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Comparing deliantra/server/common/object.C (file contents):
Revision 1.223 by root, Wed Apr 30 08:29:31 2008 UTC vs.
Revision 1.270 by root, Sat Dec 27 02:31:19 2008 UTC

139 139
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 141static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
143{ 143{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
149 */ 147 */
150 148
151 /* For each field in wants, */ 149 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 151 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 152 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
200 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 187 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
203 return 0; 189 return 0;
204 190
205 /* Do not merge objects if nrof would overflow. First part checks 191 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 192 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 194 return 0;
212 195
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 204
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 207
225 if (ob1->arch->name != ob2->arch->name 208 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 209 || ob1->name != ob2->name
227 || ob1->title != ob2->title 210 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 217 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 233 return 0;
250 234
251 if ((ob1->flag ^ ob2->flag) 235 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 236 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 237 .reset (FLAG_REMOVED)
255 .any ()) 238 .any ())
256 return 0; 239 return 0;
257 240
258 /* This is really a spellbook check - we should in general 241 /* This is really a spellbook check - we should in general
340 { 323 {
341 // see if we are in a container of sorts 324 // see if we are in a container of sorts
342 if (env) 325 if (env)
343 { 326 {
344 // the player inventory itself is always visible 327 // the player inventory itself is always visible
345 if (env->type == PLAYER) 328 if (env->is_player ())
346 return env; 329 return env;
347 330
348 // else a player could have our env open 331 // else a player could have our env open
349 object *envest = env->outer_env (); 332 object *envest = env->outer_env ();
350 333
358 else 341 else
359 { 342 {
360 // maybe there is a player standing on the same mapspace 343 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 344 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
363 if (!pl->container || this == pl->container) 347 || this == pl->container)
364 return pl; 348 return pl;
365 } 349 }
366 } 350 }
367 351
368 return 0; 352 return 0;
369} 353}
370 354
371// adjust weight per container type ("of holding") 355// adjust weight per container type ("of holding")
372static sint32 356static sint32
373weight_adjust (object *op, sint32 weight) 357weight_adjust_for (object *op, sint32 weight)
374{ 358{
375 return op->type == CONTAINER 359 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight; 361 : weight;
378} 362}
384static void 368static void
385adjust_weight (object *op, sint32 weight) 369adjust_weight (object *op, sint32 weight)
386{ 370{
387 while (op) 371 while (op)
388 { 372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
389 weight = weight_adjust (op, weight); 375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
390 377
391 if (!weight) 378 if (!weight)
392 return; 379 return;
393 380
394 op->carrying += weight; 381 op->carrying += weight;
417 op->update_weight (); 404 op->update_weight ();
418 405
419 sum += op->total_weight (); 406 sum += op->total_weight ();
420 } 407 }
421 408
422 sum = weight_adjust (this, sum); 409 sum = weight_adjust_for (this, sum);
423 410
424 if (sum != carrying) 411 if (sum != carrying)
425 { 412 {
426 carrying = sum; 413 carrying = sum;
427 414
489 */ 476 */
490object * 477object *
491find_object_name (const char *str) 478find_object_name (const char *str)
492{ 479{
493 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
494 object *op;
495 481
482 if (str_)
496 for_all_objects (op) 483 for_all_objects (op)
497 if (op->name == str_) 484 if (op->name == str_)
498 break; 485 return op;
499 486
500 return op; 487 return 0;
501} 488}
502 489
503/* 490/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 492 * skill and experience objects.
603 } 590 }
604 591
605 op->key_values = 0; 592 op->key_values = 0;
606} 593}
607 594
608object & 595/*
609object::operator =(const object &src) 596 * copy_to first frees everything allocated by the dst object,
597 * and then copies the contents of itself into the second
598 * object, allocating what needs to be allocated. Basically, any
599 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
600 * if the first object is freed, the pointers in the new object
601 * will point at garbage.
602 */
603void
604object::copy_to (object *dst)
610{ 605{
611 bool is_freed = flag [FLAG_FREED]; 606 dst->remove ();
612 bool is_removed = flag [FLAG_REMOVED];
613
614 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
615
616 flag [FLAG_FREED] = is_freed;
617 flag [FLAG_REMOVED] = is_removed; 608 dst->flag [FLAG_REMOVED] = true;
618 609
619 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
620 if (src.key_values) 611 if (key_values)
621 { 612 {
622 key_value *tail = 0; 613 key_value *tail = 0;
623 key_values = 0; 614 dst->key_values = 0;
624 615
625 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
626 { 617 {
627 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
628 619
629 new_link->next = 0; 620 new_link->next = 0;
630 new_link->key = i->key; 621 new_link->key = i->key;
631 new_link->value = i->value; 622 new_link->value = i->value;
632 623
633 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
634 if (!key_values) 625 if (!dst->key_values)
635 { 626 {
636 key_values = new_link; 627 dst->key_values = new_link;
637 tail = new_link; 628 tail = new_link;
638 } 629 }
639 else 630 else
640 { 631 {
641 tail->next = new_link; 632 tail->next = new_link;
642 tail = new_link; 633 tail = new_link;
643 } 634 }
644 } 635 }
645 } 636 }
646}
647
648/*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660 637
661 if (speed < 0) 638 if (speed < 0)
662 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
663 640
664 dst->set_speed (dst->speed); 641 dst->activate ();
665} 642}
666 643
667void 644void
668object::instantiate () 645object::instantiate ()
669{ 646{
686object * 663object *
687object::clone () 664object::clone ()
688{ 665{
689 object *neu = create (); 666 object *neu = create ();
690 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
691 return neu; 669 return neu;
692} 670}
693 671
694/* 672/*
695 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * If an object with the IS_TURNABLE() flag needs to be turned due
780 else if (action == UP_OBJ_INSERT) 758 else if (action == UP_OBJ_INSERT)
781 { 759 {
782 // this is likely overkill, TODO: revisit (schmorp) 760 // this is likely overkill, TODO: revisit (schmorp)
783 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
784 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 763 || (op->is_player () && !(m.flags_ & P_PLAYER))
786 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
787 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
790 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
791 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
792 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
793 * to have move_allow right now. 771 * have move_allow right now.
