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Comparing deliantra/server/common/object.C (file contents):
Revision 1.215 by root, Tue Apr 22 07:28:05 2008 UTC vs.
Revision 1.271 by root, Sat Dec 27 04:07:44 2008 UTC

32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
139 140
140/* 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. */
141static bool 142static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
143{ 144{
144 key_value *wants_field;
145
146 /* 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
147 * 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
148 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
149 */ 148 */
150 149
151 /* For each field in wants, */ 150 /* For each field in wants, */
152 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)
153 { 152 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 153 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 }
168 154
169 /* 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. */
170 return 1; 156 return true;
171} 157}
172 158
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 160static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 162{
177 /* 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,
178 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
179 */ 165 */
180 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);
181} 168}
182 169
183/* 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
184 * they can be merged together. 171 * they can be merged together.
185 * 172 *
200 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 188 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
203 return 0; 190 return 0;
204 191
205 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 194 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; 195 return 0;
212 196
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* 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 198 * 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 199 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 205
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 208
225 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 210 || ob1->name != ob2->name
227 || ob1->title != ob2->title 211 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 218 || ob1->value != ob2->value
235 || 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
236 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 234 return 0;
250 235
251 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
255 .any ()) 239 .any ())
256 return 0; 240 return 0;
257 241
258 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
334 318
335// find player who can see this object 319// find player who can see this object
336object * 320object *
337object::visible_to () const 321object::visible_to () const
338{ 322{
339 if (!flag [FLAG_REMOVED]) 323 if (client_visible () && !flag [FLAG_REMOVED])
340 { 324 {
341 // see if we are in a container of sorts 325 // see if we are in a container of sorts
342 if (env) 326 if (env)
343 { 327 {
344 // the player inventory itself is always visible 328 // the player inventory itself is always visible
345 if (env->type == PLAYER) 329 if (env->is_player ())
346 return env; 330 return env;
347 331
348 // else a player could have our env open 332 // else a player could have our env open
349 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
350 334
358 else 342 else
359 { 343 {
360 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
363 return pl; 349 return pl;
364 } 350 }
365 } 351 }
366 352
367 return 0; 353 return 0;
368} 354}
369 355
370// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
371static sint32 357static sint32
372weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
373{ 359{
374 return op->type == CONTAINER 360 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight; 362 : weight;
377} 363}
383static void 369static void
384adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
385{ 371{
386 while (op) 372 while (op)
387 { 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
388 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
389 378
390 if (!weight) 379 if (!weight)
391 return; 380 return;
392 381
393 op->carrying += weight; 382 op->carrying += weight;
416 op->update_weight (); 405 op->update_weight ();
417 406
418 sum += op->total_weight (); 407 sum += op->total_weight ();
419 } 408 }
420 409
421 sum = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
422 411
423 if (sum != carrying) 412 if (sum != carrying)
424 { 413 {
425 carrying = sum; 414 carrying = sum;
426 415
488 */ 477 */
489object * 478object *
490find_object_name (const char *str) 479find_object_name (const char *str)
491{ 480{
492 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
493 object *op;
494 482
483 if (str_)
495 for_all_objects (op) 484 for_all_objects (op)
496 if (op->name == str_) 485 if (op->name == str_)
497 break; 486 return op;
498 487
499 return op; 488 return 0;
500} 489}
501 490
502/* 491/*
503 * 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
504 * skill and experience objects. 493 * skill and experience objects.
602 } 591 }
603 592
604 op->key_values = 0; 593 op->key_values = 0;
605} 594}
606 595
607object & 596/*
608object::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)
609{ 606{
610 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
611 bool is_removed = flag [FLAG_REMOVED];
612
613 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
614
615 flag [FLAG_FREED] = is_freed;
616 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
617 610
618 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
619 if (src.key_values) 612 if (key_values)
620 { 613 {
621 key_value *tail = 0; 614 key_value *tail = 0;
622 key_values = 0; 615 dst->key_values = 0;
623 616
624 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
625 { 618 {
626 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
627 620
628 new_link->next = 0; 621 new_link->next = 0;
629 new_link->key = i->key; 622 new_link->key = i->key;
630 new_link->value = i->value; 623 new_link->value = i->value;
631 624
632 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
633 if (!key_values) 626 if (!dst->key_values)
634 { 627 {
635 key_values = new_link; 628 dst->key_values = new_link;
636 tail = new_link; 629 tail = new_link;
637 } 630 }
638 else 631 else
639 { 632 {
640 tail->next = new_link; 633 tail->next = new_link;
641 tail = new_link; 634 tail = new_link;
642 } 635 }
643 } 636 }
644 } 637 }
645}
646
647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659 638
660 if (speed < 0) 639 if (speed < 0)
661 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
662 641
663 dst->set_speed (dst->speed); 642 dst->activate ();
664} 643}
665 644
666void 645void
667object::instantiate () 646object::instantiate ()
668{ 647{
685object * 664object *
686object::clone () 665object::clone ()
687{ 666{
688 object *neu = create (); 667 object *neu = create ();
689 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
690 return neu; 670 return neu;
691} 671}
692 672
693/* 673/*
694 * 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
745 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
746 */ 726 */
747void 727void
748update_object (object *op, int action) 728update_object (object *op, int action)
749{ 729{
750 if (op == NULL) 730 if (!op)
751 { 731 {
752 /* this should never happen */ 732 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 734 return;
755 } 735 }
756 736
757 if (op->env) 737 if (!op->is_on_map ())
758 { 738 {
759 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
760 * to do in this case. 740 * to do in this case.
