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Comparing deliantra/server/common/object.C (file contents):
Revision 1.227 by root, Sat May 3 09:04:17 2008 UTC vs.
Revision 1.266 by root, Tue Dec 23 01:13:15 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
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.
649 } 636 }
650 637
651 if (speed < 0) 638 if (speed < 0)
652 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
653 640
654 dst->set_speed (dst->speed); 641 dst->activate ();
655} 642}
656 643
657void 644void
658object::instantiate () 645object::instantiate ()
659{ 646{
779 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
780 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
781 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
782 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
783 /* 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
784 * to have move_allow right now. 771 * have move_allow right now.
785 */ 772 */
786 || ((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
787 || 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)
788 m.flags_ = 0; 775 m.invalidate ();
789 } 776 }
790 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
791 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
792 * that is being removed. 779 * that is being removed.
793 */ 780 */
794 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
795 m.flags_ = 0; 782 m.invalidate ();
796 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
797 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
798 else 785 else
799 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
800 787
842object::activate () 829object::activate ()
843{ 830{
844 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
845 if (active) 832 if (active)
846 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
847 837
848 if (has_active_speed ()) 838 if (has_active_speed ())
849 actives.insert (this); 839 actives.insert (this);
850} 840}
851 841
915 * drop on that space. 905 * drop on that space.
916 */ 906 */
917 if (!drop_to_ground 907 if (!drop_to_ground
918 || !map 908 || !map
919 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
920 || map->nodrop 910 || map->no_drop
921 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
922 { 912 {
923 while (inv) 913 while (inv)
924 {
925 inv->destroy_inv (false);
926 inv->destroy (); 914 inv->destroy ();
927 }
928 } 915 }
929 else 916 else
930 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
931 while (inv) 918 while (inv)
932 { 919 {
936 || op->flag [FLAG_NO_DROP] 923 || op->flag [FLAG_NO_DROP]
937 || op->type == RUNE 924 || op->type == RUNE
938 || op->type == TRAP 925 || op->type == TRAP
939 || op->flag [FLAG_IS_A_TEMPLATE] 926 || op->flag [FLAG_IS_A_TEMPLATE]
940 || op->flag [FLAG_DESTROY_ON_DEATH]) 927 || op->flag [FLAG_DESTROY_ON_DEATH])
941 op->destroy (true); 928 op->destroy ();
942 else 929 else
943 map->insert (op, x, y); 930 map->insert (op, x, y);
944 } 931 }
945 } 932 }
946} 933}
954 941
955static struct freed_map : maptile 942static struct freed_map : maptile
956{ 943{
957 freed_map () 944 freed_map ()
958 { 945 {
959 path = "<freed objects map>"; 946 path = "<freed objects map>";
960 name = "/internal/freed_objects_map"; 947 name = "/internal/freed_objects_map";
961 width = 3; 948 width = 3;
962 height = 3; 949 height = 3;
963 nodrop = 1; 950 no_drop = 1;
951 no_reset = 1;
964 952
965 alloc (); 953 alloc ();
966 in_memory = MAP_ACTIVE; 954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
967 } 960 }
968} freed_map; // freed objects are moved here to avoid crashes 961} freed_map; // freed objects are moved here to avoid crashes
969 962
970void 963void
971object::do_destroy () 964object::do_destroy ()
1004 attacked_by = 0; 997 attacked_by = 0;
1005 current_weapon = 0; 998 current_weapon = 0;
1006} 999}
1007 1000
1008void 1001void
1009object::destroy (bool destroy_inventory) 1002object::destroy ()
1010{ 1003{
1011 if (destroyed ()) 1004 if (destroyed ())
1012 return; 1005 return;
1013 1006
1014 if (!is_head () && !head->destroyed ()) 1007 if (!is_head () && !head->destroyed ())
1015 { 1008 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory); 1010 head->destroy ();
1018 return; 1011 return;
1019 } 1012 }
1020 1013
1021 destroy_inv (!destroy_inventory); 1014 destroy_inv (false);
1022 1015
1023 if (is_head ()) 1016 if (is_head ())
1024 if (sound_destroy) 1017 if (sound_destroy)
1025 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1063 esrv_del_item (pl->contr, count); 1056 esrv_del_item (pl->contr, count);
1064 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
1065 1058
1066 adjust_weight (env, -total_weight ()); 1059 adjust_weight (env, -total_weight ());
1067 1060
1068 *(above ? &above->below : &env->inv) = below; 1061 object *pl = in_player ();
1069
1070 if (below)
1071 below->above = above;
1072 1062
1073 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1074 * 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
1075 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1076 */ 1066 */
1077 map = env->map; 1067 map = env->map;
1078 x = env->x; 1068 x = env->x;
1079 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
1080 above = 0; 1075 above = 0;
1081 below = 0; 1076 below = 0;
1082 env = 0; 1077 env = 0;
1083 1078
1084 /* 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
1085 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1086 * to save cpu time. 1081 * to save cpu time.
