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Comparing deliantra/server/common/object.C (file contents):
Revision 1.218 by root, Wed Apr 23 07:25:54 2008 UTC vs.
Revision 1.273 by root, Sat Dec 27 04:15:56 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 = 10000;
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
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 (false);
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 {
950 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE 925 || op->type == RUNE
952 || op->type == TRAP 926 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (true); 929 op->destroy ();
956 else 930 else
957 map->insert (op, x, y); 931 map->insert (op, x, y);
958 } 932 }
959 } 933 }
960} 934}
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);
983 unlink (); 978 unlink ();
984 979
985 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
986 981
987 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map; 983 map = &freed_map;
1006 x = 1; 984 x = 1;
1007 y = 1; 985 y = 1;
1008 }
1009 986
1010 if (more) 987 if (more)
1011 { 988 {
1012 more->destroy (); 989 more->destroy ();
1013 more = 0; 990 more = 0;
1021 attacked_by = 0; 998 attacked_by = 0;
1022 current_weapon = 0; 999 current_weapon = 0;
1023} 1000}
1024 1001
1025void 1002void
1026object::destroy (bool destroy_inventory) 1003object::destroy ()
1027{ 1004{
1028 if (destroyed ()) 1005 if (destroyed ())
1029 return; 1006 return;
1030 1007
1031 destroy_inv (!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
1015 destroy_inv (false);
1032 1016
1033 if (is_head ()) 1017 if (is_head ())
1034 if (sound_destroy) 1018 if (sound_destroy)
1035 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1036 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1055 if (flag [FLAG_REMOVED]) 1039 if (flag [FLAG_REMOVED])
1056 return; 1040 return;
1057 1041
1058 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1059 1043
1060 if (object *pl = visible_to ())
1061 esrv_del_item (pl->contr, count);
1062
1063 flag [FLAG_REMOVED] = true; 1044 flag [FLAG_REMOVED] = true;
1064 1045
1065 if (more) 1046 if (more)
1066 more->remove (); 1047 more->remove ();
1067 1048
1069 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1070 * inventory. 1051 * inventory.
1071 */ 1052 */
1072 if (env) 1053 if (env)
1073 { 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
1074 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1075 1061
1076 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1077
1078 if (below)
1079 below->above = above;
1080 1063
1081 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1082 * 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
1083 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1084 */ 1067 */
1085 map = env->map; 1068 map = env->map;
1086 x = env->x; 1069 x = env->x;
1087 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
1088 above = 0; 1076 above = 0;
1089 below = 0; 1077 below = 0;
1090 env = 0; 1078 env = 0;
1091 1079
1092 /* 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
1093 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1094 * to save cpu time. 1082 * to save cpu time.
1095 */ 1083 */
1096 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 {
1097 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 }
1098 } 1092 }
1099 else if (map) 1093 else if (map)
1100 { 1094 {
1101 if (type == PLAYER)
1102 {
1103 // leaving a spot always closes any open container on the ground
1104 if (container && !container->env)
1105 // this causes spurious floorbox updates, but it ensures
1106 // that the CLOSE event is being sent.
1107 close_container ();
1108
1109 --map->players;
1110 map->touch ();
1111 }
1112
1113 map->dirty = true; 1095 map->dirty = true;
1114 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1115 1097
1098 if (object *pl = ms.player ())
1099 {
1100 if (is_player ())
1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1105 // leaving a spot always closes any open container on the ground
1106 if (container && !container->env)
1107 // this causes spurious floorbox updates, but it ensures
1108 // that the CLOSE event is being sent.