761 */ 741 */
762 return; 742 return;
763 } 743 }
764
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770 744
771 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
772 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)
773 { 747 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
785 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
786 { 760 {
787 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
794 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
795 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
796 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
797 /* 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
798 * to have move_allow right now. 772 * have move_allow right now.
799 */ 773 */
800 || ((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
801 || 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)
802 m.flags_ = 0; 776 m.invalidate ();
803 } 777 }
804 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
805 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
806 * that is being removed. 780 * that is being removed.
807 */ 781 */
808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
809 m.flags_ = 0; 783 m.invalidate ();
810 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
811 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
812 else 786 else
813 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
814 788
856object::activate () 830object::activate ()
857{ 831{
858 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
859 if (active) 833 if (active)
860 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
861 838
862 if (has_active_speed ()) 839 if (has_active_speed ())
863 actives.insert (this); 840 actives.insert (this);
864} 841}
865 842
917object::destroy_inv (bool drop_to_ground) 894object::destroy_inv (bool drop_to_ground)
918{ 895{
919 // need to check first, because the checks below might segfault 896 // need to check first, because the checks below might segfault
920 // as we might be on an invalid mapspace and crossfire code 897 // as we might be on an invalid mapspace and crossfire code
921 // is too buggy to ensure that the inventory is empty. 898 // is too buggy to ensure that the inventory is empty.
922 // corollary: if you create arrows etc. with stuff in tis inventory, 899 // corollary: if you create arrows etc. with stuff in its inventory,
923 // cf will crash below with off-map x and y 900 // cf will crash below with off-map x and y
924 if (!inv) 901 if (!inv)
925 return; 902 return;
926 903
927 /* Only if the space blocks everything do we not process - 904 /* Only if the space blocks everything do we not process -
929 * drop on that space. 906 * drop on that space.
930 */ 907 */
931 if (!drop_to_ground 908 if (!drop_to_ground
932 || !map 909 || !map
933 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
934 || map->nodrop 911 || map->no_drop
935 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
936 { 913 {
937 while (inv) 914 while (inv)
938 {
939 inv->destroy_inv (drop_to_ground);
940 inv->destroy (); 915 inv->destroy ();
941 }
942 } 916 }
943 else 917 else
944 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
945 while (inv) 919 while (inv)
946 { 920 {
964 object *op = new object; 938 object *op = new object;
965 op->link (); 939 op->link ();
966 return op; 940 return op;
967} 941}
968 942
943static struct freed_map : maptile
944{
945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
969void 964void
970object::do_destroy () 965object::do_destroy ()
971{ 966{
972 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this); 968 remove_button_link (this);
977 972
978 remove (); 973 remove ();
979 974
980 attachable::do_destroy (); 975 attachable::do_destroy ();
981 976
982 destroy_inv (true);
983
984 deactivate (); 977 deactivate ();
985 unlink (); 978 unlink ();
986 979
987 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
988 981
989 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
990 {
991 static maptile *freed_map; // freed objects are moved here to avoid crashes
992
993 if (!freed_map)
994 {
995 freed_map = new maptile;
996
997 freed_map->path = "<freed objects map>";
998 freed_map->name = "/internal/freed_objects_map";
999 freed_map->width = 3;
1000 freed_map->height = 3;
1001 freed_map->nodrop = 1;
1002
1003 freed_map->alloc ();
1004 freed_map->in_memory = MAP_ACTIVE;
1005 }
1006
1007 map = freed_map; 983 map = &freed_map;
1008 x = 1; 984 x = 1;
1009 y = 1; 985 y = 1;
1010 }
1011 986
1012 if (more) 987 if (more)
1013 { 988 {
1014 more->destroy (); 989 more->destroy ();
1015 more = 0; 990 more = 0;
1023 attacked_by = 0; 998 attacked_by = 0;
1024 current_weapon = 0; 999 current_weapon = 0;
1025} 1000}
1026 1001
1027void 1002void
1028object::destroy (bool destroy_inventory) 1003object::destroy ()
1029{ 1004{
1030 if (destroyed ()) 1005 if (destroyed ())
1031 return; 1006 return;
1032 1007
1033 if (destroy_inventory) 1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy ();
1012 return;
1013 }
1014
1034 destroy_inv (false); 1015 destroy_inv (false);
1035 1016
1036 if (is_head ()) 1017 if (is_head ())
1037 if (sound_destroy) 1018 if (sound_destroy)
1038 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1039 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1058 if (flag [FLAG_REMOVED]) 1039 if (flag [FLAG_REMOVED])
1059 return; 1040 return;
1060 1041
1061 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1062 1043
1063 if (object *pl = visible_to ())
1064 esrv_del_item (pl->contr, count);
1065
1066 flag [FLAG_REMOVED] = true; 1044 flag [FLAG_REMOVED] = true;
1067 1045
1068 if (more) 1046 if (more)
1069 more->remove (); 1047 more->remove ();
1070 1048
1072 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1073 * inventory. 1051 * inventory.