794 */ 772 */
795 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
796 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
797 m.flags_ = 0; 775 m.invalidate ();
798 } 776 }
799 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
800 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
801 * that is being removed. 779 * that is being removed.
802 */ 780 */
803 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
804 m.flags_ = 0; 782 m.invalidate ();
805 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
806 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
807 else 785 else
808 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
809 787
851object::activate () 829object::activate ()
852{ 830{
853 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
854 if (active) 832 if (active)
855 return; 833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
856 837
857 if (has_active_speed ()) 838 if (has_active_speed ())
858 actives.insert (this); 839 actives.insert (this);
859} 840}
860 841
924 * drop on that space. 905 * drop on that space.
925 */ 906 */
926 if (!drop_to_ground 907 if (!drop_to_ground
927 || !map 908 || !map
928 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
929 || map->nodrop 910 || map->no_drop
930 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
931 { 912 {
932 while (inv) 913 while (inv)
933 {
934 inv->destroy_inv (false);
935 inv->destroy (); 914 inv->destroy ();
936 }
937 } 915 }
938 else 916 else
939 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
940 while (inv) 918 while (inv)
941 { 919 {
945 || op->flag [FLAG_NO_DROP] 923 || op->flag [FLAG_NO_DROP]
946 || op->type == RUNE 924 || op->type == RUNE
947 || op->type == TRAP 925 || op->type == TRAP
948 || op->flag [FLAG_IS_A_TEMPLATE] 926 || op->flag [FLAG_IS_A_TEMPLATE]
949 || op->flag [FLAG_DESTROY_ON_DEATH]) 927 || op->flag [FLAG_DESTROY_ON_DEATH])
950 op->destroy (true); 928 op->destroy ();
951 else 929 else
952 map->insert (op, x, y); 930 map->insert (op, x, y);
953 } 931 }
954 } 932 }
955} 933}
963 941
964static struct freed_map : maptile 942static struct freed_map : maptile
965{ 943{
966 freed_map () 944 freed_map ()
967 { 945 {
968 path = "<freed objects map>"; 946 path = "<freed objects map>";
969 name = "/internal/freed_objects_map"; 947 name = "/internal/freed_objects_map";
970 width = 3; 948 width = 3;
971 height = 3; 949 height = 3;
972 nodrop = 1; 950 no_drop = 1;
951 no_reset = 1;
973 952
974 alloc (); 953 alloc ();
975 in_memory = MAP_ACTIVE; 954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
976 } 960 }
977} freed_map; // freed objects are moved here to avoid crashes 961} freed_map; // freed objects are moved here to avoid crashes
978 962
979void 963void
980object::do_destroy () 964object::do_destroy ()
1013 attacked_by = 0; 997 attacked_by = 0;
1014 current_weapon = 0; 998 current_weapon = 0;
1015} 999}
1016 1000
1017void 1001void
1018object::destroy (bool destroy_inventory) 1002object::destroy ()
1019{ 1003{
1020 if (destroyed ()) 1004 if (destroyed ())
1021 return; 1005 return;
1022 1006
1023 if (!is_head () && !head->destroyed ()) 1007 if (!is_head () && !head->destroyed ())
1024 { 1008 {
1025 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1026 head->destroy (destroy_inventory); 1010 head->destroy ();
1027 return; 1011 return;
1028 } 1012 }
1029 1013
1030 destroy_inv (!destroy_inventory); 1014 destroy_inv (false);
1031 1015
1032 if (is_head ()) 1016 if (is_head ())
1033 if (sound_destroy) 1017 if (sound_destroy)
1034 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
1035 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1072 esrv_del_item (pl->contr, count); 1056 esrv_del_item (pl->contr, count);
1073 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1074 1058
1075 adjust_weight (env, -total_weight ()); 1059 adjust_weight (env, -total_weight ());
1076 1060
1077 *(above ? &above->below : &env->inv) = below; 1061 object *pl = in_player ();
1078
1079 if (below)
1080 below->above = above;
1081 1062
1082 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1083 * the map, but we don't actually do that - it is up 1064 * the map, but we don't actually do that - it is up
1084 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1085 */ 1066 */
1086 map = env->map; 1067 map = env->map;
1087 x = env->x; 1068 x = env->x;
1088 y = env->y; 1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1089 above = 0; 1075 above = 0;
1090 below = 0; 1076 below = 0;
1091 env = 0; 1077 env = 0;
1092 1078
1093 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1094 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1095 * to save cpu time. 1081 * to save cpu time.