1109 close_container ();
1110
1111 --map->players;
1112 map->touch ();
1113 }
1114 else if (pl->container == this)
1115 {
1116 // removing a container should close it
1117 close_container ();
1118 }
1119
1120 esrv_del_item (pl->contr, count);
1121 }
1122
1116 /* link the object above us */ 1123 /* link the object above us */
1117 if (above) 1124 // re-link, make sure compiler can easily use cmove
1118 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
1119 else 1126 *(below ? &below->above : &ms.bot) = above;
1120 ms.top = below; /* we were top, set new top */
1121
1122 /* Relink the object below us, if there is one */
1123 if (below)
1124 below->above = above;
1125 else
1126 {
1127 /* Nothing below, which means we need to relink map object for this space
1128 * use translated coordinates in case some oddness with map tiling is
1129 * evident
1130 */
1131 if (GET_MAP_OB (map, x, y) != this)
1132 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 ());
1133
1134 ms.bot = above; /* goes on above it. */
1135 }
1136 1127
1137 above = 0; 1128 above = 0;
1138 below = 0; 1129 below = 0;
1130
1131 ms.invalidate ();
1139 1132
1140 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1141 return; 1134 return;
1142 1135
1143 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1150 * appropriately. 1143 * appropriately.
1151 */ 1144 */
1152 pl->close_container (); 1145 pl->close_container ();
1153 1146
1154 //TODO: the floorbox prev/next might need updating 1147 //TODO: the floorbox prev/next might need updating
1155 esrv_del_item (pl->contr, count); 1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1156 } 1152 }
1157 1153
1158 for (tmp = ms.bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1159 { 1155 {
1160 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1173 } 1169 }
1174 1170
1175 last = tmp; 1171 last = tmp;
1176 } 1172 }
1177 1173
1178 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1179 //TODO: this makes little sense, why only update the topmost object?
1180 if (!last)
1181 map->at (x, y).flags_ = 0;
1182 else
1183 update_object (last, UP_OBJ_REMOVE);
1184
1185 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1186 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1187 } 1176 }
1188} 1177}
1189 1178
1190/* 1179/*
1214 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1215 1204
1216 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1217 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1218 1207
1219 op->destroy (1); 1208 op->destroy ();
1220 1209
1221 return top; 1210 return top;
1222 } 1211 }
1223 1212
1224 return 0; 1213 return 0;
1252 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1253 */ 1242 */
1254object * 1243object *
1255insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1256{ 1245{
1246 op->remove ();
1247
1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1258 { 1249 {
1259 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1260 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1261 } 1252 }
1284 * just 'op' otherwise 1275 * just 'op' otherwise
1285 */ 1276 */
1286object * 1277object *
1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1288{ 1279{
1289 assert (!op->flag [FLAG_FREED]);
1290
1291 op->remove (); 1280 op->remove ();
1281
1282 if (m == &freed_map)//D TODO: remove soon
1283 {//D
1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1285 }//D
1292 1286
1293 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work 1289 * need extra work
1296 */ 1290 */
1297 if (!xy_normalise (m, op->x, op->y)) 1291 if (!xy_normalise (m, op->x, op->y))
1298 { 1292 {
1299 op->destroy (1); 1293 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1300 return 0; 1294 return 0;
1301 } 1295 }
1302 1296
1303 if (object *more = op->more) 1297 if (object *more = op->more)
1304 if (!insert_ob_in_map (more, m, originator, flag)) 1298 if (!insert_ob_in_map (more, m, originator, flag))
1313 */ 1307 */
1314 if (op->nrof && !(flag & INS_NO_MERGE)) 1308 if (op->nrof && !(flag & INS_NO_MERGE))
1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1309 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1316 if (object::can_merge (op, tmp)) 1310 if (object::can_merge (op, tmp))
1317 { 1311 {
1318 // TODO: we atcually want to update tmp, not op, 1312 // TODO: we actually want to update tmp, not op,
1319 // but some caller surely breaks when we return tmp 1313 // but some caller surely breaks when we return tmp
1320 // from here :/ 1314 // from here :/
1321 op->nrof += tmp->nrof; 1315 op->nrof += tmp->nrof;
1322 tmp->destroy (1); 1316 tmp->destroy ();
1323 } 1317 }
1324 1318
1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1319 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1326 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1320 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1327 1321
1334 { 1328 {
1335 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1329 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1336 abort (); 1330 abort ();
1337 } 1331 }
1338 1332
1333 if (!originator->is_on_map ())
1334 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1335 op->debug_desc (), originator->debug_desc ());
1336
1339 op->above = originator; 1337 op->above = originator;
1340 op->below = originator->below; 1338 op->below = originator->below;
1341
1342 if (op->below)
1343 op->below->above = op;
1344 else
1345 ms.bot = op;
1346
1347 /* since *below* originator, no need to update top */
1348 originator->below = op; 1339 originator->below = op;
1340
1341 *(op->below ? &op->below->above : &ms.bot) = op;
1349 } 1342 }
1350 else 1343 else
1351 { 1344 {
1352 object *top, *floor = NULL; 1345 object *floor = 0;
1353 1346 object *top = ms.top;
1354 top = ms.bot;
1355 1347
1356 /* If there are other objects, then */ 1348 /* If there are other objects, then */
1357 if (top) 1349 if (top)
1358 { 1350 {
1359 object *last = 0;
1360
1361 /* 1351 /*
1362 * If there are multiple objects on this space, we do some trickier handling. 1352 * If there are multiple objects on this space, we do some trickier handling.
