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Comparing deliantra/server/common/object.C (file contents):
Revision 1.213 by root, Tue Apr 22 01:18:10 2008 UTC vs.
Revision 1.269 by root, Fri Dec 26 13:42:18 2008 UTC

139 139
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 141static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
143{ 143{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
149 */ 147 */
150 148
151 /* For each field in wants, */ 149 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 151 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 152 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
200 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 187 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
203 return 0; 189 return 0;
204 190
205 /* Do not merge objects if nrof would overflow. First part checks 191 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 192 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 194 return 0;
212 195
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 204
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 207
225 if (ob1->arch->name != ob2->arch->name 208 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 209 || ob1->name != ob2->name
227 || ob1->title != ob2->title 210 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 217 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 233 return 0;
250 234
251 if ((ob1->flag ^ ob2->flag) 235 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 236 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 237 .reset (FLAG_REMOVED)
255 .any ()) 238 .any ())
256 return 0; 239 return 0;
257 240
258 /* This is really a spellbook check - we should in general 241 /* This is really a spellbook check - we should in general
330 313
331 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
332 return 1; 315 return 1;
333} 316}
334 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
335// adjust weight per container type ("of holding") 355// adjust weight per container type ("of holding")
336static sint32 356static sint32
337weight_adjust (object *op, sint32 weight) 357weight_adjust_for (object *op, sint32 weight)
338{ 358{
339 return op->type == CONTAINER 359 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight; 361 : weight;
342} 362}
348static void 368static void
349adjust_weight (object *op, sint32 weight) 369adjust_weight (object *op, sint32 weight)
350{ 370{
351 while (op) 371 while (op)
352 { 372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
353 weight = weight_adjust (op, weight); 375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
354 377
355 if (!weight) 378 if (!weight)
356 return; 379 return;
357 380
358 op->carrying += weight; 381 op->carrying += weight;
359 382
360 if (object *pl = op->visible_to ()) 383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
361 esrv_update_item (UPD_WEIGHT, pl, op); 385 esrv_update_item (UPD_WEIGHT, pl, op);
362 386
363 op = op->env; 387 op = op->env;
364 } 388 }
365} 389}
366 390
380 op->update_weight (); 404 op->update_weight ();
381 405
382 sum += op->total_weight (); 406 sum += op->total_weight ();
383 } 407 }
384 408
385 sum = weight_adjust (this, sum); 409 sum = weight_adjust_for (this, sum);
386 410
387 if (sum != carrying) 411 if (sum != carrying)
388 { 412 {
389 carrying = sum; 413 carrying = sum;
390 414
391 if (object *pl = visible_to ()) 415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, this); 417 esrv_update_item (UPD_WEIGHT, pl, this);
393 } 418 }
394} 419}
395 420
396/* 421/*
397 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
451 */ 476 */
452object * 477object *
453find_object_name (const char *str) 478find_object_name (const char *str)
454{ 479{
455 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
456 object *op;
457 481
482 if (str_)
458 for_all_objects (op) 483 for_all_objects (op)
459 if (op->name == str_) 484 if (op->name == str_)
460 break; 485 return op;
461 486
462 return op; 487 return 0;
463} 488}
464 489
465/* 490/*
466 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
467 * skill and experience objects. 492 * skill and experience objects.
565 } 590 }
566 591
567 op->key_values = 0; 592 op->key_values = 0;
568} 593}
569 594
570object & 595/*
571object::operator =(const object &src) 596 * copy_to first frees everything allocated by the dst object,
597 * and then copies the contents of itself into the second
598 * object, allocating what needs to be allocated. Basically, any
599 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
600 * if the first object is freed, the pointers in the new object
601 * will point at garbage.