1096 */ 1082 */
1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if (pl)
1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 {
1098 otmp->update_stats (); 1086 pl->update_stats ();
1087
1088 if (glow_radius && pl->is_on_map ())
1089 update_all_los (pl->map, pl->x, pl->y);
1090 }
1099 } 1091 }
1100 else if (map) 1092 else if (map)
1101 { 1093 {
1102 map->dirty = true; 1094 map->dirty = true;
1103 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1104 1096
1105 if (object *pl = ms.player ()) 1097 if (object *pl = ms.player ())
1106 { 1098 {
1107 if (type == PLAYER) // this == pl(!) 1099 if (is_player ())
1108 { 1100 {
1101 ms.smell = pticks; // remember the smell of the player
1102
1109 // leaving a spot always closes any open container on the ground 1103 // leaving a spot always closes any open container on the ground
1110 if (container && !container->env) 1104 if (container && !container->env)
1111 // this causes spurious floorbox updates, but it ensures 1105 // this causes spurious floorbox updates, but it ensures
1112 // that the CLOSE event is being sent. 1106 // that the CLOSE event is being sent.
1113 close_container (); 1107 close_container ();
1123 1117
1124 esrv_del_item (pl->contr, count); 1118 esrv_del_item (pl->contr, count);
1125 } 1119 }
1126 1120
1127 /* link the object above us */ 1121 /* link the object above us */
1128 if (above) 1122 // re-link, make sure compiler can easily use cmove
1129 above->below = below; 1123 *(above ? &above->below : &ms.top) = below;
1130 else 1124 *(below ? &below->above : &ms.bot) = above;
1131 ms.top = below; /* we were top, set new top */
1132
1133 /* Relink the object below us, if there is one */
1134 if (below)
1135 below->above = above;
1136 else
1137 {
1138 /* Nothing below, which means we need to relink map object for this space
1139 * use translated coordinates in case some oddness with map tiling is
1140 * evident
1141 */
1142 if (GET_MAP_OB (map, x, y) != this)
1143 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 ());
1144
1145 ms.bot = above; /* goes on above it. */
1146 }
1147 1125
1148 above = 0; 1126 above = 0;
1149 below = 0; 1127 below = 0;
1128
1129 ms.invalidate ();
1150 1130
1151 if (map->in_memory == MAP_SAVING) 1131 if (map->in_memory == MAP_SAVING)
1152 return; 1132 return;
1153 1133
1154 int check_walk_off = !flag [FLAG_NO_APPLY]; 1134 int check_walk_off = !flag [FLAG_NO_APPLY];
1161 * appropriately. 1141 * appropriately.
1162 */ 1142 */
1163 pl->close_container (); 1143 pl->close_container ();
1164 1144
1165 //TODO: the floorbox prev/next might need updating 1145 //TODO: the floorbox prev/next might need updating
1166 esrv_del_item (pl->contr, count); 1146 //esrv_del_item (pl->contr, count);
1147 //TODO: update floorbox to preserve ordering
1148 if (pl->contr->ns)
1149 pl->contr->ns->floorbox_update ();
1167 } 1150 }
1168 1151
1169 for (tmp = ms.bot; tmp; tmp = tmp->above) 1152 for (tmp = ms.bot; tmp; tmp = tmp->above)
1170 { 1153 {
1171 /* No point updating the players look faces if he is the object 1154 /* No point updating the players look faces if he is the object
1184 } 1167 }
1185 1168
1186 last = tmp; 1169 last = tmp;
1187 } 1170 }
1188 1171
1189 /* last == NULL if there are no objects on this space */ 1172 if (affects_los ())
1190 //TODO: this makes little sense, why only update the topmost object?
1191 if (!last)
1192 map->at (x, y).flags_ = 0;
1193 else
1194 update_object (last, UP_OBJ_REMOVE);
1195
1196 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1197 update_all_los (map, x, y); 1173 update_all_los (map, x, y);
1198 } 1174 }
1199} 1175}
1200 1176
1201/* 1177/*
1225 esrv_update_item (UPD_NROF, pl, top); 1201 esrv_update_item (UPD_NROF, pl, top);
1226 1202
1227 op->weight = 0; // cancel the addition above 1203 op->weight = 0; // cancel the addition above
1228 op->carrying = 0; // must be 0 already 1204 op->carrying = 0; // must be 0 already
1229 1205
1230 op->destroy (1); 1206 op->destroy ();
1231 1207
1232 return top; 1208 return top;
1233 } 1209 }
1234 1210
1235 return 0; 1211 return 0;
1263 * job preparing multi-part monsters. 1239 * job preparing multi-part monsters.