1363 * We've already dealt with merging if appropriate. 1353 * We've already dealt with merging if appropriate.
1364 * Generally, we want to put the new object on top. But if 1354 * Generally, we want to put the new object on top. But if
1365 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1368 * once we get to them. This reduces the need to traverse over all of 1358 * once we get to them. This reduces the need to traverse over all of
1369 * them when adding another one - this saves quite a bit of cpu time 1359 * them when adding another one - this saves quite a bit of cpu time
1370 * when lots of spells are cast in one area. Currently, it is presumed 1360 * when lots of spells are cast in one area. Currently, it is presumed
1371 * that flying non pickable objects are spell objects. 1361 * that flying non pickable objects are spell objects.
1372 */ 1362 */
1373 for (top = ms.bot; top; top = top->above) 1363 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1374 { 1364 {
1375 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1365 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1376 floor = top; 1366 floor = tmp;
1377 1367
1378 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1368 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1379 { 1369 {
1380 /* We insert above top, so we want this object below this */ 1370 /* We insert above top, so we want this object below this */
1381 top = top->below; 1371 top = tmp->below;
1382 break; 1372 break;
1383 } 1373 }
1384 1374
1385 last = top; 1375 top = tmp;
1386 } 1376 }
1387
1388 /* Don't want top to be NULL, so set it to the last valid object */
1389 top = last;
1390 1377
1391 /* We let update_position deal with figuring out what the space 1378 /* We let update_position deal with figuring out what the space
1392 * looks like instead of lots of conditions here. 1379 * looks like instead of lots of conditions here.
1393 * makes things faster, and effectively the same result. 1380 * makes things faster, and effectively the same result.
1394 */ 1381 */
1401 */ 1388 */
1402 if (!(flag & INS_ON_TOP) 1389 if (!(flag & INS_ON_TOP)
1403 && ms.flags () & P_BLOCKSVIEW 1390 && ms.flags () & P_BLOCKSVIEW
1404 && (op->face && !faces [op->face].visibility)) 1391 && (op->face && !faces [op->face].visibility))
1405 { 1392 {
1393 object *last;
1394
1406 for (last = top; last != floor; last = last->below) 1395 for (last = top; last != floor; last = last->below)
1407 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1396 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1408 break; 1397 break;
1409 1398
1410 /* Check to see if we found the object that blocks view, 1399 /* Check to see if we found the object that blocks view,
1418 } /* If objects on this space */ 1407 } /* If objects on this space */
1419 1408
1420 if (flag & INS_ABOVE_FLOOR_ONLY) 1409 if (flag & INS_ABOVE_FLOOR_ONLY)
1421 top = floor; 1410 top = floor;
1422 1411
1423 /* Top is the object that our object (op) is going to get inserted above. 1412 // insert object above top, or bottom-most if top = 0
1424 */
1425
1426 /* First object on this space */
1427 if (!top) 1413 if (!top)
1428 { 1414 {
1415 op->below = 0;
1429 op->above = ms.bot; 1416 op->above = ms.bot;
1430
1431 if (op->above)
1432 op->above->below = op;
1433
1434 op->below = 0;
1435 ms.bot = op; 1417 ms.bot = op;
1418
1419 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1420 }
1437 else 1421 else
1438 { /* get inserted into the stack above top */ 1422 {