1087 */ 1082 */
1083 if (pl)
1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl->contr && !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))
1085 {
1089 otmp->update_stats (); 1086 pl->update_stats ();
1087
1088 if (affects_los () && pl->is_on_map () && pl->map->darkness)
1089 update_all_los (pl->map, pl->x, pl->y);
1090 }
1090 } 1091 }
1091 else if (map) 1092 else if (map)
1092 { 1093 {
1093 map->dirty = true; 1094 map->dirty = true;
1094 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1114 1115
1115 esrv_del_item (pl->contr, count); 1116 esrv_del_item (pl->contr, count);
1116 } 1117 }
1117 1118
1118 /* link the object above us */ 1119 /* link the object above us */
1119 if (above) 1120 // re-link, make sure compiler can easily use cmove
1120 above->below = below; 1121 *(above ? &above->below : &ms.top) = below;
1121 else 1122 *(below ? &below->above : &ms.bot) = above;
1122 ms.top = below; /* we were top, set new top */
1123
1124 /* Relink the object below us, if there is one */
1125 if (below)
1126 below->above = above;
1127 else
1128 {
1129 /* Nothing below, which means we need to relink map object for this space
1130 * use translated coordinates in case some oddness with map tiling is
1131 * evident
1132 */
1133 if (GET_MAP_OB (map, x, y) != this)
1134 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 ());
1135
1136 ms.bot = above; /* goes on above it. */
1137 }
1138 1123
1139 above = 0; 1124 above = 0;
1140 below = 0; 1125 below = 0;
1126
1127 ms.invalidate ();
1141 1128
1142 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1143 return; 1130 return;
1144 1131
1145 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1178 } 1165 }
1179 1166
1180 last = tmp; 1167 last = tmp;
1181 } 1168 }
1182 1169
1183 /* last == NULL if there are no objects on this space */ 1170 if (map->darkness && affects_los ())
1184 //TODO: this makes little sense, why only update the topmost object?
1185 if (!last)
1186 map->at (x, y).flags_ = 0;
1187 else
1188 update_object (last, UP_OBJ_REMOVE);
1189
1190 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1191 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1192 } 1172 }
1193} 1173}
1194 1174
1195/* 1175/*
1219 esrv_update_item (UPD_NROF, pl, top); 1199 esrv_update_item (UPD_NROF, pl, top);
1220 1200
1221 op->weight = 0; // cancel the addition above 1201 op->weight = 0; // cancel the addition above
1222 op->carrying = 0; // must be 0 already 1202 op->carrying = 0; // must be 0 already
1223 1203
1224 op->destroy (1); 1204 op->destroy ();
1225 1205
1226 return top; 1206 return top;
1227 } 1207 }
1228 1208
1229 return 0; 1209 return 0;
1257 * job preparing multi-part monsters. 1237 * job preparing multi-part monsters.