1074 */ 1052 */
1075 if (env) 1053 if (env)
1076 { 1054 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1077 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1078 1061
1079 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1080
1081 if (below)
1082 below->above = above;
1083 1063
1084 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1085 * the map, but we don't actually do that - it is up 1065 * the map, but we don't actually do that - it is up
1086 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1087 */ 1067 */
1088 map = env->map; 1068 map = env->map;
1089 x = env->x; 1069 x = env->x;
1090 y = env->y; 1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1091 above = 0; 1076 above = 0;
1092 below = 0; 1077 below = 0;
1093 env = 0; 1078 env = 0;
1094 1079
1095 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1096 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1097 * to save cpu time. 1082 * to save cpu time.
1098 */ 1083 */
1099 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1100 otmp->update_stats (); 1087 pl->update_stats ();
1088
1089 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y);
1091 }
1101 } 1092 }
1102 else if (map) 1093 else if (map)
1103 { 1094 {
1104 if (type == PLAYER)
1105 {
1106 // leaving a spot always closes any open container on the ground
1107 if (container && !container->env)
1108 // this causes spurious floorbox updates, but it ensures
1109 // that the CLOSE event is being sent.
1110 close_container ();
1111
1112 --map->players;
1113 map->touch ();
1114 }
1115
1116 map->dirty = true; 1095 map->dirty = true;
1117 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1118 1097
1098 if (object *pl = ms.player ())
1099 {
1100 if (is_player ())
1101 {
1102 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103
1104 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent.
1108 close_container ();
1109
1110 --map->players;
1111 map->touch ();
1112 }
1113 else if (pl->container == this)
1114 {
1115 // removing a container should close it
1116 close_container ();
1117 }
1118
1119 esrv_del_item (pl->contr, count);
1120 }
1121
1119 /* link the object above us */ 1122 /* link the object above us */
1120 if (above) 1123 // re-link, make sure compiler can easily use cmove
1121 above->below = below; 1124 *(above ? &above->below : &ms.top) = below;
1122 else 1125 *(below ? &below->above : &ms.bot) = above;
1123 ms.top = below; /* we were top, set new top */
1124
1125 /* Relink the object below us, if there is one */
1126 if (below)
1127 below->above = above;
1128 else
1129 {
1130 /* Nothing below, which means we need to relink map object for this space
1131 * use translated coordinates in case some oddness with map tiling is
1132 * evident
1133 */
1134 if (GET_MAP_OB (map, x, y) != this)
1135 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 ());
1136
1137 ms.bot = above; /* goes on above it. */
1138 }
1139 1126
1140 above = 0; 1127 above = 0;
1141 below = 0; 1128 below = 0;
1129
1130 ms.invalidate ();
1142 1131
1143 if (map->in_memory == MAP_SAVING) 1132 if (map->in_memory == MAP_SAVING)
1144 return; 1133 return;
1145 1134
1146 int check_walk_off = !flag [FLAG_NO_APPLY]; 1135 int check_walk_off = !flag [FLAG_NO_APPLY];
1152 * removed (most likely destroyed), update the player view 1141 * removed (most likely destroyed), update the player view
1153 * appropriately. 1142 * appropriately.
1154 */ 1143 */
1155 pl->close_container (); 1144 pl->close_container ();
1156 1145
1146 //TODO: the floorbox prev/next might need updating
1147 //esrv_del_item (pl->contr, count);
1148 //TODO: update floorbox to preserve ordering
1149 if (pl->contr->ns)
1157 pl->contr->ns->floorbox_update (); 1150 pl->contr->ns->floorbox_update ();
1158 } 1151 }
1159 1152
1160 for (tmp = ms.bot; tmp; tmp = tmp->above) 1153 for (tmp = ms.bot; tmp; tmp = tmp->above)
1161 { 1154 {
1162 /* No point updating the players look faces if he is the object 1155 /* No point updating the players look faces if he is the object
1175 } 1168 }
1176 1169
1177 last = tmp; 1170 last = tmp;
1178 } 1171 }
1179 1172
1180 /* last == NULL if there are no objects on this space */ 1173 if (affects_los ())
1181 //TODO: this makes little sense, why only update the topmost object?
1182 if (!last)
1183 map->at (x, y).flags_ = 0;
1184 else
1185 update_object (last, UP_OBJ_REMOVE);
1186
1187 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1188 update_all_los (map, x, y); 1174 update_all_los (map, x, y);
1189 } 1175 }
1190} 1176}
1191 1177
1192/* 1178/*
1216 esrv_update_item (UPD_NROF, pl, top); 1202 esrv_update_item (UPD_NROF, pl, top);
1217 1203
1218 op->weight = 0; // cancel the addition above 1204 op->weight = 0; // cancel the addition above
1219 op->carrying = 0; // must be 0 already 1205 op->carrying = 0; // must be 0 already
1220 1206
1221 op->destroy (1); 1207 op->destroy ();
1222 1208
1223 return top; 1209 return top;
1224 } 1210 }
1225 1211
1226 return 0; 1212 return 0;
1254 * job preparing multi-part monsters. 1240 * job preparing multi-part monsters.