1439 op->above = top->above; 1423 op->above = top->above;
1440
1441 if (op->above)
1442 op->above->below = op; 1424 top->above = op;
1443 1425
1444 op->below = top; 1426 op->below = top;
1445 top->above = op; 1427 *(op->above ? &op->above->below : &ms.top) = op;
1446 } 1428 }
1429 }
1447 1430
1448 if (!op->above) 1431 if (op->is_player ())
1449 ms.top = op;
1450 } /* else not INS_BELOW_ORIGINATOR */
1451
1452 if (op->type == PLAYER)
1453 { 1432 {
1454 op->contr->do_los = 1; 1433 op->contr->do_los = 1;
1455 ++op->map->players; 1434 ++op->map->players;
1456 op->map->touch (); 1435 op->map->touch ();
1457 } 1436 }
1458 1437
1459 op->map->dirty = true; 1438 op->map->dirty = true;
1460 1439
1461 if (object *pl = ms.player ()) 1440 if (object *pl = ms.player ())
1462 //TODO: the floorbox prev/next might need updating 1441 //TODO: the floorbox prev/next might need updating
1463 esrv_send_item (pl, op); 1442 //esrv_send_item (pl, op);
1443 //TODO: update floorbox to preserve ordering
1444 if (pl->contr->ns)
1445 pl->contr->ns->floorbox_update ();
1464 1446
1465 /* If this object glows, it may affect lighting conditions that are 1447 /* If this object glows, it may affect lighting conditions that are
1466 * visible to others on this map. But update_all_los is really 1448 * visible to others on this map. But update_all_los is really
1467 * an inefficient way to do this, as it means los for all players 1449 * an inefficient way to do this, as it means los for all players
1468 * on the map will get recalculated. The players could very well 1450 * on the map will get recalculated. The players could very well
1469 * be far away from this change and not affected in any way - 1451 * be far away from this change and not affected in any way -
1470 * this should get redone to only look for players within range, 1452 * this should get redone to only look for players within range,
1471 * or just updating the P_UPTODATE for spaces within this area 1453 * or just updating the P_UPTODATE for spaces within this area
1472 * of effect may be sufficient. 1454 * of effect may be sufficient.
1473 */ 1455 */
1474 if (op->map->darkness && (op->glow_radius != 0)) 1456 if (op->affects_los ())
1457 {
1458 op->ms ().invalidate ();
1475 update_all_los (op->map, op->x, op->y); 1459 update_all_los (op->map, op->x, op->y);
1460 }
1476 1461
1477 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1462 /* updates flags (blocked, alive, no magic, etc) for this map space */
1478 update_object (op, UP_OBJ_INSERT); 1463 update_object (op, UP_OBJ_INSERT);
1479 1464
1480 INVOKE_OBJECT (INSERT, op); 1465 INVOKE_OBJECT (INSERT, op);
1514{ 1499{
1515 /* first search for itself and remove any old instances */ 1500 /* first search for itself and remove any old instances */
1516 1501
1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1502 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1518 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1503 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1519 tmp->destroy (1); 1504 tmp->destroy ();
1520 1505
1521 object *tmp = arch_to_object (archetype::find (arch_string)); 1506 object *tmp = arch_to_object (archetype::find (arch_string));
1522 1507
1523 tmp->x = op->x; 1508 tmp->x = op->x;
1524 tmp->y = op->y; 1509 tmp->y = op->y;
1548 if (!nr) 1533 if (!nr)
1549 return true; 1534 return true;
1550 1535
1551 nr = min (nr, nrof); 1536 nr = min (nr, nrof);
1552 1537
1538 if (nrof > nr)
1539 {
1553 nrof -= nr; 1540 nrof -= nr;