1258 */ 1238 */
1259object * 1239object *
1260insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1261{ 1241{
1242 op->remove ();
1243
1262 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1263 { 1245 {
1264 tmp->x = x + tmp->arch->x; 1246 tmp->x = x + tmp->arch->x;
1265 tmp->y = y + tmp->arch->y; 1247 tmp->y = y + tmp->arch->y;
1266 } 1248 }
1289 * just 'op' otherwise 1271 * just 'op' otherwise
1290 */ 1272 */
1291object * 1273object *
1292insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1293{ 1275{
1294 assert (!op->flag [FLAG_FREED]);
1295
1296 op->remove (); 1276 op->remove ();
1277
1278 if (m == &freed_map)//D TODO: remove soon
1279 {//D
1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1281 }//D
1297 1282
1298 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1299 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1300 * need extra work 1285 * need extra work
1301 */ 1286 */
1302 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1303 { 1288 {
1304 op->destroy (1); 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1305 return 0; 1290 return 0;
1306 } 1291 }
1307 1292
1308 if (object *more = op->more) 1293 if (object *more = op->more)
1309 if (!insert_ob_in_map (more, m, originator, flag)) 1294 if (!insert_ob_in_map (more, m, originator, flag))
1318 */ 1303 */
1319 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1321 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1322 { 1307 {
1323 // TODO: we atcually want to update tmp, not op, 1308 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp 1309 // but some caller surely breaks when we return tmp
1325 // from here :/ 1310 // from here :/
1326 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1327 tmp->destroy (1); 1312 tmp->destroy ();
1328 } 1313 }
1329 1314
1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1316 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1332 1317
1339 { 1324 {
1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1341 abort (); 1326 abort ();
1342 } 1327 }
1343 1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1344 op->above = originator; 1333 op->above = originator;
1345 op->below = originator->below; 1334 op->below = originator->below;
1346
1347 if (op->below)
1348 op->below->above = op;
1349 else
1350 ms.bot = op;
1351
1352 /* since *below* originator, no need to update top */
1353 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1354 } 1338 }
1355 else 1339 else
1356 { 1340 {
1357 object *top, *floor = NULL; 1341 object *floor = 0;
1358 1342 object *top = ms.top;
1359 top = ms.bot;
1360 1343
1361 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1362 if (top) 1345 if (top)
1363 { 1346 {
1364 object *last = 0;
1365
1366 /* 1347 /*
1367 * If there are multiple objects on this space, we do some trickier handling. 1348 * If there are multiple objects on this space, we do some trickier handling.
1368 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1369 * Generally, we want to put the new object on top. But if 1350 * Generally, we want to put the new object on top. But if
1370 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1373 * once we get to them. This reduces the need to traverse over all of 1354 * once we get to them. This reduces the need to traverse over all of
1374 * them when adding another one - this saves quite a bit of cpu time 1355 * them when adding another one - this saves quite a bit of cpu time
1375 * when lots of spells are cast in one area. Currently, it is presumed 1356 * when lots of spells are cast in one area. Currently, it is presumed
1376 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1377 */ 1358 */
1378 for (top = ms.bot; top; top = top->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1379 { 1360 {
1380 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1381 floor = top; 1362 floor = tmp;
1382 1363
1383 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1384 { 1365 {
1385 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1386 top = top->below; 1367 top = tmp->below;
1387 break; 1368 break;
1388 } 1369 }
1389 1370
1390 last = top; 1371 top = tmp;
1391 } 1372 }
1392
1393 /* Don't want top to be NULL, so set it to the last valid object */
1394 top = last;
1395 1373
1396 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1397 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1398 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1399 */ 1377 */
1406 */ 1384 */
1407 if (!(flag & INS_ON_TOP) 1385 if (!(flag & INS_ON_TOP)
1408 && ms.flags () & P_BLOCKSVIEW 1386 && ms.flags () & P_BLOCKSVIEW
1409 && (op->face && !faces [op->face].visibility)) 1387 && (op->face && !faces [op->face].visibility))
1410 { 1388 {
1389 object *last;
1390
1411 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1412 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1413 break; 1393 break;
1414 1394
1415 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1423 } /* If objects on this space */ 1403 } /* If objects on this space */
1424 1404
1425 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1426 top = floor; 1406 top = floor;
1427 1407
1428 /* Top is the object that our object (op) is going to get inserted above. 1408 // insert object above top, or bottom-most if top = 0
1429 */
1430
1431 /* First object on this space */
1432 if (!top) 1409 if (!top)
1433 { 1410 {
1411 op->below = 0;
1434 op->above = ms.bot; 1412 op->above = ms.bot;
1435
1436 if (op->above)
1437 op->above->below = op;
1438
1439 op->below = 0;
1440 ms.bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1441 } 1416 }
1442 else 1417 else
1443 { /* get inserted into the stack above top */ 1418 {
1444 op->above = top->above; 1419 op->above = top->above;
1445
1446 if (op->above)
1447 op->above->below = op; 1420 top->above = op;
1448 1421
1449 op->below = top; 1422 op->below = top;
1450 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1451 } 1424 }
1452 1425 }
1453 if (!op->above)
1454 ms.top = op;
1455 } /* else not INS_BELOW_ORIGINATOR */
1456 1426
1457 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1458 { 1428 {
1459 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1460 ++op->map->players; 1430 ++op->map->players;
1477 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1478 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1479 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1480 * of effect may be sufficient. 1450 * of effect may be sufficient.