1255 */ 1241 */
1256object * 1242object *
1257insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1243insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1258{ 1244{
1245 op->remove ();
1246
1259 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1260 { 1248 {
1261 tmp->x = x + tmp->arch->x; 1249 tmp->x = x + tmp->arch->x;
1262 tmp->y = y + tmp->arch->y; 1250 tmp->y = y + tmp->arch->y;
1263 } 1251 }
1286 * just 'op' otherwise 1274 * just 'op' otherwise
1287 */ 1275 */
1288object * 1276object *
1289insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1290{ 1278{
1291 assert (!op->flag [FLAG_FREED]);
1292
1293 object *top, *floor = NULL;
1294
1295 op->remove (); 1279 op->remove ();
1280
1281 if (m == &freed_map)//D TODO: remove soon
1282 {//D
1283 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1284 }//D
1296 1285
1297 /* Ideally, the caller figures this out. However, it complicates a lot 1286 /* Ideally, the caller figures this out. However, it complicates a lot
1298 * of areas of callers (eg, anything that uses find_free_spot would now 1287 * of areas of callers (eg, anything that uses find_free_spot would now
1299 * need extra work 1288 * need extra work
1300 */ 1289 */
1301 if (!xy_normalise (m, op->x, op->y)) 1290 if (!xy_normalise (m, op->x, op->y))
1302 { 1291 {
1303 op->destroy (); 1292 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1304 return 0; 1293 return 0;
1305 } 1294 }
1306 1295
1307 if (object *more = op->more) 1296 if (object *more = op->more)
1308 if (!insert_ob_in_map (more, m, originator, flag)) 1297 if (!insert_ob_in_map (more, m, originator, flag))
1317 */ 1306 */
1318 if (op->nrof && !(flag & INS_NO_MERGE)) 1307 if (op->nrof && !(flag & INS_NO_MERGE))
1319 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1308 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1320 if (object::can_merge (op, tmp)) 1309 if (object::can_merge (op, tmp))
1321 { 1310 {
1311 // TODO: we actually want to update tmp, not op,
1312 // but some caller surely breaks when we return tmp
1313 // from here :/
1322 op->nrof += tmp->nrof; 1314 op->nrof += tmp->nrof;
1323 tmp->destroy (1); 1315 tmp->destroy ();
1324 } 1316 }
1325 1317
1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1318 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1319 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1328 1320
1335 { 1327 {
1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1328 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1337 abort (); 1329 abort ();
1338 } 1330 }
1339 1331
1332 if (!originator->is_on_map ())
1333 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334 op->debug_desc (), originator->debug_desc ());
1335
1340 op->above = originator; 1336 op->above = originator;
1341 op->below = originator->below; 1337 op->below = originator->below;
1342
1343 if (op->below)
1344 op->below->above = op;
1345 else
1346 ms.bot = op;
1347
1348 /* since *below* originator, no need to update top */
1349 originator->below = op; 1338 originator->below = op;
1339
1340 *(op->below ? &op->below->above : &ms.bot) = op;
1350 } 1341 }
1351 else 1342 else
1352 { 1343 {
1353 top = ms.bot; 1344 object *floor = 0;
1345 object *top = ms.top;
1354 1346
1355 /* If there are other objects, then */ 1347 /* If there are other objects, then */
1356 if (top) 1348 if (top)
1357 { 1349 {
1358 object *last = 0;
1359
1360 /* 1350 /*
1361 * If there are multiple objects on this space, we do some trickier handling. 1351 * If there are multiple objects on this space, we do some trickier handling.
1362 * We've already dealt with merging if appropriate. 1352 * We've already dealt with merging if appropriate.
1363 * Generally, we want to put the new object on top. But if 1353 * Generally, we want to put the new object on top. But if
1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1367 * once we get to them. This reduces the need to traverse over all of 1357 * once we get to them. This reduces the need to traverse over all of
1368 * them when adding another one - this saves quite a bit of cpu time 1358 * them when adding another one - this saves quite a bit of cpu time
1369 * when lots of spells are cast in one area. Currently, it is presumed 1359 * when lots of spells are cast in one area. Currently, it is presumed
1370 * that flying non pickable objects are spell objects. 1360 * that flying non pickable objects are spell objects.
1371 */ 1361 */
1372 for (top = ms.bot; top; top = top->above) 1362 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1363 {
1374 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1375 floor = top; 1365 floor = tmp;
1376 1366
1377 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1367 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1378 { 1368 {
1379 /* We insert above top, so we want this object below this */ 1369 /* We insert above top, so we want this object below this */
1380 top = top->below; 1370 top = tmp->below;
1381 break; 1371 break;
1382 } 1372 }
1383 1373
1384 last = top; 1374 top = tmp;
1385 } 1375 }
1386
1387 /* Don't want top to be NULL, so set it to the last valid object */
1388 top = last;
1389 1376
1390 /* We let update_position deal with figuring out what the space 1377 /* We let update_position deal with figuring out what the space
1391 * looks like instead of lots of conditions here. 1378 * looks like instead of lots of conditions here.
1392 * makes things faster, and effectively the same result. 1379 * makes things faster, and effectively the same result.