602 */
603void
604object::copy_to (object *dst)
572{ 605{
573 bool is_freed = flag [FLAG_FREED]; 606 dst->remove ();
574 bool is_removed = flag [FLAG_REMOVED];
575
576 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
577
578 flag [FLAG_FREED] = is_freed;
579 flag [FLAG_REMOVED] = is_removed; 608 dst->flag [FLAG_REMOVED] = true;
580 609
581 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
582 if (src.key_values) 611 if (key_values)
583 { 612 {
584 key_value *tail = 0; 613 key_value *tail = 0;
585 key_values = 0; 614 dst->key_values = 0;
586 615
587 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
588 { 617 {
589 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
590 619
591 new_link->next = 0; 620 new_link->next = 0;
592 new_link->key = i->key; 621 new_link->key = i->key;
593 new_link->value = i->value; 622 new_link->value = i->value;
594 623
595 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
596 if (!key_values) 625 if (!dst->key_values)
597 { 626 {
598 key_values = new_link; 627 dst->key_values = new_link;
599 tail = new_link; 628 tail = new_link;
600 } 629 }
601 else 630 else
602 { 631 {
603 tail->next = new_link; 632 tail->next = new_link;
604 tail = new_link; 633 tail = new_link;
605 } 634 }
606 } 635 }
607 } 636 }
608}
609
610/*
611 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619object::copy_to (object *dst)
620{
621 *dst = *this;
622 637
623 if (speed < 0) 638 if (speed < 0)
624 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
625 640
626 dst->set_speed (dst->speed); 641 dst->activate ();
627} 642}
628 643
629void 644void
630object::instantiate () 645object::instantiate ()
631{ 646{
648object * 663object *
649object::clone () 664object::clone ()
650{ 665{
651 object *neu = create (); 666 object *neu = create ();
652 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
653 return neu; 669 return neu;
654} 670}
655 671
656/* 672/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * If an object with the IS_TURNABLE() flag needs to be turned due
708 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
709 */ 725 */
710void 726void
711update_object (object *op, int action) 727update_object (object *op, int action)
712{ 728{
713 if (op == NULL) 729 if (!op)
714 { 730 {
715 /* this should never happen */ 731 /* this should never happen */
716 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
717 return; 733 return;
718 } 734 }
719 735
720 if (op->env) 736 if (!op->is_on_map ())
721 { 737 {
722 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
723 * to do in this case. 739 * to do in this case.
724 */ 740 */
725 return; 741 return;
726 } 742 }
727
728 /* If the map is saving, don't do anything as everything is
729 * going to get freed anyways.
730 */
731 if (!op->map || op->map->in_memory == MAP_SAVING)
732 return;
733 743
734 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
735 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
736 { 746 {
737 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
756 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
757 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
758 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
759 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
760 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
761 * to have move_allow right now. 771 * have move_allow right now.
762 */ 772 */
763 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
764 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
765 m.flags_ = 0; 775 m.invalidate ();
766 } 776 }
767 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
768 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
769 * that is being removed. 779 * that is being removed.
770 */ 780 */
771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
772 m.flags_ = 0; 782 m.invalidate ();
773 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
774 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
775 else 785 else
776 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
777 787
819object::activate () 829object::activate ()
820{ 830{
821 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
822 if (active) 832 if (active)
823 return; 833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
824 837
825 if (has_active_speed ()) 838 if (has_active_speed ())
826 actives.insert (this); 839 actives.insert (this);
827} 840}
828 841
880object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
881{ 894{
882 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
886 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
887 if (!inv) 900 if (!inv)
888 return; 901 return;
889 902
890 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
892 * drop on that space. 905 * drop on that space.
893 */ 906 */
894 if (!drop_to_ground 907 if (!drop_to_ground
895 || !map 908 || !map
896 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
897 || map->nodrop 910 || map->no_drop
898 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
899 { 912 {
900 while (inv) 913 while (inv)
901 {
902 inv->destroy_inv (drop_to_ground);
903 inv->destroy (); 914 inv->destroy ();
904 }
905 } 915 }
906 else 916 else
907 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
908 while (inv) 918 while (inv)
909 { 919 {
927 object *op = new object; 937 object *op = new object;
928 op->link (); 938 op->link ();
929 return op; 939 return op;
930} 940}
931 941
942static struct freed_map : maptile
943{
944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
932void 963void
933object::do_destroy () 964object::do_destroy ()
934{ 965{
935 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
936 remove_button_link (this); 967 remove_button_link (this);
940 971
941 remove (); 972 remove ();
942 973
943 attachable::do_destroy (); 974 attachable::do_destroy ();
944 975
945 destroy_inv (true);
946
947 deactivate (); 976 deactivate ();
948 unlink (); 977 unlink ();
949 978
950 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
951 980
952 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
953 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes
955
956 if (!freed_map)
957 {
958 freed_map = new maptile;
959
960 freed_map->path = "<freed objects map>";
961 freed_map->name = "/internal/freed_objects_map";
962 freed_map->width = 3;
963 freed_map->height = 3;
964 freed_map->nodrop = 1;
965
966 freed_map->alloc ();
967 freed_map->in_memory = MAP_ACTIVE;
968 }
969
970 map = freed_map; 982 map = &freed_map;
971 x = 1; 983 x = 1;
972 y = 1; 984 y = 1;
973 }
974 985
975 if (more) 986 if (more)
976 { 987 {
977 more->destroy (); 988 more->destroy ();
978 more = 0; 989 more = 0;
986 attacked_by = 0; 997 attacked_by = 0;
987 current_weapon = 0; 998 current_weapon = 0;
988} 999}
989 1000
990void 1001void
991object::destroy (bool destroy_inventory) 1002object::destroy ()
992{ 1003{
993 if (destroyed ()) 1004 if (destroyed ())
994 return; 1005 return;
995 1006
996 if (destroy_inventory) 1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy ();
1011 return;
1012 }
1013
997 destroy_inv (false); 1014 destroy_inv (false);
998 1015
999 if (is_head ()) 1016 if (is_head ())
1000 if (sound_destroy) 1017 if (sound_destroy)
1001 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
1002 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1021 if (flag [FLAG_REMOVED]) 1038 if (flag [FLAG_REMOVED])
1022 return; 1039 return;
1023 1040
1024 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1025 1042
1026 if (object *pl = visible_to ())
1027 esrv_del_item (pl->contr, count);
1028
1029 flag [FLAG_REMOVED] = true; 1043 flag [FLAG_REMOVED] = true;
1030 1044
1031 if (more) 1045 if (more)
1032 more->remove (); 1046 more->remove ();
1033 1047
1035 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1036 * inventory. 1050 * inventory.