1481 */ 1451 */
1482 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darkness)
1453 {
1454 op->ms ().invalidate ();
1483 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1484 1457
1485 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1486 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1487 1460
1488 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1522{ 1495{
1523 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1524 1497
1525 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1526 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1527 tmp->destroy (1); 1500 tmp->destroy ();
1528 1501
1529 object *tmp = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1530 1503
1531 tmp->x = op->x; 1504 tmp->x = op->x;
1532 tmp->y = op->y; 1505 tmp->y = op->y;
1556 if (!nr) 1529 if (!nr)
1557 return true; 1530 return true;
1558 1531
1559 nr = min (nr, nrof); 1532 nr = min (nr, nrof);
1560 1533
1534 if (nrof > nr)
1535 {
1561 nrof -= nr; 1536 nrof -= nr;
1562
1563 if (nrof)
1564 {
1565 adjust_weight (env, -weight * nr); // carrying == 0 1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1566 1538
1567 if (object *pl = visible_to ()) 1539 if (object *pl = visible_to ())
1568 esrv_update_item (UPD_NROF, pl, this); 1540 esrv_update_item (UPD_NROF, pl, this);
1569 1541
1570 return true; 1542 return true;
1571 } 1543 }
1572 else 1544 else
1573 { 1545 {
1574 destroy (1); 1546 destroy ();
1575 return false; 1547 return false;
1576 } 1548 }
1577} 1549}
1578 1550
1579/* 1551/*
1596 } 1568 }
1597 else 1569 else
1598 { 1570 {
1599 decrease (nr); 1571 decrease (nr);
1600 1572
1601 object *op = object_create_clone (this); 1573 object *op = deep_clone ();
1602 op->nrof = nr; 1574 op->nrof = nr;
1603 return op; 1575 return op;
1604 } 1576 }
1605} 1577}
1606 1578
1656 if (object *pl = tmp->visible_to ()) 1628 if (object *pl = tmp->visible_to ())
1657 esrv_update_item (UPD_NROF, pl, tmp); 1629 esrv_update_item (UPD_NROF, pl, tmp);
1658 1630
1659 adjust_weight (this, op->total_weight ()); 1631 adjust_weight (this, op->total_weight ());
1660 1632
1661 op->destroy (1); 1633 op->destroy ();
1662 op = tmp; 1634 op = tmp;
1663 goto inserted; 1635 goto inserted;
1664 } 1636 }
1665 1637
1666 op->owner = 0; // it's his/hers now. period. 1638 op->owner = 0; // it's his/hers now. period.
1684 1656
1685 adjust_weight (this, op->total_weight ()); 1657 adjust_weight (this, op->total_weight ());
1686 1658
1687inserted: 1659inserted:
1688 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1689 if (op->glow_radius && map && map->darkness) 1661 if (op->glow_radius && is_on_map () && map->darkness)
1662 {
1663 update_stats ();
1690 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1691 1665 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1692 // if this is a player's inventory, update stats 1667 // if this is a player's inventory, update stats
1693 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1694 update_stats (); 1668 update_stats ();
1695 1669
1696 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1697 1671
1698 return op; 1672 return op;
1827 LOG (llevError, "Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1828 return NULL; 1802 return NULL;
1829 } 1803 }
1830 1804
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1805 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1832 if (tmp->arch == at) 1806 if (tmp->arch->archname == at->archname)
1833 return tmp; 1807 return tmp;
1834 1808
1835 return NULL; 1809 return NULL;
1836} 1810}
1837 1811
1901 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
1902 */ 1876 */
1903object * 1877object *
1904present_arch_in_ob (const archetype *at, const object *op) 1878present_arch_in_ob (const archetype *at, const object *op)
1905{ 1879{
1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907 if (tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
1908 return tmp; 1882 return tmp;
1909 1883
1910 return NULL; 1884 return NULL;
1911} 1885}
1912 1886
2000 * head of the object should correspond for the entire object. 1974 * head of the object should correspond for the entire object.