1393 */ 1380 */
1400 */ 1387 */
1401 if (!(flag & INS_ON_TOP) 1388 if (!(flag & INS_ON_TOP)
1402 && ms.flags () & P_BLOCKSVIEW 1389 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility)) 1390 && (op->face && !faces [op->face].visibility))
1404 { 1391 {
1392 object *last;
1393
1405 for (last = top; last != floor; last = last->below) 1394 for (last = top; last != floor; last = last->below)
1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1395 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1407 break; 1396 break;
1408 1397
1409 /* Check to see if we found the object that blocks view, 1398 /* Check to see if we found the object that blocks view,
1417 } /* If objects on this space */ 1406 } /* If objects on this space */
1418 1407
1419 if (flag & INS_ABOVE_FLOOR_ONLY) 1408 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor; 1409 top = floor;
1421 1410
1422 /* Top is the object that our object (op) is going to get inserted above. 1411 // insert object above top, or bottom-most if top = 0
1423 */
1424
1425 /* First object on this space */
1426 if (!top) 1412 if (!top)
1427 { 1413 {
1414 op->below = 0;
1428 op->above = ms.bot; 1415 op->above = ms.bot;
1429
1430 if (op->above)
1431 op->above->below = op;
1432
1433 op->below = 0;
1434 ms.bot = op; 1416 ms.bot = op;
1417
1418 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1419 }
1436 else 1420 else
1437 { /* get inserted into the stack above top */ 1421 {
1438 op->above = top->above; 1422 op->above = top->above;
1439
1440 if (op->above)
1441 op->above->below = op; 1423 top->above = op;
1442 1424
1443 op->below = top; 1425 op->below = top;
1444 top->above = op; 1426 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1427 }
1428 }
1446 1429
1447 if (!op->above) 1430 if (op->is_player ())
1448 ms.top = op;
1449 } /* else not INS_BELOW_ORIGINATOR */
1450
1451 if (op->type == PLAYER)
1452 { 1431 {
1453 op->contr->do_los = 1; 1432 op->contr->do_los = 1;
1454 ++op->map->players; 1433 ++op->map->players;
1455 op->map->touch (); 1434 op->map->touch ();
1456 } 1435 }
1457 1436
1458 op->map->dirty = true; 1437 op->map->dirty = true;
1459 1438
1460 if (object *pl = ms.player ()) 1439 if (object *pl = ms.player ())
1440 //TODO: the floorbox prev/next might need updating
1441 //esrv_send_item (pl, op);
1442 //TODO: update floorbox to preserve ordering
1443 if (pl->contr->ns)
1461 pl->contr->ns->floorbox_update (); 1444 pl->contr->ns->floorbox_update ();
1462 1445
1463 /* If this object glows, it may affect lighting conditions that are 1446 /* If this object glows, it may affect lighting conditions that are
1464 * visible to others on this map. But update_all_los is really 1447 * visible to others on this map. But update_all_los is really
1465 * an inefficient way to do this, as it means los for all players 1448 * an inefficient way to do this, as it means los for all players
1466 * on the map will get recalculated. The players could very well 1449 * on the map will get recalculated. The players could very well
1467 * be far away from this change and not affected in any way - 1450 * be far away from this change and not affected in any way -
1468 * this should get redone to only look for players within range, 1451 * this should get redone to only look for players within range,
1469 * or just updating the P_UPTODATE for spaces within this area 1452 * or just updating the P_UPTODATE for spaces within this area
1470 * of effect may be sufficient. 1453 * of effect may be sufficient.
1471 */ 1454 */
1472 if (op->map->darkness && (op->glow_radius != 0)) 1455 if (op->affects_los ())
1456 {
1457 op->ms ().invalidate ();
1473 update_all_los (op->map, op->x, op->y); 1458 update_all_los (op->map, op->x, op->y);
1459 }
1474 1460
1475 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1461 /* updates flags (blocked, alive, no magic, etc) for this map space */
1476 update_object (op, UP_OBJ_INSERT); 1462 update_object (op, UP_OBJ_INSERT);
1477 1463
1478 INVOKE_OBJECT (INSERT, op); 1464 INVOKE_OBJECT (INSERT, op);
1512{ 1498{
1513 /* first search for itself and remove any old instances */ 1499 /* first search for itself and remove any old instances */
1514 1500
1515 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1501 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1516 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1502 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1517 tmp->destroy (1); 1503 tmp->destroy ();
1518 1504
1519 object *tmp = arch_to_object (archetype::find (arch_string)); 1505 object *tmp = arch_to_object (archetype::find (arch_string));
1520 1506
1521 tmp->x = op->x; 1507 tmp->x = op->x;
1522 tmp->y = op->y; 1508 tmp->y = op->y;
1546 if (!nr) 1532 if (!nr)
1547 return true; 1533 return true;
1548 1534
1549 nr = min (nr, nrof); 1535 nr = min (nr, nrof);
1550 1536
1537 if (nrof > nr)
1538 {
1551 nrof -= nr; 1539 nrof -= nr;
1552
1553 if (nrof)
1554 {
1555 adjust_weight (env, -weight * nr); // carrying == 0 1540 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1556 1541
1557 if (object *pl = visible_to ()) 1542 if (object *pl = visible_to ())
1558 esrv_update_item (UPD_NROF, pl, this); 1543 esrv_update_item (UPD_NROF, pl, this);
1559 1544
1560 return true; 1545 return true;
1561 } 1546 }
1562 else 1547 else
1563 { 1548 {
1564 destroy (1); 1549 destroy ();
1565 return false; 1550 return false;
1566 } 1551 }
1567} 1552}
1568 1553
1569/* 1554/*
1586 } 1571 }
1587 else 1572 else
1588 { 1573 {
1589 decrease (nr); 1574 decrease (nr);
1590 1575
1591 object *op = object_create_clone (this); 1576 object *op = deep_clone ();
1592 op->nrof = nr; 1577 op->nrof = nr;
1593 return op; 1578 return op;
1594 } 1579 }
1595} 1580}
1596 1581
1646 if (object *pl = tmp->visible_to ()) 1631 if (object *pl = tmp->visible_to ())
1647 esrv_update_item (UPD_NROF, pl, tmp); 1632 esrv_update_item (UPD_NROF, pl, tmp);
1648 1633
1649 adjust_weight (this, op->total_weight ()); 1634 adjust_weight (this, op->total_weight ());
1650 1635
1651 op->destroy (1); 1636 op->destroy ();
1652 op = tmp; 1637 op = tmp;
1653 goto inserted; 1638 goto inserted;
1654 } 1639 }
1655 1640
1656 op->owner = 0; // it's his/hers now. period. 1641 op->owner = 0; // it's his/hers now. period.