1037 */ 1051 */
1038 if (env) 1052 if (env)
1039 { 1053 {
1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1055 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1040 adjust_weight (env, -total_weight ()); 1059 adjust_weight (env, -total_weight ());
1041 1060
1042 *(above ? &above->below : &env->inv) = below; 1061 object *pl = in_player ();
1043
1044 if (below)
1045 below->above = above;
1046 1062
1047 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up 1064 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1050 */ 1066 */
1051 map = env->map; 1067 map = env->map;
1052 x = env->x; 1068 x = env->x;
1053 y = env->y; 1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1054 above = 0; 1075 above = 0;
1055 below = 0; 1076 below = 0;
1056 env = 0; 1077 env = 0;
1057 1078
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1059 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 1081 * to save cpu time.
1061 */ 1082 */
1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if (pl)
1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 {
1063 otmp->update_stats (); 1086 pl->update_stats ();
1087
1088 if (glow_radius && pl->is_on_map () && pl->map->darklevel () > 0)
1089 update_all_los (pl->map, pl->x, pl->y);
1090 }
1064 } 1091 }
1065 else if (map) 1092 else if (map)
1066 { 1093 {
1067 if (type == PLAYER)
1068 {
1069 // leaving a spot always closes any open container on the ground
1070 if (container && !container->env)
1071 // this causes spurious floorbox updates, but it ensures
1072 // that the CLOSE event is being sent.
1073 close_container ();
1074
1075 --map->players;
1076 map->touch ();
1077 }
1078
1079 map->dirty = true; 1094 map->dirty = true;
1080 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1081 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (type == PLAYER) // this == pl(!)
1100 {
1101 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent.
1105 close_container ();
1106
1107 --map->players;
1108 map->touch ();
1109 }
1110 else if (pl->container == this)
1111 {
1112 // removing a container should close it
1113 close_container ();
1114 }
1115
1116 esrv_del_item (pl->contr, count);
1117 }
1118
1082 /* link the object above us */ 1119 /* link the object above us */
1083 if (above) 1120 // re-link, make sure compiler can easily use cmove
1084 above->below = below; 1121 *(above ? &above->below : &ms.top) = below;
1085 else 1122 *(below ? &below->above : &ms.bot) = above;
1086 ms.top = below; /* we were top, set new top */
1087
1088 /* Relink the object below us, if there is one */
1089 if (below)
1090 below->above = above;
1091 else
1092 {
1093 /* Nothing below, which means we need to relink map object for this space
1094 * use translated coordinates in case some oddness with map tiling is
1095 * evident
1096 */
1097 if (GET_MAP_OB (map, x, y) != this)
1098 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 ());
1099
1100 ms.bot = above; /* goes on above it. */
1101 }
1102 1123
1103 above = 0; 1124 above = 0;
1104 below = 0; 1125 below = 0;
1126
1127 ms.invalidate ();
1105 1128
1106 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1107 return; 1130 return;
1108 1131
1109 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1115 * removed (most likely destroyed), update the player view 1138 * removed (most likely destroyed), update the player view
1116 * appropriately. 1139 * appropriately.
1117 */ 1140 */
1118 pl->close_container (); 1141 pl->close_container ();
1119 1142
1143 //TODO: the floorbox prev/next might need updating
1144 //esrv_del_item (pl->contr, count);
1145 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns)
1120 pl->contr->ns->floorbox_update (); 1147 pl->contr->ns->floorbox_update ();
1121 } 1148 }
1122 1149
1123 for (tmp = ms.bot; tmp; tmp = tmp->above) 1150 for (tmp = ms.bot; tmp; tmp = tmp->above)
1124 { 1151 {
1125 /* No point updating the players look faces if he is the object 1152 /* No point updating the players look faces if he is the object
1138 } 1165 }
1139 1166
1140 last = tmp; 1167 last = tmp;
1141 } 1168 }
1142 1169
1143 /* last == NULL if there are no objects on this space */ 1170 if (affects_los () && map->darklevel () > 0)
1144 //TODO: this makes little sense, why only update the topmost object?