1264 */ 1240 */
1265object * 1241object *
1266insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1242insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1267{ 1243{
1244 op->remove ();
1245
1268 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1246 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1269 { 1247 {
1270 tmp->x = x + tmp->arch->x; 1248 tmp->x = x + tmp->arch->x;
1271 tmp->y = y + tmp->arch->y; 1249 tmp->y = y + tmp->arch->y;
1272 } 1250 }
1295 * just 'op' otherwise 1273 * just 'op' otherwise
1296 */ 1274 */
1297object * 1275object *
1298insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1276insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1299{ 1277{
1300 assert (!op->flag [FLAG_FREED]);
1301
1302 op->remove (); 1278 op->remove ();
1279
1280 if (m == &freed_map)//D TODO: remove soon
1281 {//D
1282 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1283 }//D
1303 1284
1304 /* Ideally, the caller figures this out. However, it complicates a lot 1285 /* Ideally, the caller figures this out. However, it complicates a lot
1305 * of areas of callers (eg, anything that uses find_free_spot would now 1286 * of areas of callers (eg, anything that uses find_free_spot would now
1306 * need extra work 1287 * need extra work
1307 */ 1288 */
1308 if (!xy_normalise (m, op->x, op->y)) 1289 if (!xy_normalise (m, op->x, op->y))
1309 { 1290 {
1310 op->destroy (1); 1291 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1311 return 0; 1292 return 0;
1312 } 1293 }
1313 1294
1314 if (object *more = op->more) 1295 if (object *more = op->more)
1315 if (!insert_ob_in_map (more, m, originator, flag)) 1296 if (!insert_ob_in_map (more, m, originator, flag))
1324 */ 1305 */
1325 if (op->nrof && !(flag & INS_NO_MERGE)) 1306 if (op->nrof && !(flag & INS_NO_MERGE))
1326 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1307 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1327 if (object::can_merge (op, tmp)) 1308 if (object::can_merge (op, tmp))
1328 { 1309 {
1329 // TODO: we atcually want to update tmp, not op, 1310 // TODO: we actually want to update tmp, not op,
1330 // but some caller surely breaks when we return tmp 1311 // but some caller surely breaks when we return tmp
1331 // from here :/ 1312 // from here :/
1332 op->nrof += tmp->nrof; 1313 op->nrof += tmp->nrof;
1333 tmp->destroy (1); 1314 tmp->destroy ();
1334 } 1315 }
1335 1316
1336 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1317 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1337 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1318 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1338 1319
1345 { 1326 {
1346 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1327 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1347 abort (); 1328 abort ();
1348 } 1329 }
1349 1330
1331 if (!originator->is_on_map ())
1332 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1333 op->debug_desc (), originator->debug_desc ());
1334
1350 op->above = originator; 1335 op->above = originator;
1351 op->below = originator->below; 1336 op->below = originator->below;
1352
1353 if (op->below)
1354 op->below->above = op;
1355 else
1356 ms.bot = op;
1357
1358 /* since *below* originator, no need to update top */
1359 originator->below = op; 1337 originator->below = op;
1338
1339 *(op->below ? &op->below->above : &ms.bot) = op;
1360 } 1340 }
1361 else 1341 else
1362 { 1342 {
1363 object *top, *floor = NULL; 1343 object *floor = 0;
1364 1344 object *top = ms.top;
1365 top = ms.bot;
1366 1345
1367 /* If there are other objects, then */ 1346 /* If there are other objects, then */
1368 if (top) 1347 if (top)
1369 { 1348 {
1370 object *last = 0;
1371
1372 /* 1349 /*
1373 * If there are multiple objects on this space, we do some trickier handling. 1350 * If there are multiple objects on this space, we do some trickier handling.
1374 * We've already dealt with merging if appropriate. 1351 * We've already dealt with merging if appropriate.
1375 * Generally, we want to put the new object on top. But if 1352 * Generally, we want to put the new object on top. But if
1376 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1353 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1379 * once we get to them. This reduces the need to traverse over all of 1356 * once we get to them. This reduces the need to traverse over all of
1380 * them when adding another one - this saves quite a bit of cpu time 1357 * them when adding another one - this saves quite a bit of cpu time
1381 * when lots of spells are cast in one area. Currently, it is presumed 1358 * when lots of spells are cast in one area. Currently, it is presumed
1382 * that flying non pickable objects are spell objects. 1359 * that flying non pickable objects are spell objects.
1383 */ 1360 */
1384 for (top = ms.bot; top; top = top->above) 1361 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1385 { 1362 {
1386 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1363 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1387 floor = top; 1364 floor = tmp;
1388 1365
1389 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1366 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1390 { 1367 {
1391 /* We insert above top, so we want this object below this */ 1368 /* We insert above top, so we want this object below this */
1392 top = top->below; 1369 top = tmp->below;
1393 break; 1370 break;
1394 } 1371 }
1395 1372
1396 last = top; 1373 top = tmp;
1397 } 1374 }
1398
1399 /* Don't want top to be NULL, so set it to the last valid object */
1400 top = last;
1401 1375
1402 /* We let update_position deal with figuring out what the space 1376 /* We let update_position deal with figuring out what the space
1403 * looks like instead of lots of conditions here. 1377 * looks like instead of lots of conditions here.
