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Comparing deliantra/server/common/object.C (file contents):
Revision 1.204 by root, Fri Apr 11 17:01:52 2008 UTC vs.
Revision 1.266 by root, Tue Dec 23 01:13:15 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
140{ 136{
141 read_uuid (); 137 read_uuid ();
142} 138}
143 139
144/* 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. */
145static int 141static bool
146compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
147{ 143{
148 key_value *wants_field;
149
150 /* 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
151 * 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
152 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
153 */ 147 */
154 148
155 /* For each field in wants, */ 149 /* For each field in wants, */
156 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)
157 { 151 if (has->kv_get (kv->key) != kv->value)
158 key_value *has_field; 152 return false;
159
160 /* Look for a field in has with the same key. */
161 has_field = get_ob_key_link (has, wants_field->key);
162
163 if (has_field == NULL)
164 {
165 /* No field with that name. */
166 return FALSE;
167 }
168
169 /* Found the matching field. */
170 if (has_field->value != wants_field->value)
171 {
172 /* Values don't match, so this half of the comparison is false. */
173 return FALSE;
174 }
175
176 /* If we get here, we found a match. Now for the next field in wants. */
177 }
178 153
179 /* 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. */
180 return TRUE; 155 return true;
181} 156}
182 157
183/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
184static int 159static bool
185compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
186{ 161{
187 /* 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,
188 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
189 */ 164 */
190 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);
191} 167}
192 168
193/* 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
194 * they can be merged together. 170 * they can be merged together.
195 * 171 *
210 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
211 || ob1->value != ob2->value 187 || ob1->value != ob2->value
212 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
213 return 0; 189 return 0;
214 190
215 //TODO: this ain't working well, use nicer and correct overflow check
216 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 191 /* Do not merge objects if nrof would overflow, assume nrof
217 * value could not be stored in a sint32 (which unfortunately sometimes is 192 * is always 0 .. 2**31-1 */
218 * used to store nrof). 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
219 */
220 if (ob1->nrof + ob2->nrof >= 1UL << 31)
221 return 0; 194 return 0;
222 195
223 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
224 * 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
225 * 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
226 * are not equal - just if it has been identified, the been_applied 199 * are not equal - just if it has been identified, the been_applied
227 * flags lose any meaning. 200 * flags lose any meaning.
228 */ 201 */
229 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
230 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
231 204
232 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
233 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
234 207
235 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 208 if (ob1->arch->archname != ob2->arch->archname
236 || ob1->arch != ob2->arch
237 || ob1->name != ob2->name 209 || ob1->name != ob2->name
238 || ob1->title != ob2->title 210 || ob1->title != ob2->title
239 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
240 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
241 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
242 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
243 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
244 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
245 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
246 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
247 || ob1->value != ob2->value 217 || ob1->value != ob2->value
248 || 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
249 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
250 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
251 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
252 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
253 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
254 || ob1->move_block != ob2->move_block 225 || ob1->move_block != ob2->move_block
255 || ob1->move_allow != ob2->move_allow 226 || ob1->move_allow != ob2->move_allow
256 || ob1->move_on != ob2->move_on 227 || ob1->move_on != ob2->move_on
257 || ob1->move_off != ob2->move_off 228 || ob1->move_off != ob2->move_off
258 || ob1->move_slow != ob2->move_slow 229 || ob1->move_slow != ob2->move_slow
259 || ob1->move_slow_penalty != ob2->move_slow_penalty) 230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
260 return 0; 233 return 0;
261 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
262 /* This is really a spellbook check - really, we should 241 /* This is really a spellbook check - we should in general
263 * check all objects in the inventory. 242 * not merge objects with real inventories, as splitting them
243 * is hard.
264 */ 244 */
265 if (ob1->inv || ob2->inv) 245 if (ob1->inv || ob2->inv)
266 { 246 {
267 if (!(ob1->inv && ob2->inv)) 247 if (!(ob1->inv && ob2->inv))
268 return 0; /* inventories differ in length */ 248 return 0; /* inventories differ in length */
269 249
270 if (ob1->inv->below || ob2->inv->below) 250 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */ 251 return 0; /* more than one object in inv */
272 252
273 if (!object::can_merge (ob1->inv, ob2->inv)) 253 if (!object::can_merge (ob1->inv, ob2->inv))
274 return 0; /* inventory objexts differ */ 254 return 0; /* inventory objects differ */
275 255
276 /* inventory ok - still need to check rest of this object to see 256 /* inventory ok - still need to check rest of this object to see
277 * if it is valid. 257 * if it is valid.