1145 if (!last)
1146 map->at (x, y).flags_ = 0;
1147 else
1148 update_object (last, UP_OBJ_REMOVE);
1149
1150 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1151 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1152 } 1172 }
1153} 1173}
1154 1174
1155/* 1175/*
1169 if (!top) 1189 if (!top)
1170 for (top = op; top && top->above; top = top->above) 1190 for (top = op; top && top->above; top = top->above)
1171 ; 1191 ;
1172 1192
1173 for (; top; top = top->below) 1193 for (; top; top = top->below)
1174 {
1175 if (top == op)
1176 continue;
1177
1178 if (object::can_merge (op, top)) 1194 if (object::can_merge (op, top))
1179 { 1195 {
1180 top->nrof += op->nrof; 1196 top->nrof += op->nrof;
1181 1197
1182/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1198 if (object *pl = top->visible_to ())
1183 op->weight = 0; /* Don't want any adjustements now */ 1199 esrv_update_item (UPD_NROF, pl, top);
1200
1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1184 op->destroy (); 1204 op->destroy ();
1205
1185 return top; 1206 return top;
1186 } 1207 }
1187 }
1188 1208
1189 return 0; 1209 return 0;
1190} 1210}
1191 1211
1192void 1212void
1217 * job preparing multi-part monsters. 1237 * job preparing multi-part monsters.
1218 */ 1238 */
1219object * 1239object *
1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221{ 1241{
1242 op->remove ();
1243
1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 { 1245 {
1224 tmp->x = x + tmp->arch->x; 1246 tmp->x = x + tmp->arch->x;
1225 tmp->y = y + tmp->arch->y; 1247 tmp->y = y + tmp->arch->y;
1226 } 1248 }
1249 * just 'op' otherwise 1271 * just 'op' otherwise
1250 */ 1272 */
1251object * 1273object *
1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1275{
1254 assert (!op->flag [FLAG_FREED]);
1255
1256 object *top, *floor = NULL;
1257
1258 op->remove (); 1276 op->remove ();
1277
1278 if (m == &freed_map)//D TODO: remove soon
1279 {//D
1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1281 }//D
1259 1282
1260 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1261 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1262 * need extra work 1285 * need extra work
1263 */ 1286 */
1264 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1265 { 1288 {
1266 op->destroy (); 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1267 return 0; 1290 return 0;
1268 } 1291 }
1269 1292
1270 if (object *more = op->more) 1293 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag)) 1294 if (!insert_ob_in_map (more, m, originator, flag))
1280 */ 1303 */
1281 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1283 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1284 { 1307 {
1308 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp
1310 // from here :/
1285 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1286 tmp->destroy (1); 1312 tmp->destroy ();
1287 } 1313 }
1288 1314
1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1290 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1316 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1291 1317
1298 { 1324 {
1299 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1300 abort (); 1326 abort ();
1301 } 1327 }
1302 1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1303 op->above = originator; 1333 op->above = originator;
1304 op->below = originator->below; 1334 op->below = originator->below;
1305
1306 if (op->below)
1307 op->below->above = op;
1308 else
1309 ms.bot = op;
1310
1311 /* since *below* originator, no need to update top */
1312 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1313 } 1338 }
1314 else 1339 else
1315 { 1340 {
1316 top = ms.bot; 1341 object *floor = 0;
1342 object *top = ms.top;
1317 1343
1318 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1319 if (top) 1345 if (top)
1320 { 1346 {
1321 object *last = 0;
1322
1323 /* 1347 /*
1324 * If there are multiple objects on this space, we do some trickier handling. 1348 * If there are multiple objects on this space, we do some trickier handling.