1554
1555 if (nrof)
1556 {
1557 adjust_weight (env, -weight * nr); // carrying == 0 1541 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1558 1542
1559 if (object *pl = visible_to ()) 1543 if (object *pl = visible_to ())
1560 esrv_update_item (UPD_NROF, pl, this); 1544 esrv_update_item (UPD_NROF, pl, this);
1561 1545
1562 return true; 1546 return true;
1563 } 1547 }
1564 else 1548 else
1565 { 1549 {
1566 destroy (1); 1550 destroy ();
1567 return false; 1551 return false;
1568 } 1552 }
1569} 1553}
1570 1554
1571/* 1555/*
1588 } 1572 }
1589 else 1573 else
1590 { 1574 {
1591 decrease (nr); 1575 decrease (nr);
1592 1576
1593 object *op = object_create_clone (this); 1577 object *op = deep_clone ();
1594 op->nrof = nr; 1578 op->nrof = nr;
1595 return op; 1579 return op;
1596 } 1580 }
1597} 1581}
1598 1582
1648 if (object *pl = tmp->visible_to ()) 1632 if (object *pl = tmp->visible_to ())
1649 esrv_update_item (UPD_NROF, pl, tmp); 1633 esrv_update_item (UPD_NROF, pl, tmp);
1650 1634
1651 adjust_weight (this, op->total_weight ()); 1635 adjust_weight (this, op->total_weight ());
1652 1636
1653 op->destroy (1); 1637 op->destroy ();
1654 op = tmp; 1638 op = tmp;
1655 goto inserted; 1639 goto inserted;
1656 } 1640 }
1657 1641
1658 op->owner = 0; // it's his/hers now. period. 1642 op->owner = 0; // it's his/hers now. period.
1676 1660
1677 adjust_weight (this, op->total_weight ()); 1661 adjust_weight (this, op->total_weight ());
1678 1662
1679inserted: 1663inserted:
1680 /* reset the light list and los of the players on the map */ 1664 /* reset the light list and los of the players on the map */
1681 if (op->glow_radius && map && map->darkness) 1665 if (op->glow_radius && is_on_map ())
1666 {
1667 update_stats ();
1682 update_all_los (map, x, y); 1668 update_all_los (map, x, y);
1683 1669 }
1670 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1684 // if this is a player's inventory, update stats 1671 // if this is a player's inventory, update stats
1685 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1686 update_stats (); 1672 update_stats ();
1687 1673
1688 INVOKE_OBJECT (INSERT, this); 1674 INVOKE_OBJECT (INSERT, this);
1689 1675
1690 return op; 1676 return op;
1774 { 1760 {
1775 1761
1776 float 1762 float
1777 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1778 1764
1779 if (op->type == PLAYER) 1765 if (op->is_player ())
1780 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1781 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1782 diff /= 4.0; 1768 diff /= 4.0;
1783 1769
1784 op->speed_left -= diff; 1770 op->speed_left -= diff;
1819 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1820 return NULL; 1806 return NULL;
1821 } 1807 }
1822 1808
1823 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1824 if (tmp->arch == at) 1810 if (tmp->arch->archname == at->archname)
1825 return tmp; 1811 return tmp;
1826 1812
1827 return NULL; 1813 return NULL;
1828} 1814}
1829 1815
1893 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1894 */ 1880 */
1895object * 1881object *
1896present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
1897{ 1883{
1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1899 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1900 return tmp; 1886 return tmp;
1901 1887
1902 return NULL; 1888 return NULL;
1903} 1889}
1904 1890
1992 * head of the object should correspond for the entire object. 1978 * head of the object should correspond for the entire object.
