == key) 2328 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; 2329 return kv->value;
2389 2330
2390 return 0; 2331 return shstr ();
2391} 2332}
2392 2333
2393/* 2334void
2394 * Updates the canonical_key in op to value. 2335object::kv_set (shstr_tmp key, shstr_tmp 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{ 2336{
2406 key_value *field = NULL, *last = NULL; 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2407 2338 if (kv->key == key)
2408 for (field = op->key_values; field != NULL; field = field->next)
2409 {
2410 if (field->key != canonical_key)
2411 { 2339 {
2412 last = field; 2340 kv->value = value;
2413 continue; 2341 return;
2414 } 2342 }
2415 2343
2416 if (value) 2344 key_value *kv = new key_value;
2417 field->value = value; 2345
2418 else 2346 kv->next = key_values;
2347 kv->key = key;
2348 kv->value = value;
2349
2350 key_values = kv;
2351}
2352
2353void
2354object::kv_del (shstr_tmp key)
2355{
2356 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2357 if ((*kvp)->key == key)
2419 { 2358 {
2420 /* Basically, if the archetype has this key set, 2359 key_value *kv = *kvp;
2421 * we need to store the null value so when we save 2360 *kvp = (*kvp)->next;
2422 * it, we save the empty value so that when we load, 2361 delete kv;
2423 * we get this value back again. 2362 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 } 2363 }
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} 2364}
2482 2365
2483object::depth_iterator::depth_iterator (object *container) 2366object::depth_iterator::depth_iterator (object *container)
2484: iterator_base (container) 2367: iterator_base (container)
2485{ 2368{
2535{ 2418{
2536 char flagdesc[512]; 2419 char flagdesc[512];
2537 char info2[256 * 4]; 2420 char info2[256 * 4];
2538 char *p = info; 2421 char *p = info;
2539 2422
2540 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2423 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2541 count, 2424 count,
2542 uuid.c_str (), 2425 uuid.c_str (),
2543 &name, 2426 &name,
2544 title ? "\",title:\"" : "", 2427 title ? ",title:\"" : "",
2545 title ? (const char *)title : "", 2428 title ? (const char *)title : "",
2429 title ? "\"" : "",
2546 flag_desc (flagdesc, 512), type); 2430 flag_desc (flagdesc, 512), type);
2547 2431
2548 if (!this->flag[FLAG_REMOVED] && env) 2432 if (!flag[FLAG_REMOVED] && env)
2549 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2433 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2550 2434
2551 if (map) 2435 if (map)
2552 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2436 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2553 2437
2583object::open_container (object *new_container) 2467object::open_container (object *new_container)
2584{ 2468{
2585 if (container == new_container) 2469 if (container == new_container)
2586 return; 2470 return;
2587 2471
2588 if (object *old_container = container) 2472 object *old_container = container;
2473
2474 if (old_container)
2589 { 2475 {
2590 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2476 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2591 return; 2477 return;
2592 2478
2593#if 0 2479#if 0
2595 if (object *closer = old_container->inv) 2481 if (object *closer = old_container->inv)
2596 if (closer->type == CLOSE_CON) 2482 if (closer->type == CLOSE_CON)
2597 closer->destroy (); 2483 closer->destroy ();
2598#endif 2484#endif
2599 2485
2486 // make sure the container is available
2487 esrv_send_item (this, old_container);
2488
2600 old_container->flag [FLAG_APPLIED] = 0; 2489 old_container->flag [FLAG_APPLIED] = false;
2601 container = 0; 2490 container = 0;
2602 2491
2492 // client needs item update to make it work, client bug requires this to be separate
2603 esrv_update_item (UPD_FLAGS, this, old_container); 2493 esrv_update_item (UPD_FLAGS, this, old_container);
2494
2604 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2605 play_sound (sound_find ("chest_close")); 2496 play_sound (sound_find ("chest_close"));
2606 } 2497 }
2607 2498
2608 if (new_container) 2499 if (new_container)
2609 { 2500 {
2619 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2510 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2620 new_container->insert (closer); 2511 new_container->insert (closer);
2621 } 2512 }
2622#endif 2513#endif
2623 2514
2624 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2625 2516
2517 // make sure the container is available, client bug requires this to be separate
2518 esrv_send_item (this, new_container);
2519
2626 new_container->flag [FLAG_APPLIED] = 1; 2520 new_container->flag [FLAG_APPLIED] = true;
2627 container = new_container; 2521 container = new_container;
2628 2522
2523 // client needs flag change
2629 esrv_update_item (UPD_FLAGS, this, new_container); 2524 esrv_update_item (UPD_FLAGS, this, new_container);
2630 esrv_send_inventory (this, new_container); 2525 esrv_send_inventory (this, new_container);
2631 play_sound (sound_find ("chest_open")); 2526 play_sound (sound_find ("chest_open"));
2632 } 2527 }
2528// else if (!old_container->env && contr && contr->ns)
2529// contr->ns->floorbox_reset ();
2633} 2530}
2634 2531
2635object * 2532object *
2636object::force_find (const shstr name) 2533object::force_find (shstr_tmp name)
2637{ 2534{
2638 /* cycle through his inventory to look for the MARK we want to 2535 /* cycle through his inventory to look for the MARK we want to
2639 * place 2536 * place
2640 */ 2537 */
2641 for (object *tmp = inv; tmp; tmp = tmp->below) 2538 for (object *tmp = inv; tmp; tmp = tmp->below)
2643 return splay (tmp); 2540 return splay (tmp);
2644 2541
2645 return 0; 2542 return 0;
2646} 2543}
2647 2544
2648void 2545object *
2649object::force_add (const shstr name, int duration) 2546object::force_add (shstr_tmp name, int duration)
2650{ 2547{
2651 if (object *force = force_find (name)) 2548 if (object *force = force_find (name))
2652 force->destroy (); 2549 force->destroy ();
2653 2550
2654 object *force = get_archetype (FORCE_NAME); 2551 object *force = get_archetype (FORCE_NAME);
2659 2556
2660 force->set_speed (duration ? 1.f / duration : 0.f); 2557 force->set_speed (duration ? 1.f / duration : 0.f);
2661 force->flag [FLAG_IS_USED_UP] = true; 2558 force->flag [FLAG_IS_USED_UP] = true;
2662 force->flag [FLAG_APPLIED] = true; 2559 force->flag [FLAG_APPLIED] = true;
2663 2560
2664 insert (force); 2561 return insert (force);
2665} 2562}
2666 2563
2667void 2564void
2668object::play_sound (faceidx sound) 2565object::play_sound (faceidx sound) const
2669{ 2566{
2670 if (!sound) 2567 if (!sound)
2671 return; 2568 return;
2672 2569
2673 if (flag [FLAG_REMOVED]) 2570 if (is_on_map ())
2571 map->play_sound (sound, x, y);
2572 else if (object *pl = in_player ())
2573 pl->contr->play_sound (sound);
2574}
2575
2576void
2577object::say_msg (const char *msg) const
2578{
2579 if (is_on_map ())
2580 map->say_msg (msg, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::make_noise ()
2587{
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2674 return; 2595 return;
2675 2596
2676 if (env) 2597 // find old force, or create new one
2677 { 2598 object *force = force_find (shstr_noise_force);
2678 if (object *pl = in_player ()) 2599
2679 pl->contr->play_sound (sound); 2600 if (force)
2680 } 2601 force->speed_left = -1.f; // patch old speed up
2681 else 2602 else
2682 map->play_sound (sound, x, y); 2603 {
2683} 2604 force = archetype::get (shstr_noise_force);
2684 2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2614 insert (force);
2615 }
2616}
2617

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