1325 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1326 * Generally, we want to put the new object on top. But if 1350 * Generally, we want to put the new object on top. But if
1327 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1330 * once we get to them. This reduces the need to traverse over all of 1354 * once we get to them. This reduces the need to traverse over all of
1331 * them when adding another one - this saves quite a bit of cpu time 1355 * them when adding another one - this saves quite a bit of cpu time
1332 * when lots of spells are cast in one area. Currently, it is presumed 1356 * when lots of spells are cast in one area. Currently, it is presumed
1333 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1334 */ 1358 */
1335 for (top = ms.bot; top; top = top->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1336 { 1360 {
1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1338 floor = top; 1362 floor = tmp;
1339 1363
1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1341 { 1365 {
1342 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1343 top = top->below; 1367 top = tmp->below;
1344 break; 1368 break;
1345 } 1369 }
1346 1370
1347 last = top; 1371 top = tmp;
1348 } 1372 }
1349
1350 /* Don't want top to be NULL, so set it to the last valid object */
1351 top = last;
1352 1373
1353 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1354 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1355 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1356 */ 1377 */
1363 */ 1384 */
1364 if (!(flag & INS_ON_TOP) 1385 if (!(flag & INS_ON_TOP)
1365 && ms.flags () & P_BLOCKSVIEW 1386 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility)) 1387 && (op->face && !faces [op->face].visibility))
1367 { 1388 {
1389 object *last;
1390
1368 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1370 break; 1393 break;
1371 1394
1372 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1380 } /* If objects on this space */ 1403 } /* If objects on this space */
1381 1404
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1406 top = floor;
1384 1407
1385 /* Top is the object that our object (op) is going to get inserted above. 1408 // insert object above top, or bottom-most if top = 0
1386 */
1387
1388 /* First object on this space */
1389 if (!top) 1409 if (!top)
1390 { 1410 {
1411 op->below = 0;
1391 op->above = ms.bot; 1412 op->above = ms.bot;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = 0;
1397 ms.bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1416 }
1399 else 1417 else
1400 { /* get inserted into the stack above top */ 1418 {
1401 op->above = top->above; 1419 op->above = top->above;
1402
1403 if (op->above)
1404 op->above->below = op; 1420 top->above = op;
1405 1421
1406 op->below = top; 1422 op->below = top;
1407 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1408 } 1424 }
1409 1425 }
1410 if (!op->above)
1411 ms.top = op;
1412 } /* else not INS_BELOW_ORIGINATOR */
1413 1426
1414 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1415 { 1428 {
1416 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1417 ++op->map->players; 1430 ++op->map->players;
1419 } 1432 }
1420 1433
1421 op->map->dirty = true; 1434 op->map->dirty = true;
1422 1435
1423 if (object *pl = ms.player ()) 1436 if (object *pl = ms.player ())
1437 //TODO: the floorbox prev/next might need updating
1438 //esrv_send_item (pl, op);
1439 //TODO: update floorbox to preserve ordering
1440 if (pl->contr->ns)
1424 pl->contr->ns->floorbox_update (); 1441 pl->contr->ns->floorbox_update ();
1425 1442
1426 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1427 * visible to others on this map. But update_all_los is really 1444 * visible to others on this map. But update_all_los is really
1428 * an inefficient way to do this, as it means los for all players 1445 * an inefficient way to do this, as it means los for all players
1429 * on the map will get recalculated. The players could very well 1446 * on the map will get recalculated. The players could very well
1430 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1431 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1432 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1433 * of effect may be sufficient. 1450 * of effect may be sufficient.
1434 */ 1451 */
1435 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darklevel () > 0)
1453 {
1454 op->ms ().invalidate ();
1436 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1437 1457
1438 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1439 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1440 1460
1441 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1475{ 1495{
1476 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1477 1497
1478 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1479 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1480 tmp->destroy (1); 1500 tmp->destroy ();
1481 1501
1482 object *tmp = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1483 1503
1484 tmp->x = op->x; 1504 tmp->x = op->x;
1485 tmp->y = op->y; 1505 tmp->y = op->y;
1492{ 1512{
1493 if (where->env) 1513 if (where->env)
1494 return where->env->insert (this); 1514 return where->env->insert (this);
1495 else 1515 else
1496 return where->map->insert (this, where->x, where->y, originator, flags); 1516 return where->map->insert (this, where->x, where->y, originator, flags);
1497}
1498
1499// find player who can see this object
1500object *
1501object::visible_to () const
1502{
1503 if (!flag [FLAG_REMOVED])
1504 {
1505 // see if we are in a container of sorts
1506 if (env)
1507 {
1508 // the player inventory itself is always visible
1509 if (env->type == PLAYER)
1510 return env;
1511
1512 // else a player could have our env open
1513 object *envest = env->outer_env ();
1514
1515 // the player itself is always on a map, so we will find him here
1516 // even if our inv is in a player.