1674 1659
1675 adjust_weight (this, op->total_weight ()); 1660 adjust_weight (this, op->total_weight ());
1676 1661
1677inserted: 1662inserted:
1678 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1679 if (op->glow_radius && map && map->darkness) 1664 if (op->glow_radius && is_on_map ())
1665 {
1666 update_stats ();
1680 update_all_los (map, x, y); 1667 update_all_los (map, x, y);
1681 1668 }
1669 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1682 // if this is a player's inventory, update stats 1670 // if this is a player's inventory, update stats
1683 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1684 update_stats (); 1671 update_stats ();
1685 1672
1686 INVOKE_OBJECT (INSERT, this); 1673 INVOKE_OBJECT (INSERT, this);
1687 1674
1688 return op; 1675 return op;
1772 { 1759 {
1773 1760
1774 float 1761 float
1775 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 diff = tmp->move_slow_penalty * fabs (op->speed);
1776 1763
1777 if (op->type == PLAYER) 1764 if (op->is_player ())
1778 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1779 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1780 diff /= 4.0; 1767 diff /= 4.0;
1781 1768
1782 op->speed_left -= diff; 1769 op->speed_left -= diff;
1817 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1818 return NULL; 1805 return NULL;
1819 } 1806 }
1820 1807
1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1822 if (tmp->arch == at) 1809 if (tmp->arch->archname == at->archname)
1823 return tmp; 1810 return tmp;
1824 1811
1825 return NULL; 1812 return NULL;
1826} 1813}
1827 1814
1891 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1892 */ 1879 */
1893object * 1880object *
1894present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1895{ 1882{
1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1898 return tmp; 1885 return tmp;
1899 1886
1900 return NULL; 1887 return NULL;
1901} 1888}
1902 1889
1990 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
1991 */ 1978 */
1992 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1993 continue; 1980 continue;
1994 1981
1995 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
1996 continue; 1983 continue;
1997 1984
1998 altern [index++] = i; 1985 altern [index++] = i;
1999 } 1986 }
2000 1987
2108 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2109 max = maxfree[i]; 2096 max = maxfree[i];
2110 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2111 { 2098 {
2112 for (tmp = ms.bot; tmp; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2113 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2114 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2115 break; 2102 break;
2116 2103
2117 if (tmp) 2104 if (tmp)
2118 return freedir[i]; 2105 return freedir[i];
2304int 2291int
2305can_pick (const object *who, const object *item) 2292can_pick (const object *who, const object *item)
2306{ 2293{
2307 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2308 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2309 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2310} 2297}
2311 2298
2312/* 2299/*
2313 * create clone from object to another 2300 * create clone from object to another
2314 */ 2301 */
2315object * 2302object *
2316object_create_clone (object *asrc) 2303object::deep_clone ()
2317{ 2304{
2318 object *dst = 0, *tmp, *src, *prev, *item; 2305 assert (("deep_clone called on non-head object", is_head ()));
2319 2306
2320 if (!asrc) 2307 object *dst = clone ();
2321 return 0;
2322 2308
2323 src = asrc->head_ (); 2309 object *prev = dst;
2324
2325 prev = 0;
2326 for (object *part = src; part; part = part->more) 2310 for (object *part = this->more; part; part = part->more)
2327 { 2311 {
2328 tmp = part->clone (); 2312 object *tmp = part->clone ();
2329 tmp->x -= src->x;
2330 tmp->y -= src->y;
2331
2332 if (!part->head)
2333 {
2334 dst = tmp;
2335 tmp->head = 0;
2336 }
2337 else
2338 tmp->head = dst; 2313 tmp->head = dst;
2339
2340 tmp->more = 0;
2341
2342 if (prev)
2343 prev->more = tmp; 2314 prev->more = tmp;
2344
2345 prev = tmp; 2315 prev = tmp;
2346 } 2316 }
2347 2317
2348 for (item = src->inv; item; item = item->below) 2318 for (object *item = inv; item; item = item->below)
2349 insert_ob_in_ob (object_create_clone (item), dst); 2319 insert_ob_in_ob (item->deep_clone (), dst);
2350 2320
2351 return dst; 2321 return dst;
2352} 2322}
2353 2323
2354/* This returns the first object in who's inventory that 2324/* This returns the first object in who's inventory that
2363 return tmp; 2333 return tmp;
2364 2334
2365 return 0; 2335 return 0;
2366} 2336}
2367 2337
2368/* If ob has a field named key, return the link from the list, 2338const shstr &
2369 * otherwise return NULL. 2339object::kv_get (const shstr &key) const
2370 *
2371 * key must be a passed in shared string - otherwise, this won't
2372 * do the desired thing.