1404 * makes things faster, and effectively the same result. 1378 * makes things faster, and effectively the same result.
1405 */ 1379 */
1412 */ 1386 */
1413 if (!(flag & INS_ON_TOP) 1387 if (!(flag & INS_ON_TOP)
1414 && ms.flags () & P_BLOCKSVIEW 1388 && ms.flags () & P_BLOCKSVIEW
1415 && (op->face && !faces [op->face].visibility)) 1389 && (op->face && !faces [op->face].visibility))
1416 { 1390 {
1391 object *last;
1392
1417 for (last = top; last != floor; last = last->below) 1393 for (last = top; last != floor; last = last->below)
1418 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1394 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1419 break; 1395 break;
1420 1396
1421 /* Check to see if we found the object that blocks view, 1397 /* Check to see if we found the object that blocks view,
1429 } /* If objects on this space */ 1405 } /* If objects on this space */
1430 1406
1431 if (flag & INS_ABOVE_FLOOR_ONLY) 1407 if (flag & INS_ABOVE_FLOOR_ONLY)
1432 top = floor; 1408 top = floor;
1433 1409
1434 /* Top is the object that our object (op) is going to get inserted above. 1410 // insert object above top, or bottom-most if top = 0
1435 */
1436
1437 /* First object on this space */
1438 if (!top) 1411 if (!top)
1439 { 1412 {
1413 op->below = 0;
1440 op->above = ms.bot; 1414 op->above = ms.bot;
1441
1442 if (op->above)
1443 op->above->below = op;
1444
1445 op->below = 0;
1446 ms.bot = op; 1415 ms.bot = op;
1416
1417 *(op->above ? &op->above->below : &ms.top) = op;
1447 } 1418 }
1448 else 1419 else
1449 { /* get inserted into the stack above top */ 1420 {
1450 op->above = top->above; 1421 op->above = top->above;
1451
1452 if (op->above)
1453 op->above->below = op; 1422 top->above = op;
1454 1423
1455 op->below = top; 1424 op->below = top;
1456 top->above = op; 1425 *(op->above ? &op->above->below : &ms.top) = op;
1457 } 1426 }
1427 }
1458 1428
1459 if (!op->above) 1429 if (op->is_player ())
1460 ms.top = op;
1461 } /* else not INS_BELOW_ORIGINATOR */
1462
1463 if (op->type == PLAYER)
1464 { 1430 {
1465 op->contr->do_los = 1; 1431 op->contr->do_los = 1;
1466 ++op->map->players; 1432 ++op->map->players;
1467 op->map->touch (); 1433 op->map->touch ();
1468 } 1434 }
1469 1435
1470 op->map->dirty = true; 1436 op->map->dirty = true;
1471 1437
1472 if (object *pl = ms.player ()) 1438 if (object *pl = ms.player ())
1473 //TODO: the floorbox prev/next might need updating 1439 //TODO: the floorbox prev/next might need updating
1474 esrv_send_item (pl, op); 1440 //esrv_send_item (pl, op);
1441 //TODO: update floorbox to preserve ordering
1442 if (pl->contr->ns)
1443 pl->contr->ns->floorbox_update ();
1475 1444
1476 /* If this object glows, it may affect lighting conditions that are 1445 /* If this object glows, it may affect lighting conditions that are
1477 * visible to others on this map. But update_all_los is really 1446 * visible to others on this map. But update_all_los is really
1478 * an inefficient way to do this, as it means los for all players 1447 * an inefficient way to do this, as it means los for all players
1479 * on the map will get recalculated. The players could very well 1448 * on the map will get recalculated. The players could very well
1480 * be far away from this change and not affected in any way - 1449 * be far away from this change and not affected in any way -
1481 * this should get redone to only look for players within range, 1450 * this should get redone to only look for players within range,
1482 * or just updating the P_UPTODATE for spaces within this area 1451 * or just updating the P_UPTODATE for spaces within this area
1483 * of effect may be sufficient. 1452 * of effect may be sufficient.