2001 */ 1975 */
2002 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2003 continue; 1977 continue;
2004 1978
2005 if (ob->blocked (m, pos.x, pos.y)) 1979 if (ob->blocked (pos.m, pos.x, pos.y))
2006 continue; 1980 continue;
2007 1981
2008 altern [index++] = i; 1982 altern [index++] = i;
2009 } 1983 }
2010 1984
2321 2295
2322/* 2296/*
2323 * create clone from object to another 2297 * create clone from object to another
2324 */ 2298 */
2325object * 2299object *
2326object_create_clone (object *asrc) 2300object::deep_clone ()
2327{ 2301{
2302 assert (("deep_clone called on non-head object", is_head ()));
2303
2328 object *dst = 0; 2304 object *dst = clone ();
2329 2305
2330 if (!asrc)
2331 return 0;
2332
2333 object *src = asrc->head_ ();
2334
2335 object *prev = 0; 2306 object *prev = dst;
2336 for (object *part = src; part; part = part->more) 2307 for (object *part = this->more; part; part = part->more)
2337 { 2308 {
2338 object *tmp = part->clone (); 2309 object *tmp = part->clone ();
2339
2340 tmp->x -= src->x;
2341 tmp->y -= src->y;
2342
2343 if (!part->head)
2344 {
2345 dst = tmp;
2346 tmp->head = 0;
2347 }
2348 else
2349 tmp->head = dst; 2310 tmp->head = dst;
2350
2351 tmp->more = 0;
2352
2353 if (prev)
2354 prev->more = tmp; 2311 prev->more = tmp;
2355
2356 prev = tmp; 2312 prev = tmp;
2357 } 2313 }
2358 2314
2359 for (object *item = src->inv; item; item = item->below) 2315 for (object *item = inv; item; item = item->below)
2360 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2361 2317
2362 return dst; 2318 return dst;
2363} 2319}
2364 2320
2365/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2374 return tmp; 2330 return tmp;
2375 2331
2376 return 0; 2332 return 0;
2377} 2333}
2378 2334
2379/* If ob has a field named key, return the link from the list, 2335const shstr &
2380 * otherwise return NULL. 2336object::kv_get (const shstr &key) const
2381 *
2382 * key must be a passed in shared string - otherwise, this won't
2383 * do the desired thing.
2384 */
2385key_value *
2386get_ob_key_link (const object *ob, const char *key)
2387{ 2337{
2388 for (key_value *link = ob->key_values; link; link = link->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2389 if (link->key == key) 2339 if (kv->key == key)
2390 return link;
2391
2392 return 0;
2393}
2394
2395/*
2396 * Returns the value of op has an extra_field for key, or NULL.
2397 *
2398 * The argument doesn't need to be a shared string.
2399 *
2400 * The returned string is shared.
2401 */
2402const char *
2403get_ob_key_value (const object *op, const char *const key)
2404{
2405 key_value *link;
2406 shstr_cmp canonical_key (key);
2407
2408 if (!canonical_key)
2409 {
2410 /* 1. There being a field named key on any object
2411 * implies there'd be a shared string to find.
2412 * 2. Since there isn't, no object has this field.
2413 * 3. Therefore, *this* object doesn't have this field.
2414 */
2415 return 0;
2416 }
2417
2418 /* This is copied from get_ob_key_link() above -
2419 * only 4 lines, and saves the function call overhead.
2420 */
2421 for (link = op->key_values; link; link = link->next)
2422 if (link->key == canonical_key)
2423 return link->value; 2340 return kv->value;
2424 2341
2425 return 0; 2342 return shstr_null;
2426} 2343}
2427 2344
2428/* 2345void
2429 * Updates the canonical_key in op to value. 2346object::kv_set (const shstr &key, const shstr &value)
2430 *
2431 * canonical_key is a shared string (value doesn't have to be).
2432 *
2433 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2434 * keys.
2435 *
2436 * Returns TRUE on success.