2373 */
2374key_value *
2375get_ob_key_link (const object *ob, const char *key)
2376{ 2340{
2377 for (key_value *link = ob->key_values; link; link = link->next) 2341 for (key_value *kv = key_values; kv; kv = kv->next)
2378 if (link->key == key) 2342 if (kv->key == key)
2379 return link;
2380
2381 return 0;
2382}
2383
2384/*
2385 * Returns the value of op has an extra_field for key, or NULL.
2386 *
2387 * The argument doesn't need to be a shared string.
2388 *
2389 * The returned string is shared.
2390 */
2391const char *
2392get_ob_key_value (const object *op, const char *const key)
2393{
2394 key_value *link;
2395 shstr_cmp canonical_key (key);
2396
2397 if (!canonical_key)
2398 {
2399 /* 1. There being a field named key on any object
2400 * implies there'd be a shared string to find.
2401 * 2. Since there isn't, no object has this field.
2402 * 3. Therefore, *this* object doesn't have this field.
2403 */
2404 return 0;
2405 }
2406
2407 /* This is copied from get_ob_key_link() above -
2408 * only 4 lines, and saves the function call overhead.
2409 */
2410 for (link = op->key_values; link; link = link->next)
2411 if (link->key == canonical_key)
2412 return link->value; 2343 return kv->value;
2413 2344
2414 return 0; 2345 return shstr_null;
2415} 2346}
2416 2347
2417/* 2348void
2418 * Updates the canonical_key in op to value. 2349object::kv_set (const shstr &key, const shstr &value)
2419 *
2420 * canonical_key is a shared string (value doesn't have to be).
2421 *
2422 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2423 * keys.
2424 *
2425 * Returns TRUE on success.
2426 */
2427int
2428set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2429{ 2350{
2430 key_value *field = NULL, *last = NULL; 2351 for (key_value *kv = key_values; kv; kv = kv->next)
2431 2352 if (kv->key == key)
2432 for (field = op->key_values; field != NULL; field = field->next)
2433 {
2434 if (field->key != canonical_key)
2435 { 2353 {
2436 last = field; 2354 kv->value = value;
2437 continue; 2355 return;
2438 } 2356 }
2439 2357
2440 if (value) 2358 key_value *kv = new key_value;
2441 field->value = value; 2359
2442 else 2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365}
2366
2367void
2368object::kv_del (const shstr &key)
2369{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key)
2443 { 2372 {
2444 /* Basically, if the archetype has this key set, 2373 key_value *kv = *kvp;
2445 * we need to store the null value so when we save 2374 *kvp = (*kvp)->next;
2446 * it, we save the empty value so that when we load, 2375 delete kv;
2447 * we get this value back again. 2376 return;
2448 */
2449 if (get_ob_key_link (op->arch, canonical_key))
2450 field->value = 0;
2451 else
2452 {
2453 if (last)
2454 last->next = field->next;
2455 else
2456 op->key_values = field->next;
2457
2458 delete field;
2459 }
2460 } 2377 }
2461 return TRUE;
2462 }
2463 /* IF we get here, key doesn't exist */
2464
2465 /* No field, we'll have to add it. */
2466
2467 if (!add_key)
2468 return FALSE;
2469
2470 /* There isn't any good reason to store a null
2471 * value in the key/value list. If the archetype has
2472 * this key, then we should also have it, so shouldn't
2473 * be here. If user wants to store empty strings,
2474 * should pass in ""
2475 */
2476 if (value == NULL)
2477 return TRUE;
2478
2479 field = new key_value;
2480
2481 field->key = canonical_key;
2482 field->value = value;
2483 /* Usual prepend-addition. */
2484 field->next = op->key_values;
2485 op->key_values = field;
2486
2487 return TRUE;
2488}
2489
2490/*
2491 * Updates the key in op to value.
2492 *
2493 * If add_key is FALSE, this will only update existing keys,
2494 * and not add new ones.
2495 * In general, should be little reason FALSE is ever passed in for add_key
2496 *
2497 * Returns TRUE on success.