1517 if (envest->is_on_map ())
1518 if (object *pl = envest->ms ().player ())
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530
1531 return 0;
1532} 1517}
1533 1518
1534/* 1519/*
1535 * decrease(object, number) decreases a specified number from 1520 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1521 * the amount of an object. If the amount reaches 0, the object
1544 if (!nr) 1529 if (!nr)
1545 return true; 1530 return true;
1546 1531
1547 nr = min (nr, nrof); 1532 nr = min (nr, nrof);
1548 1533
1534 if (nrof > nr)
1535 {
1549 nrof -= nr; 1536 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0 1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1554 1538
1555 if (object *pl = visible_to ()) 1539 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this); 1540 esrv_update_item (UPD_NROF, pl, this);
1557 1541
1558 return true; 1542 return true;
1559 } 1543 }
1560 else 1544 else
1561 { 1545 {
1562 destroy (1); 1546 destroy ();
1563 return false; 1547 return false;
1564 } 1548 }
1565} 1549}
1566 1550
1567/* 1551/*
1584 } 1568 }
1585 else 1569 else
1586 { 1570 {
1587 decrease (nr); 1571 decrease (nr);
1588 1572
1589 object *op = object_create_clone (this); 1573 object *op = deep_clone ();
1590 op->nrof = nr; 1574 op->nrof = nr;
1591 return op; 1575 return op;
1592 } 1576 }
1593} 1577}
1594 1578
1638 if (object::can_merge (tmp, op)) 1622 if (object::can_merge (tmp, op))
1639 { 1623 {
1640 /* return the original object and remove inserted object 1624 /* return the original object and remove inserted object
1641 (client needs the original object) */ 1625 (client needs the original object) */
1642 tmp->nrof += op->nrof; 1626 tmp->nrof += op->nrof;
1627
1628 if (object *pl = tmp->visible_to ())
1629 esrv_update_item (UPD_NROF, pl, tmp);
1630
1643 adjust_weight (this, op->total_weight ()); 1631 adjust_weight (this, op->total_weight ());
1644 1632
1645 op->destroy (1); 1633 op->destroy ();
1646 op = tmp; 1634 op = tmp;
1647 goto inserted; 1635 goto inserted;
1648 } 1636 }
1649 1637
1650 op->owner = 0; // it's his/hers now. period. 1638 op->owner = 0; // it's his/hers now. period.
1661 1649
1662 inv = op; 1650 inv = op;
1663 1651
1664 op->flag [FLAG_REMOVED] = 0; 1652 op->flag [FLAG_REMOVED] = 0;
1665 1653
1654 if (object *pl = op->visible_to ())
1655 esrv_send_item (pl, op);
1656
1666 adjust_weight (this, op->total_weight ()); 1657 adjust_weight (this, op->total_weight ());
1667 1658
1668inserted: 1659inserted:
1669 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness) 1661 if (op->glow_radius && is_on_map () && map->darklevel () > 0)
1662 {
1663 update_stats ();
1671 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1672 1665 }
1673 if (object *otmp = in_player ()) 1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1667 // if this is a player's inventory, update stats
1675 otmp->update_stats (); 1668 update_stats ();
1676 1669
1677 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1678 1671
1679 return op; 1672 return op;
1680} 1673}
1808 LOG (llevError, "Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1809 return NULL; 1802 return NULL;
1810 } 1803 }
1811 1804
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1805 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1813 if (tmp->arch == at) 1806 if (tmp->arch->archname == at->archname)
1814 return tmp; 1807 return tmp;
1815 1808
1816 return NULL; 1809 return NULL;
1817} 1810}
1818 1811
1882 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
1883 */ 1876 */
1884object * 1877object *
1885present_arch_in_ob (const archetype *at, const object *op) 1878present_arch_in_ob (const archetype *at, const object *op)
1886{ 1879{
1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1888 if (tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
1889 return tmp; 1882 return tmp;
1890 1883
1891 return NULL; 1884 return NULL;
1892} 1885}
1893 1886
1981 * head of the object should correspond for the entire object. 1974 * head of the object should correspond for the entire object.
1982 */ 1975 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue; 1977 continue;
1985 1978
1986 if (ob->blocked (m, pos.x, pos.y)) 1979 if (ob->blocked (pos.m, pos.x, pos.y))
1987 continue; 1980 continue;
1988 1981
1989 altern [index++] = i; 1982 altern [index++] = i;
1990 } 1983 }
1991 1984
2302 2295
2303/* 2296/*
2304 * create clone from object to another 2297 * create clone from object to another
2305 */ 2298 */
2306object * 2299object *
2307object_create_clone (object *asrc) 2300object::deep_clone ()
2308{ 2301{
2309 object *dst = 0, *tmp, *src, *prev, *item; 2302 assert (("deep_clone called on non-head object", is_head ()));
2310 2303
2311 if (!asrc) 2304 object *dst = clone ();
2312 return 0;
2313 2305
2314 src = asrc->head_ (); 2306 object *prev = dst;
2315
2316 prev = 0;
2317 for (object *part = src; part; part = part->more) 2307 for (object *part = this->more; part; part = part->more)
2318 { 2308 {
2319 tmp = part->clone (); 2309 object *tmp = part->clone ();
2320 tmp->x -= src->x;
2321 tmp->y -= src->y;
2322
2323 if (!part->head)
2324 {
2325 dst = tmp;
2326 tmp->head = 0;
2327 }
2328 else
2329 tmp->head = dst; 2310 tmp->head = dst;
2330
2331 tmp->more = 0;
2332
2333 if (prev)
2334 prev->more = tmp; 2311 prev->more = tmp;
2335
2336 prev = tmp; 2312 prev = tmp;
2337 } 2313 }
2338 2314
2339 for (item = src->inv; item; item = item->below) 2315 for (object *item = inv; item; item = item->below)
2340 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2341 2317
2342 return dst; 2318 return dst;
2343} 2319}
2344 2320
2345/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2354 return tmp; 2330 return tmp;
2355 2331
2356 return 0; 2332 return 0;
2357} 2333}
2358 2334
2359/* If ob has a field named key, return the link from the list, 2335const shstr &
2360 * otherwise return NULL. 2336object::kv_get (const shstr &key) const
2361 *
2362 * key must be a passed in shared string - otherwise, this won't
2363 * do the desired thing.