1993 */ 1979 */
1994 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1995 continue; 1981 continue;
1996 1982
1997 if (ob->blocked (m, pos.x, pos.y)) 1983 if (ob->blocked (pos.m, pos.x, pos.y))
1998 continue; 1984 continue;
1999 1985
2000 altern [index++] = i; 1986 altern [index++] = i;
2001 } 1987 }
2002 1988
2110 if ((move_type & blocked) == move_type) 2096 if ((move_type & blocked) == move_type)
2111 max = maxfree[i]; 2097 max = maxfree[i];
2112 else if (mflags & P_IS_ALIVE) 2098 else if (mflags & P_IS_ALIVE)
2113 { 2099 {
2114 for (tmp = ms.bot; tmp; tmp = tmp->above) 2100 for (tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2101 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2116 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2117 break; 2103 break;
2118 2104
2119 if (tmp) 2105 if (tmp)
2120 return freedir[i]; 2106 return freedir[i];
2306int 2292int
2307can_pick (const object *who, const object *item) 2293can_pick (const object *who, const object *item)
2308{ 2294{
2309 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2310 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2311 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2312} 2298}
2313 2299
2314/* 2300/*
2315 * create clone from object to another 2301 * create clone from object to another
2316 */ 2302 */
2317object * 2303object *
2318object_create_clone (object *asrc) 2304object::deep_clone ()
2319{ 2305{
2320 object *dst = 0, *tmp, *src, *prev, *item; 2306 assert (("deep_clone called on non-head object", is_head ()));
2321 2307
2322 if (!asrc) 2308 object *dst = clone ();
2323 return 0;
2324 2309
2325 src = asrc->head_ (); 2310 object *prev = dst;
2326
2327 prev = 0;
2328 for (object *part = src; part; part = part->more) 2311 for (object *part = this->more; part; part = part->more)
2329 { 2312 {
2330 tmp = part->clone (); 2313 object *tmp = part->clone ();
2331 tmp->x -= src->x;
2332 tmp->y -= src->y;
2333
2334 if (!part->head)
2335 {
2336 dst = tmp;
2337 tmp->head = 0;
2338 }
2339 else
2340 tmp->head = dst; 2314 tmp->head = dst;
2341
2342 tmp->more = 0;
2343
2344 if (prev)
2345 prev->more = tmp; 2315 prev->more = tmp;
2346
2347 prev = tmp; 2316 prev = tmp;
2348 } 2317 }
2349 2318
2350 for (item = src->inv; item; item = item->below) 2319 for (object *item = inv; item; item = item->below)
2351 insert_ob_in_ob (object_create_clone (item), dst); 2320 insert_ob_in_ob (item->deep_clone (), dst);
2352 2321
2353 return dst; 2322 return dst;
2354} 2323}
2355 2324
2356/* This returns the first object in who's inventory that 2325/* This returns the first object in who's inventory that
2365 return tmp; 2334 return tmp;
2366 2335
2367 return 0; 2336 return 0;
2368} 2337}
2369 2338
2370/* If ob has a field named key, return the link from the list, 2339const shstr &
2371 * otherwise return NULL. 2340object::kv_get (const shstr &key) const
2372 *
2373 * key must be a passed in shared string - otherwise, this won't
2374 * do the desired thing.
2375 */
2376key_value *
2377get_ob_key_link (const object *ob, const char *key)
2378{ 2341{
2379 for (key_value *link = ob->key_values; link; link = link->next) 2342 for (key_value *kv = key_values; kv; kv = kv->next)
2380 if (link->key == key) 2343 if (kv->key == key)
2381 return link;
2382
2383 return 0;
2384}
2385
2386/*
2387 * Returns the value of op has an extra_field for key, or NULL.
2388 *
2389 * The argument doesn't need to be a shared string.
2390 *
2391 * The returned string is shared.
2392 */
2393const char *
2394get_ob_key_value (const object *op, const char *const key)
2395{
2396 key_value *link;
2397 shstr_cmp canonical_key (key);
2398
2399 if (!canonical_key)
2400 {
2401 /* 1. There being a field named key on any object
2402 * implies there'd be a shared string to find.
2403 * 2. Since there isn't, no object has this field.
2404 * 3. Therefore, *this* object doesn't have this field.
2405 */
2406 return 0;
2407 }
2408
2409 /* This is copied from get_ob_key_link() above -
2410 * only 4 lines, and saves the function call overhead.
2411 */
2412 for (link = op->key_values; link; link = link->next)
2413 if (link->key == canonical_key)
2414 return link->value; 2344 return kv->value;
2415 2345
2416 return 0; 2346 return shstr_null;
2417} 2347}
2418 2348
2419/* 2349void
2420 * Updates the canonical_key in op to value. 2350object::kv_set (const shstr &key, const shstr &value)
2421 *
2422 * canonical_key is a shared string (value doesn't have to be).
2423 *
2424 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2425 * keys.
2426 *
2427 * Returns TRUE on success.