2498 */
2499int
2500set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2501{
2502 shstr key_ (key);
2503
2504 return set_ob_key_value_s (op, key_, value, add_key);
2505} 2378}
2506 2379
2507object::depth_iterator::depth_iterator (object *container) 2380object::depth_iterator::depth_iterator (object *container)
2508: iterator_base (container) 2381: iterator_base (container)
2509{ 2382{
2559{ 2432{
2560 char flagdesc[512]; 2433 char flagdesc[512];
2561 char info2[256 * 4]; 2434 char info2[256 * 4];
2562 char *p = info; 2435 char *p = info;
2563 2436
2564 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2437 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2565 count, 2438 count,
2566 uuid.c_str (), 2439 uuid.c_str (),
2567 &name, 2440 &name,
2568 title ? "\",title:\"" : "", 2441 title ? ",title:\"" : "",
2569 title ? (const char *)title : "", 2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2570 flag_desc (flagdesc, 512), type); 2444 flag_desc (flagdesc, 512), type);
2571 2445
2572 if (!this->flag[FLAG_REMOVED] && env) 2446 if (!flag[FLAG_REMOVED] && env)
2573 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2574 2448
2575 if (map) 2449 if (map)
2576 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2450 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2577 2451
2607object::open_container (object *new_container) 2481object::open_container (object *new_container)
2608{ 2482{
2609 if (container == new_container) 2483 if (container == new_container)
2610 return; 2484 return;
2611 2485
2612 if (object *old_container = container) 2486 object *old_container = container;
2487
2488 if (old_container)
2613 { 2489 {
2614 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2490 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2615 return; 2491 return;
2616 2492
2617#if 0 2493#if 0
2619 if (object *closer = old_container->inv) 2495 if (object *closer = old_container->inv)
2620 if (closer->type == CLOSE_CON) 2496 if (closer->type == CLOSE_CON)
2621 closer->destroy (); 2497 closer->destroy ();
2622#endif 2498#endif
2623 2499
2500 // make sure the container is available
2501 esrv_send_item (this, old_container);
2502
2624 old_container->flag [FLAG_APPLIED] = 0; 2503 old_container->flag [FLAG_APPLIED] = false;
2625 container = 0; 2504 container = 0;
2626 2505
2506 // client needs item update to make it work, client bug requires this to be separate
2627 esrv_update_item (UPD_FLAGS, this, old_container); 2507 esrv_update_item (UPD_FLAGS, this, old_container);
2508
2628 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2629 play_sound (sound_find ("chest_close")); 2510 play_sound (sound_find ("chest_close"));
2630 } 2511 }
2631 2512
2632 if (new_container) 2513 if (new_container)
2645 } 2526 }
2646#endif 2527#endif
2647 2528
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2649 2530
2531 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container);
2533
2650 new_container->flag [FLAG_APPLIED] = 1; 2534 new_container->flag [FLAG_APPLIED] = true;
2651 container = new_container; 2535 container = new_container;
2652 2536
2537 // client needs flag change
2653 esrv_update_item (UPD_FLAGS, this, new_container); 2538 esrv_update_item (UPD_FLAGS, this, new_container);
2654 esrv_send_inventory (this, new_container); 2539 esrv_send_inventory (this, new_container);
2655 play_sound (sound_find ("chest_open")); 2540 play_sound (sound_find ("chest_open"));
2656 } 2541 }
2542// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset ();
2657} 2544}
2658 2545
2659object * 2546object *
2660object::force_find (const shstr name) 2547object::force_find (const shstr name)
2661{ 2548{
2667 return splay (tmp); 2554 return splay (tmp);
2668 2555
2669 return 0; 2556 return 0;
2670} 2557}
2671 2558
2672void 2559object *
2673object::force_add (const shstr name, int duration) 2560object::force_add (const shstr name, int duration)
2674{ 2561{
2675 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2676 force->destroy (); 2563 force->destroy ();
2677 2564
2683 2570
2684 force->set_speed (duration ? 1.f / duration : 0.f); 2571 force->set_speed (duration ? 1.f / duration : 0.f);
2685 force->flag [FLAG_IS_USED_UP] = true; 2572 force->flag [FLAG_IS_USED_UP] = true;
2686 force->flag [FLAG_APPLIED] = true; 2573 force->flag [FLAG_APPLIED] = true;
2687 2574
2688 insert (force); 2575 return insert (force);
2689} 2576}
2690 2577
2691void 2578void
2692object::play_sound (faceidx sound) 2579object::play_sound (faceidx sound)
2693{ 2580{
2704 } 2591 }
2705 else 2592 else
2706 map->play_sound (sound, x, y); 2593 map->play_sound (sound, x, y);
2707} 2594}
2708 2595
2596void
2597object::make_noise ()
2598{
2599 // we do not model noise in the map, so instead put
2600 // a temporary light into the noise source
2601 // could use the map instead, but that's less reliable for our
2602 // goal, which is to make invisibility a bit harder to exploit
2603
2604 // currently only works sensibly for players
2605 if (!is_player ())
2606 return;
2607
2608 // find old force, or create new one
2609 object *force = force_find (shstr_noise_force);
2610
2611 if (force)
2612 force->speed_left = -1.f; // patch old speed up
2613 else
2614 {
2615 force = archetype::get (shstr_noise_force);
2616
2617 force->slaying = shstr_noise_force;
2618 force->stats.food = 1;
2619 force->speed_left = -1.f;
2620
2621 force->set_speed (1.f / 4.f);
2622 force->flag [FLAG_IS_USED_UP] = true;
2623 force->flag [FLAG_APPLIED] = true;
2624
2625 insert (force);
2626 }
2627}
2628

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