1484 */ 1453 */
1485 if (op->map->darkness && (op->glow_radius != 0)) 1454 if (op->affects_los ())
1455 {
1456 op->ms ().invalidate ();
1486 update_all_los (op->map, op->x, op->y); 1457 update_all_los (op->map, op->x, op->y);
1458 }
1487 1459
1488 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1460 /* updates flags (blocked, alive, no magic, etc) for this map space */
1489 update_object (op, UP_OBJ_INSERT); 1461 update_object (op, UP_OBJ_INSERT);
1490 1462
1491 INVOKE_OBJECT (INSERT, op); 1463 INVOKE_OBJECT (INSERT, op);
1525{ 1497{
1526 /* first search for itself and remove any old instances */ 1498 /* first search for itself and remove any old instances */
1527 1499
1528 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1500 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1529 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1501 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1530 tmp->destroy (1); 1502 tmp->destroy ();
1531 1503
1532 object *tmp = arch_to_object (archetype::find (arch_string)); 1504 object *tmp = arch_to_object (archetype::find (arch_string));
1533 1505
1534 tmp->x = op->x; 1506 tmp->x = op->x;
1535 tmp->y = op->y; 1507 tmp->y = op->y;
1559 if (!nr) 1531 if (!nr)
1560 return true; 1532 return true;
1561 1533
1562 nr = min (nr, nrof); 1534 nr = min (nr, nrof);
1563 1535
1536 if (nrof > nr)
1537 {
1564 nrof -= nr; 1538 nrof -= nr;
1565
1566 if (nrof)
1567 {
1568 adjust_weight (env, -weight * nr); // carrying == 0 1539 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1569 1540
1570 if (object *pl = visible_to ()) 1541 if (object *pl = visible_to ())
1571 esrv_update_item (UPD_NROF, pl, this); 1542 esrv_update_item (UPD_NROF, pl, this);
1572 1543
1573 return true; 1544 return true;
1574 } 1545 }
1575 else 1546 else
1576 { 1547 {
1577 destroy (1); 1548 destroy ();
1578 return false; 1549 return false;
1579 } 1550 }
1580} 1551}
1581 1552
1582/* 1553/*
1599 } 1570 }
1600 else 1571 else
1601 { 1572 {
1602 decrease (nr); 1573 decrease (nr);
1603 1574
1604 object *op = object_create_clone (this); 1575 object *op = deep_clone ();
1605 op->nrof = nr; 1576 op->nrof = nr;
1606 return op; 1577 return op;
1607 } 1578 }
1608} 1579}
1609 1580
1659 if (object *pl = tmp->visible_to ()) 1630 if (object *pl = tmp->visible_to ())
1660 esrv_update_item (UPD_NROF, pl, tmp); 1631 esrv_update_item (UPD_NROF, pl, tmp);
1661 1632
1662 adjust_weight (this, op->total_weight ()); 1633 adjust_weight (this, op->total_weight ());
1663 1634
1664 op->destroy (1); 1635 op->destroy ();
1665 op = tmp; 1636 op = tmp;
1666 goto inserted; 1637 goto inserted;
1667 } 1638 }
1668 1639
1669 op->owner = 0; // it's his/hers now. period. 1640 op->owner = 0; // it's his/hers now. period.
1687 1658
1688 adjust_weight (this, op->total_weight ()); 1659 adjust_weight (this, op->total_weight ());
1689 1660
1690inserted: 1661inserted:
1691 /* reset the light list and los of the players on the map */ 1662 /* reset the light list and los of the players on the map */
1692 if (op->glow_radius && map && map->darkness) 1663 if (op->glow_radius && is_on_map ())
1664 {
1665 update_stats ();
1693 update_all_los (map, x, y); 1666 update_all_los (map, x, y);
1694 1667 }
1668 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1695 // if this is a player's inventory, update stats 1669 // if this is a player's inventory, update stats
1696 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1697 update_stats (); 1670 update_stats ();
1698 1671
1699 INVOKE_OBJECT (INSERT, this); 1672 INVOKE_OBJECT (INSERT, this);
1700 1673
1701 return op; 1674 return op;
1785 { 1758 {
1786 1759
1787 float 1760 float
1788 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 diff = tmp->move_slow_penalty * fabs (op->speed);
1789 1762
1790 if (op->type == PLAYER) 1763 if (op->is_player ())
1791 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1792 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1765 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1793 diff /= 4.0; 1766 diff /= 4.0;
1794 1767
1795 op->speed_left -= diff; 1768 op->speed_left -= diff;
1830 LOG (llevError, "Present_arch called outside map.\n"); 1803 LOG (llevError, "Present_arch called outside map.\n");
1831 return NULL; 1804 return NULL;
1832 } 1805 }
1833 1806
1834 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1807 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1835 if (tmp->arch == at) 1808 if (tmp->arch->archname == at->archname)
1836 return tmp; 1809 return tmp;
1837 1810
1838 return NULL; 1811 return NULL;
1839} 1812}
1840 1813
1904 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1905 */ 1878 */
1906object * 1879object *
1907present_arch_in_ob (const archetype *at, const object *op) 1880present_arch_in_ob (const archetype *at, const object *op)
1908{ 1881{
1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 if (tmp->arch == at) 1883 if (tmp->arch->archname == at->archname)
1911 return tmp; 1884 return tmp;
1912 1885
1913 return NULL; 1886 return NULL;
1914} 1887}
1915 1888
2003 * head of the object should correspond for the entire object. 1976 * head of the object should correspond for the entire object.