2428 */
2429int
2430set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2431{ 2351{
2432 key_value *field = NULL, *last = NULL; 2352 for (key_value *kv = key_values; kv; kv = kv->next)
2433 2353 if (kv->key == key)
2434 for (field = op->key_values; field != NULL; field = field->next)
2435 {
2436 if (field->key != canonical_key)
2437 { 2354 {
2438 last = field; 2355 kv->value = value;
2439 continue; 2356 return;
2440 } 2357 }
2441 2358
2442 if (value) 2359 key_value *kv = new key_value;
2443 field->value = value; 2360
2444 else 2361 kv->next = key_values;
2362 kv->key = key;
2363 kv->value = value;
2364
2365 key_values = kv;
2366}
2367
2368void
2369object::kv_del (const shstr &key)
2370{
2371 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372 if ((*kvp)->key == key)
2445 { 2373 {
2446 /* Basically, if the archetype has this key set, 2374 key_value *kv = *kvp;
2447 * we need to store the null value so when we save 2375 *kvp = (*kvp)->next;
2448 * it, we save the empty value so that when we load, 2376 delete kv;
2449 * we get this value back again. 2377 return;
2450 */
2451 if (get_ob_key_link (op->arch, canonical_key))
2452 field->value = 0;
2453 else
2454 {
2455 if (last)
2456 last->next = field->next;
2457 else
2458 op->key_values = field->next;
2459
2460 delete field;
2461 }
2462 } 2378 }
2463 return TRUE;
2464 }
2465 /* IF we get here, key doesn't exist */
2466
2467 /* No field, we'll have to add it. */
2468
2469 if (!add_key)
2470 return FALSE;
2471
2472 /* There isn't any good reason to store a null
2473 * value in the key/value list. If the archetype has
2474 * this key, then we should also have it, so shouldn't
2475 * be here. If user wants to store empty strings,
2476 * should pass in ""
2477 */
2478 if (value == NULL)
2479 return TRUE;
2480
2481 field = new key_value;
2482
2483 field->key = canonical_key;
2484 field->value = value;
2485 /* Usual prepend-addition. */
2486 field->next = op->key_values;
2487 op->key_values = field;
2488
2489 return TRUE;
2490}
2491
2492/*
2493 * Updates the key in op to value.
2494 *
2495 * If add_key is FALSE, this will only update existing keys,
2496 * and not add new ones.
2497 * In general, should be little reason FALSE is ever passed in for add_key
2498 *
2499 * Returns TRUE on success.
2500 */
2501int
2502set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2503{
2504 shstr key_ (key);
2505
2506 return set_ob_key_value_s (op, key_, value, add_key);
2507} 2379}
2508 2380
2509object::depth_iterator::depth_iterator (object *container) 2381object::depth_iterator::depth_iterator (object *container)
2510: iterator_base (container) 2382: iterator_base (container)
2511{ 2383{
2561{ 2433{
2562 char flagdesc[512]; 2434 char flagdesc[512];
2563 char info2[256 * 4]; 2435 char info2[256 * 4];
2564 char *p = info; 2436 char *p = info;
2565 2437
2566 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2438 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2567 count, 2439 count,
2568 uuid.c_str (), 2440 uuid.c_str (),
2569 &name, 2441 &name,
2570 title ? "\",title:\"" : "", 2442 title ? ",title:\"" : "",
2571 title ? (const char *)title : "", 2443 title ? (const char *)title : "",
2444 title ? "\"" : "",
2572 flag_desc (flagdesc, 512), type); 2445 flag_desc (flagdesc, 512), type);
2573 2446
2574 if (!flag[FLAG_REMOVED] && env) 2447 if (!flag[FLAG_REMOVED] && env)
2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2448 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2576 2449
2609object::open_container (object *new_container) 2482object::open_container (object *new_container)
2610{ 2483{
2611 if (container == new_container) 2484 if (container == new_container)
2612 return; 2485 return;
2613 2486
2614 if (object *old_container = container) 2487 object *old_container = container;
2488
2489 if (old_container)
2615 { 2490 {
2616 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2491 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2617 return; 2492 return;