2364 */
2365key_value *
2366get_ob_key_link (const object *ob, const char *key)
2367{ 2337{
2368 for (key_value *link = ob->key_values; link; link = link->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (link->key == key) 2339 if (kv->key == key)
2370 return link;
2371
2372 return 0;
2373}
2374
2375/*
2376 * Returns the value of op has an extra_field for key, or NULL.
2377 *
2378 * The argument doesn't need to be a shared string.
2379 *
2380 * The returned string is shared.
2381 */
2382const char *
2383get_ob_key_value (const object *op, const char *const key)
2384{
2385 key_value *link;
2386 shstr_cmp canonical_key (key);
2387
2388 if (!canonical_key)
2389 {
2390 /* 1. There being a field named key on any object
2391 * implies there'd be a shared string to find.
2392 * 2. Since there isn't, no object has this field.
2393 * 3. Therefore, *this* object doesn't have this field.
2394 */
2395 return 0;
2396 }
2397
2398 /* This is copied from get_ob_key_link() above -
2399 * only 4 lines, and saves the function call overhead.
2400 */
2401 for (link = op->key_values; link; link = link->next)
2402 if (link->key == canonical_key)
2403 return link->value; 2340 return kv->value;
2404 2341
2405 return 0; 2342 return shstr_null;
2406} 2343}
2407 2344
2408/* 2345void
2409 * Updates the canonical_key in op to value. 2346object::kv_set (const shstr &key, const shstr &value)
2410 *
2411 * canonical_key is a shared string (value doesn't have to be).
2412 *
2413 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2414 * keys.
2415 *
2416 * Returns TRUE on success.
2417 */
2418int
2419set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2420{ 2347{
2421 key_value *field = NULL, *last = NULL; 2348 for (key_value *kv = key_values; kv; kv = kv->next)
2422 2349 if (kv->key == key)
2423 for (field = op->key_values; field != NULL; field = field->next)
2424 {
2425 if (field->key != canonical_key)
2426 { 2350 {
2427 last = field; 2351 kv->value = value;
2428 continue; 2352 return;
2429 } 2353 }
2430 2354
2431 if (value) 2355 key_value *kv = new key_value;
2432 field->value = value; 2356
2433 else 2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362}
2363
2364void
2365object::kv_del (const shstr &key)
2366{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key)
2434 { 2369 {
2435 /* Basically, if the archetype has this key set, 2370 key_value *kv = *kvp;
2436 * we need to store the null value so when we save 2371 *kvp = (*kvp)->next;
2437 * it, we save the empty value so that when we load, 2372 delete kv;
2438 * we get this value back again. 2373 return;
2439 */
2440 if (get_ob_key_link (op->arch, canonical_key))
2441 field->value = 0;
2442 else
2443 {
2444 if (last)
2445 last->next = field->next;
2446 else
2447 op->key_values = field->next;
2448
2449 delete field;
2450 }
2451 } 2374 }
2452 return TRUE;
2453 }
2454 /* IF we get here, key doesn't exist */
2455
2456 /* No field, we'll have to add it. */
2457
2458 if (!add_key)
2459 return FALSE;
2460
2461 /* There isn't any good reason to store a null
2462 * value in the key/value list. If the archetype has
2463 * this key, then we should also have it, so shouldn't
2464 * be here. If user wants to store empty strings,
2465 * should pass in ""
2466 */
2467 if (value == NULL)
2468 return TRUE;
2469
2470 field = new key_value;
2471
2472 field->key = canonical_key;
2473 field->value = value;
2474 /* Usual prepend-addition. */
2475 field->next = op->key_values;
2476 op->key_values = field;
2477
2478 return TRUE;
2479}
2480
2481/*
2482 * Updates the key in op to value.
2483 *
2484 * If add_key is FALSE, this will only update existing keys,
2485 * and not add new ones.
2486 * In general, should be little reason FALSE is ever passed in for add_key
2487 *
2488 * Returns TRUE on success.