2004 */ 1977 */
2005 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2006 continue; 1979 continue;
2007 1980
2008 if (ob->blocked (m, pos.x, pos.y)) 1981 if (ob->blocked (pos.m, pos.x, pos.y))
2009 continue; 1982 continue;
2010 1983
2011 altern [index++] = i; 1984 altern [index++] = i;
2012 } 1985 }
2013 1986
2121 if ((move_type & blocked) == move_type) 2094 if ((move_type & blocked) == move_type)
2122 max = maxfree[i]; 2095 max = maxfree[i];
2123 else if (mflags & P_IS_ALIVE) 2096 else if (mflags & P_IS_ALIVE)
2124 { 2097 {
2125 for (tmp = ms.bot; tmp; tmp = tmp->above) 2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2099 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2127 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2100 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2128 break; 2101 break;
2129 2102
2130 if (tmp) 2103 if (tmp)
2131 return freedir[i]; 2104 return freedir[i];
2317int 2290int
2318can_pick (const object *who, const object *item) 2291can_pick (const object *who, const object *item)
2319{ 2292{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2293 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2294 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2295 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2323} 2296}
2324 2297
2325/* 2298/*
2326 * create clone from object to another 2299 * create clone from object to another
2327 */ 2300 */
2328object * 2301object *
2329object_create_clone (object *asrc) 2302object::deep_clone ()
2330{ 2303{
2331 object *dst = 0, *tmp, *src, *prev, *item; 2304 assert (("deep_clone called on non-head object", is_head ()));
2332 2305
2333 if (!asrc) 2306 object *dst = clone ();
2334 return 0;
2335 2307
2336 src = asrc->head_ (); 2308 object *prev = dst;
2337
2338 prev = 0;
2339 for (object *part = src; part; part = part->more) 2309 for (object *part = this->more; part; part = part->more)
2340 { 2310 {
2341 tmp = part->clone (); 2311 object *tmp = part->clone ();
2342 tmp->x -= src->x;
2343 tmp->y -= src->y;
2344
2345 if (!part->head)
2346 {
2347 dst = tmp;
2348 tmp->head = 0;
2349 }
2350 else
2351 tmp->head = dst; 2312 tmp->head = dst;
2352
2353 tmp->more = 0;
2354
2355 if (prev)
2356 prev->more = tmp; 2313 prev->more = tmp;
2357
2358 prev = tmp; 2314 prev = tmp;
2359 } 2315 }
2360 2316
2361 for (item = src->inv; item; item = item->below) 2317 for (object *item = inv; item; item = item->below)
2362 insert_ob_in_ob (object_create_clone (item), dst); 2318 insert_ob_in_ob (item->deep_clone (), dst);
2363 2319
2364 return dst; 2320 return dst;
2365} 2321}
2366 2322
2367/* This returns the first object in who's inventory that 2323/* This returns the first object in who's inventory that
2376 return tmp; 2332 return tmp;
2377 2333
2378 return 0; 2334 return 0;
2379} 2335}
2380 2336
2381/* If ob has a field named key, return the link from the list, 2337const shstr &
2382 * otherwise return NULL. 2338object::kv_get (const shstr &key) const
2383 *
2384 * key must be a passed in shared string - otherwise, this won't
2385 * do the desired thing.
2386 */
2387key_value *
2388get_ob_key_link (const object *ob, const char *key)
2389{ 2339{
2390 for (key_value *link = ob->key_values; link; link = link->next) 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2391 if (link->key == key) 2341 if (kv->key == key)
2392 return link;
2393
2394 return 0;
2395}
2396
2397/*
2398 * Returns the value of op has an extra_field for key, or NULL.
2399 *
2400 * The argument doesn't need to be a shared string.
2401 *
2402 * The returned string is shared.
2403 */
2404const char *
2405get_ob_key_value (const object *op, const char *const key)
2406{
2407 key_value *link;
2408 shstr_cmp canonical_key (key);
2409
2410 if (!canonical_key)
2411 {
2412 /* 1. There being a field named key on any object
2413 * implies there'd be a shared string to find.
2414 * 2. Since there isn't, no object has this field.
2415 * 3. Therefore, *this* object doesn't have this field.
2416 */
2417 return 0;
2418 }
2419
2420 /* This is copied from get_ob_key_link() above -
2421 * only 4 lines, and saves the function call overhead.
2422 */
2423 for (link = op->key_values; link; link = link->next)
2424 if (link->key == canonical_key)
2425 return link->value; 2342 return kv->value;
2426 2343
2427 return 0; 2344 return shstr_null;
2428} 2345}
2429 2346
2430/* 2347void
2431 * Updates the canonical_key in op to value. 2348object::kv_set (const shstr &key, const shstr &value)
2432 *
2433 * canonical_key is a shared string (value doesn't have to be).
2434 *
2435 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2436 * keys.
2437 *
2438 * Returns TRUE on success.