2618 2493
2619#if 0 2494#if 0
2621 if (object *closer = old_container->inv) 2496 if (object *closer = old_container->inv)
2622 if (closer->type == CLOSE_CON) 2497 if (closer->type == CLOSE_CON)
2623 closer->destroy (); 2498 closer->destroy ();
2624#endif 2499#endif
2625 2500
2501 // make sure the container is available
2502 esrv_send_item (this, old_container);
2503
2626 old_container->flag [FLAG_APPLIED] = false; 2504 old_container->flag [FLAG_APPLIED] = false;
2627 container = 0; 2505 container = 0;
2628 2506
2507 // client needs item update to make it work, client bug requires this to be separate
2629 esrv_update_item (UPD_FLAGS, this, old_container); 2508 esrv_update_item (UPD_FLAGS, this, old_container);
2509
2630 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2510 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2631 play_sound (sound_find ("chest_close")); 2511 play_sound (sound_find ("chest_close"));
2632 } 2512 }
2633 2513
2634 if (new_container) 2514 if (new_container)
2647 } 2527 }
2648#endif 2528#endif
2649 2529
2650 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2530 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2651 2531
2532 // make sure the container is available, client bug requires this to be separate
2533 esrv_send_item (this, new_container);
2534
2652 new_container->flag [FLAG_APPLIED] = true; 2535 new_container->flag [FLAG_APPLIED] = true;
2653 container = new_container; 2536 container = new_container;
2654 2537
2538 // client needs flag change
2655 esrv_update_item (UPD_FLAGS, this, new_container); 2539 esrv_update_item (UPD_FLAGS, this, new_container);
2656 esrv_send_inventory (this, new_container); 2540 esrv_send_inventory (this, new_container);
2657 play_sound (sound_find ("chest_open")); 2541 play_sound (sound_find ("chest_open"));
2658 } 2542 }
2543// else if (!old_container->env && contr && contr->ns)
2544// contr->ns->floorbox_reset ();
2659} 2545}
2660 2546
2661object * 2547object *
2662object::force_find (const shstr name) 2548object::force_find (const shstr name)
2663{ 2549{
2669 return splay (tmp); 2555 return splay (tmp);
2670 2556
2671 return 0; 2557 return 0;
2672} 2558}
2673 2559
2674void 2560object *
2675object::force_add (const shstr name, int duration) 2561object::force_add (const shstr name, int duration)
2676{ 2562{
2677 if (object *force = force_find (name)) 2563 if (object *force = force_find (name))
2678 force->destroy (); 2564 force->destroy ();
2679 2565
2685 2571
2686 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->set_speed (duration ? 1.f / duration : 0.f);
2687 force->flag [FLAG_IS_USED_UP] = true; 2573 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2689 2575
2690 insert (force); 2576 return insert (force);
2691} 2577}
2692 2578
2693void 2579void
2694object::play_sound (faceidx sound) 2580object::play_sound (faceidx sound)
2695{ 2581{
2706 } 2592 }
2707 else 2593 else
2708 map->play_sound (sound, x, y); 2594 map->play_sound (sound, x, y);
2709} 2595}
2710 2596
2597void
2598object::make_noise ()
2599{
2600 // we do not model noise in the map, so instead put
2601 // a temporary light into the noise source
2602 // could use the map instead, but that's less reliable for our
2603 // goal, which is to make invisibility a bit harder to exploit
2604
2605 // currently only works sensibly for players
2606 if (!is_player ())
2607 return;
2608
2609 // find old force, or create new one
2610 object *force = force_find (shstr_noise_force);
2611
2612 if (force)
2613 force->speed_left = -1.f; // patch old speed up
2614 else
2615 {
2616 force = archetype::get (shstr_noise_force);
2617
2618 force->slaying = shstr_noise_force;
2619 force->stats.food = 1;
2620 force->speed_left = -1.f;
2621
2622 force->set_speed (1.f / 4.f);
2623 force->flag [FLAG_IS_USED_UP] = true;
2624 force->flag [FLAG_APPLIED] = true;
2625
2626 insert (force);
2627 }
2628}
2629

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