2437 */
2438int
2439set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2440{ 2347{
2441 key_value *field = NULL, *last = NULL; 2348 for (key_value *kv = key_values; kv; kv = kv->next)
2442 2349 if (kv->key == key)
2443 for (field = op->key_values; field != NULL; field = field->next)
2444 {
2445 if (field->key != canonical_key)
2446 { 2350 {
2447 last = field; 2351 kv->value = value;
2448 continue; 2352 return;
2449 } 2353 }
2450 2354
2451 if (value) 2355 key_value *kv = new key_value;
2452 field->value = value; 2356
2453 else 2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362}
2363
2364void
2365object::kv_del (const shstr &key)
2366{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key)
2454 { 2369 {
2455 /* Basically, if the archetype has this key set, 2370 key_value *kv = *kvp;
2456 * we need to store the null value so when we save 2371 *kvp = (*kvp)->next;
2457 * it, we save the empty value so that when we load, 2372 delete kv;
2458 * we get this value back again. 2373 return;
2459 */
2460 if (get_ob_key_link (op->arch, canonical_key))
2461 field->value = 0;
2462 else
2463 {
2464 if (last)
2465 last->next = field->next;
2466 else
2467 op->key_values = field->next;
2468
2469 delete field;
2470 }
2471 } 2374 }
2472 return TRUE;
2473 }
2474 /* IF we get here, key doesn't exist */
2475
2476 /* No field, we'll have to add it. */
2477
2478 if (!add_key)
2479 return FALSE;
2480
2481 /* There isn't any good reason to store a null
2482 * value in the key/value list. If the archetype has
2483 * this key, then we should also have it, so shouldn't
2484 * be here. If user wants to store empty strings,
2485 * should pass in ""
2486 */
2487 if (value == NULL)
2488 return TRUE;
2489
2490 field = new key_value;
2491
2492 field->key = canonical_key;
2493 field->value = value;
2494 /* Usual prepend-addition. */
2495 field->next = op->key_values;
2496 op->key_values = field;
2497
2498 return TRUE;
2499}
2500
2501/*
2502 * Updates the key in op to value.
2503 *
2504 * If add_key is FALSE, this will only update existing keys,
2505 * and not add new ones.
2506 * In general, should be little reason FALSE is ever passed in for add_key
2507 *
2508 * Returns TRUE on success.
2509 */
2510int
2511set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2512{
2513 shstr key_ (key);
2514
2515 return set_ob_key_value_s (op, key_, value, add_key);
2516} 2375}
2517 2376
2518object::depth_iterator::depth_iterator (object *container) 2377object::depth_iterator::depth_iterator (object *container)
2519: iterator_base (container) 2378: iterator_base (container)
2520{ 2379{
2570{ 2429{
2571 char flagdesc[512]; 2430 char flagdesc[512];
2572 char info2[256 * 4]; 2431 char info2[256 * 4];
2573 char *p = info; 2432 char *p = info;
2574 2433
2575 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2434 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2576 count, 2435 count,
2577 uuid.c_str (), 2436 uuid.c_str (),
2578 &name, 2437 &name,
2579 title ? "\",title:\"" : "", 2438 title ? ",title:\"" : "",
2580 title ? (const char *)title : "", 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2581 flag_desc (flagdesc, 512), type); 2441 flag_desc (flagdesc, 512), type);
2582 2442
2583 if (!flag[FLAG_REMOVED] && env) 2443 if (!flag[FLAG_REMOVED] && env)
2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2585 2445
2691 return splay (tmp); 2551 return splay (tmp);
2692 2552
2693 return 0; 2553 return 0;
2694} 2554}
2695 2555
2696void 2556object *
2697object::force_add (const shstr name, int duration) 2557object::force_add (const shstr name, int duration)
2698{ 2558{
2699 if (object *force = force_find (name)) 2559 if (object *force = force_find (name))
2700 force->destroy (); 2560 force->destroy ();
2701 2561
2707 2567
2708 force->set_speed (duration ? 1.f / duration : 0.f); 2568 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true; 2569 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true; 2570 force->flag [FLAG_APPLIED] = true;
2711 2571
2712 insert (force); 2572 return insert (force);
2713} 2573}
2714 2574
2715void 2575void
2716object::play_sound (faceidx sound) 2576object::play_sound (faceidx sound)
2717{ 2577{
2728 } 2588 }
2729 else 2589 else
2730 map->play_sound (sound, x, y); 2590 map->play_sound (sound, x, y);
2731} 2591}
2732 2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // currently only works sensibly for players
2602 if (!is_player ())
2603 return;
2604
2605 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force);
2607
2608 if (force)
2609 force->speed = 1.f / 4; // patch old speed up
2610 else
2611 force_add (shstr_noise_force, 4);
2612}
2613

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