2439 */
2440int
2441set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2442{ 2349{
2443 key_value *field = NULL, *last = NULL; 2350 for (key_value *kv = key_values; kv; kv = kv->next)
2444 2351 if (kv->key == key)
2445 for (field = op->key_values; field != NULL; field = field->next)
2446 {
2447 if (field->key != canonical_key)
2448 { 2352 {
2449 last = field; 2353 kv->value = value;
2450 continue; 2354 return;
2451 } 2355 }
2452 2356
2453 if (value) 2357 key_value *kv = new key_value;
2454 field->value = value; 2358
2455 else 2359 kv->next = key_values;
2360 kv->key = key;
2361 kv->value = value;
2362
2363 key_values = kv;
2364}
2365
2366void
2367object::kv_del (const shstr &key)
2368{
2369 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2370 if ((*kvp)->key == key)
2456 { 2371 {
2457 /* Basically, if the archetype has this key set, 2372 key_value *kv = *kvp;
2458 * we need to store the null value so when we save 2373 *kvp = (*kvp)->next;
2459 * it, we save the empty value so that when we load, 2374 delete kv;
2460 * we get this value back again. 2375 return;
2461 */
2462 if (get_ob_key_link (op->arch, canonical_key))
2463 field->value = 0;
2464 else
2465 {
2466 if (last)
2467 last->next = field->next;
2468 else
2469 op->key_values = field->next;
2470
2471 delete field;
2472 }
2473 } 2376 }
2474 return TRUE;
2475 }
2476 /* IF we get here, key doesn't exist */
2477
2478 /* No field, we'll have to add it. */
2479
2480 if (!add_key)
2481 return FALSE;
2482
2483 /* There isn't any good reason to store a null
2484 * value in the key/value list. If the archetype has
2485 * this key, then we should also have it, so shouldn't
2486 * be here. If user wants to store empty strings,
2487 * should pass in ""
2488 */
2489 if (value == NULL)
2490 return TRUE;
2491
2492 field = new key_value;
2493
2494 field->key = canonical_key;
2495 field->value = value;
2496 /* Usual prepend-addition. */
2497 field->next = op->key_values;
2498 op->key_values = field;
2499
2500 return TRUE;
2501}
2502
2503/*
2504 * Updates the key in op to value.
2505 *
2506 * If add_key is FALSE, this will only update existing keys,
2507 * and not add new ones.
2508 * In general, should be little reason FALSE is ever passed in for add_key
2509 *
2510 * Returns TRUE on success.
2511 */
2512int
2513set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2514{
2515 shstr key_ (key);
2516
2517 return set_ob_key_value_s (op, key_, value, add_key);
2518} 2377}
2519 2378
2520object::depth_iterator::depth_iterator (object *container) 2379object::depth_iterator::depth_iterator (object *container)
2521: iterator_base (container) 2380: iterator_base (container)
2522{ 2381{
2572{ 2431{
2573 char flagdesc[512]; 2432 char flagdesc[512];
2574 char info2[256 * 4]; 2433 char info2[256 * 4];
2575 char *p = info; 2434 char *p = info;
2576 2435
2577 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2436 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2578 count, 2437 count,
2579 uuid.c_str (), 2438 uuid.c_str (),
2580 &name, 2439 &name,
2581 title ? "\",title:\"" : "", 2440 title ? ",title:\"" : "",
2582 title ? (const char *)title : "", 2441 title ? (const char *)title : "",
2442 title ? "\"" : "",
2583 flag_desc (flagdesc, 512), type); 2443 flag_desc (flagdesc, 512), type);
2584 2444
2585 if (!flag[FLAG_REMOVED] && env) 2445 if (!flag[FLAG_REMOVED] && env)
2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2446 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2587 2447
2693 return splay (tmp); 2553 return splay (tmp);
2694 2554
2695 return 0; 2555 return 0;
2696} 2556}
2697 2557
2698void 2558object *
2699object::force_add (const shstr name, int duration) 2559object::force_add (const shstr name, int duration)
2700{ 2560{
2701 if (object *force = force_find (name)) 2561 if (object *force = force_find (name))
2702 force->destroy (); 2562 force->destroy ();
2703 2563
2709 2569
2710 force->set_speed (duration ? 1.f / duration : 0.f); 2570 force->set_speed (duration ? 1.f / duration : 0.f);
2711 force->flag [FLAG_IS_USED_UP] = true; 2571 force->flag [FLAG_IS_USED_UP] = true;
2712 force->flag [FLAG_APPLIED] = true; 2572 force->flag [FLAG_APPLIED] = true;
2713 2573
2714 insert (force); 2574 return insert (force);
2715} 2575}
2716 2576
2717void 2577void
2718object::play_sound (faceidx sound) 2578object::play_sound (faceidx sound)
2719{ 2579{
2730 } 2590 }
2731 else 2591 else
2732 map->play_sound (sound, x, y); 2592 map->play_sound (sound, x, y);
2733} 2593}
2734 2594
2595void
2596object::make_noise ()
2597{
2598 // we do not model noise in the map, so instead put
2599 // a temporary light into the noise source
2600 // could use the map instead, but that's less reliable for our
2601 // goal, which is to make invisibility a bit harder to exploit
2602
2603 // currently only works sensibly for players
2604 if (!is_player ())
2605 return;
2606
2607 // find old force, or create new one
2608 object *force = force_find (shstr_noise_force);
2609
2610 if (force)
2611 force->speed_left = -1.f; // patch old speed up
2612 else
2613 {
2614 force = archetype::get (shstr_noise_force);
2615
2616 force->slaying = shstr_noise_force;
2617 force->stats.food = 1;
2618 force->speed_left = -1.f;
2619
2620 force->set_speed (1.f / 4.f);
2621 force->flag [FLAG_IS_USED_UP] = true;
2622 force->flag [FLAG_APPLIED] = true;
2623
2624 insert (force);
2625 }
2626}
2627

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