2489 */
2490int
2491set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2492{
2493 shstr key_ (key);
2494
2495 return set_ob_key_value_s (op, key_, value, add_key);
2496} 2375}
2497 2376
2498object::depth_iterator::depth_iterator (object *container) 2377object::depth_iterator::depth_iterator (object *container)
2499: iterator_base (container) 2378: iterator_base (container)
2500{ 2379{
2550{ 2429{
2551 char flagdesc[512]; 2430 char flagdesc[512];
2552 char info2[256 * 4]; 2431 char info2[256 * 4];
2553 char *p = info; 2432 char *p = info;
2554 2433
2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2434 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2556 count, 2435 count,
2557 uuid.c_str (), 2436 uuid.c_str (),
2558 &name, 2437 &name,
2559 title ? "\",title:\"" : "", 2438 title ? ",title:\"" : "",
2560 title ? (const char *)title : "", 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2561 flag_desc (flagdesc, 512), type); 2441 flag_desc (flagdesc, 512), type);
2562 2442
2563 if (!this->flag[FLAG_REMOVED] && env) 2443 if (!flag[FLAG_REMOVED] && env)
2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2565 2445
2566 if (map) 2446 if (map)
2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2447 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2568 2448
2598object::open_container (object *new_container) 2478object::open_container (object *new_container)
2599{ 2479{
2600 if (container == new_container) 2480 if (container == new_container)
2601 return; 2481 return;
2602 2482
2603 if (object *old_container = container) 2483 object *old_container = container;
2484
2485 if (old_container)
2604 { 2486 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2487 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return; 2488 return;
2607 2489
2608#if 0 2490#if 0
2610 if (object *closer = old_container->inv) 2492 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON) 2493 if (closer->type == CLOSE_CON)
2612 closer->destroy (); 2494 closer->destroy ();
2613#endif 2495#endif
2614 2496
2497 // make sure the container is available
2498 esrv_send_item (this, old_container);
2499
2615 old_container->flag [FLAG_APPLIED] = 0; 2500 old_container->flag [FLAG_APPLIED] = false;
2616 container = 0; 2501 container = 0;
2617 2502
2503 // client needs item update to make it work, client bug requires this to be separate
2618 esrv_update_item (UPD_FLAGS, this, old_container); 2504 esrv_update_item (UPD_FLAGS, this, old_container);
2505
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2620 play_sound (sound_find ("chest_close")); 2507 play_sound (sound_find ("chest_close"));
2621 } 2508 }
2622 2509
2623 if (new_container) 2510 if (new_container)
2636 } 2523 }
2637#endif 2524#endif
2638 2525
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2640 2527
2528 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container);
2530
2641 new_container->flag [FLAG_APPLIED] = 1; 2531 new_container->flag [FLAG_APPLIED] = true;
2642 container = new_container; 2532 container = new_container;
2643 2533
2534 // client needs flag change
2644 esrv_update_item (UPD_FLAGS, this, new_container); 2535 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container); 2536 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open")); 2537 play_sound (sound_find ("chest_open"));
2647 } 2538 }
2539// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset ();
2648} 2541}
2649 2542
2650object * 2543object *
2651object::force_find (const shstr name) 2544object::force_find (const shstr name)
2652{ 2545{
2658 return splay (tmp); 2551 return splay (tmp);
2659 2552
2660 return 0; 2553 return 0;
2661} 2554}
2662 2555
2663void 2556object *
2664object::force_add (const shstr name, int duration) 2557object::force_add (const shstr name, int duration)
2665{ 2558{
2666 if (object *force = force_find (name)) 2559 if (object *force = force_find (name))
2667 force->destroy (); 2560 force->destroy ();
2668 2561
2674 2567
2675 force->set_speed (duration ? 1.f / duration : 0.f); 2568 force->set_speed (duration ? 1.f / duration : 0.f);
2676 force->flag [FLAG_IS_USED_UP] = true; 2569 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true; 2570 force->flag [FLAG_APPLIED] = true;
2678 2571
2679 insert (force); 2572 return insert (force);
2680} 2573}
2681 2574
2682void 2575void
2683object::play_sound (faceidx sound) 2576object::play_sound (faceidx sound)
2684{ 2577{
2695 } 2588 }
2696 else 2589 else
2697 map->play_sound (sound, x, y); 2590 map->play_sound (sound, x, y);
2698} 2591}
2699 2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // currently only works sensibly for players
2602 if (!is_player ())
2603 return;
2604
2605 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force);
2607
2608 if (force)
2609 force->speed_left = -1.f; // patch old speed up
2610 else
2611 {
2612 force = archetype::get (shstr_noise_force);
2613
2614 force->slaying = shstr_noise_force;
2615 force->stats.food = 1;
2616 force->speed_left = -1.f;
2617
2618 force->set_speed (1.f / 4.f);
2619 force->flag [FLAG_IS_USED_UP] = true;
2620 force->flag [FLAG_APPLIED] = true;
2621
2622 insert (force);
2623 }
2624}
2625

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