278 */ 258 */
279 } 259 }
298 if (ob1->level != ob2->level) 278 if (ob1->level != ob2->level)
299 return 0; 279 return 0;
300 break; 280 break;
301 } 281 }
302 282
303 if (ob1->key_values != NULL || ob2->key_values != NULL) 283 if (ob1->key_values || ob2->key_values)
304 { 284 {
305 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
306 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 286 if ((!ob1->key_values) != (!ob2->key_values))
307 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
308 return 0; 288
309 else if (!compare_ob_value_lists (ob1, ob2)) 289 if (!compare_ob_value_lists (ob1, ob2))
310 return 0; 290 return 0;
311 } 291 }
312 292
313 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
314 { 294 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322 302
323 if (k1 != k2) 303 if (k1 != k2)
324 return 0; 304 return 0;
305
325 else if (k1 == 0) 306 if (k1 == 0)
326 return 1; 307 return 1;
308
327 else if (!cfperl_can_merge (ob1, ob2)) 309 if (!cfperl_can_merge (ob1, ob2))
328 return 0; 310 return 0;
329 } 311 }
330 } 312 }
331 313
332 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
333 return 1; 315 return 1;
334} 316}
335 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
336/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
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
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
387 op = op->env;
388 }
389}
390
391/*
337 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
338 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
339 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
340 */ 395 */
341long 396void
342sum_weight (object *op) 397object::update_weight ()
343{ 398{
344 long sum; 399 sint32 sum = 0;
345 object *inv;
346 400
347 for (sum = 0, inv = op->inv; inv; inv = inv->below) 401 for (object *op = inv; op; op = op->below)
348 { 402 {
349 if (inv->inv) 403 if (op->inv)
350 sum_weight (inv); 404 op->update_weight ();
351 405
352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406 sum += op->total_weight ();
407 }
408
409 sum = weight_adjust_for (this, sum);
410
411 if (sum != carrying)
353 } 412 {
354
355 if (op->type == CONTAINER && op->stats.Str)
356 sum = (sum * (100 - op->stats.Str)) / 100;
357
358 if (op->carrying != sum)
359 op->carrying = sum; 413 carrying = sum;
360 414
361 return sum; 415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
362} 419}
363 420
364/** 421/*
365 * Return the outermost environment object for a given object. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
366 */
367
368object *
369object_get_env_recursive (object *op)
370{
371 while (op->env != NULL)
372 op = op->env;
373 return op;
374}
375
376/*
377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
378 * Some error messages.
379 * The result of the dump is stored in the static global errmsg array.
380 */ 423 */
381char * 424char *
382dump_object (object *op) 425dump_object (object *op)
383{ 426{
384 if (!op) 427 if (!op)
398get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
399{ 442{
400 object *tmp, *closest; 443 object *tmp, *closest;
401 int last_dist, i; 444 int last_dist, i;
402 445
403 if (op->more == NULL) 446 if (!op->more)
404 return op; 447 return op;
448
405 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
406 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
407 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
408 return closest; 455 return closest;
409} 456}
410 457
411/* 458/*
412 * Returns the object which has the count-variable equal to the argument. 459 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow.
413 */ 461 */
414object * 462object *
415find_object (tag_t i) 463find_object (tag_t i)
416{ 464{
417 for_all_objects (op) 465 for_all_objects (op)
428 */ 476 */
429object * 477object *
430find_object_name (const char *str) 478find_object_name (const char *str)
431{ 479{
432 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
433 object *op;
434 481
482 if (str_)
435 for_all_objects (op) 483 for_all_objects (op)
436 if (op->name == str_) 484 if (op->name == str_)
437 break; 485 return op;
438 486
439 return op; 487 return 0;
440} 488}
441 489
442/* 490/*
443 * 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
444 * skill and experience objects. 492 * skill and experience objects.
542 } 590 }
543 591
544 op->key_values = 0; 592 op->key_values = 0;
545} 593}
546 594
547object & 595/*
548object::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)
549{ 605{
550 bool is_freed = flag [FLAG_FREED]; 606 dst->remove ();
551 bool is_removed = flag [FLAG_REMOVED];
552
553 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
554
555 flag [FLAG_FREED] = is_freed;
556 flag [FLAG_REMOVED] = is_removed; 608 dst->flag [FLAG_REMOVED] = true;
557 609
558 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
559 if (src.key_values) 611 if (key_values)
560 { 612 {
561 key_value *tail = 0; 613 key_value *tail = 0;
562 key_values = 0; 614 dst->key_values = 0;
563 615
564 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
565 { 617 {
566 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
567 619
568 new_link->next = 0; 620 new_link->next = 0;
569 new_link->key = i->key; 621 new_link->key = i->key;
570 new_link->value = i->value; 622 new_link->value = i->value;
571 623
572 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
573 if (!key_values) 625 if (!dst->key_values)
574 { 626 {
575 key_values = new_link; 627 dst->key_values = new_link;
576 tail = new_link; 628 tail = new_link;
577 } 629 }
578 else 630 else
579 { 631 {
580 tail->next = new_link; 632 tail->next = new_link;
581 tail = new_link; 633 tail = new_link;
582 } 634 }
583 } 635 }
584 } 636 }
585}
586
587/*
588 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595void
596object::copy_to (object *dst)
597{
598 *dst = *this;
599 637
600 if (speed < 0) 638 if (speed < 0)
601 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
602 640
603 dst->set_speed (dst->speed); 641 dst->activate ();
604} 642}
605 643
606void 644void
607object::instantiate () 645object::instantiate ()
608{ 646{
625object * 663object *
626object::clone () 664object::clone ()
627{ 665{
628 object *neu = create (); 666 object *neu = create ();
629 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
630 return neu; 669 return neu;
631} 670}
632 671
633/* 672/*
634 * 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
685 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
686 */ 725 */
687void 726void
688update_object (object *op, int action) 727update_object (object *op, int action)
689{ 728{
690 if (op == NULL) 729 if (!op)
691 { 730 {
692 /* this should never happen */ 731 /* this should never happen */
693 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
694 return; 733 return;
695 } 734 }
696 735
697 if (op->env) 736 if (!op->is_on_map ())
698 { 737 {
699 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
700 * to do in this case. 739 * to do in this case.
701 */ 740 */
702 return; 741 return;
703 } 742 }
704
705 /* If the map is saving, don't do anything as everything is
706 * going to get freed anyways.
707 */
708 if (!op->map || op->map->in_memory == MAP_SAVING)
709 return;
710 743
711 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
712 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
713 { 746 {
714 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
733 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
734 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
735 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
736 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
737 /* 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
738 * to have move_allow right now. 771 * have move_allow right now.
739 */ 772 */
740 || ((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
741 || 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)
742 m.flags_ = 0; 775 m.invalidate ();
743 } 776 }
744 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
745 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
746 * that is being removed. 779 * that is being removed.
747 */ 780 */
748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
749 m.flags_ = 0; 782 m.invalidate ();
750 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
751 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
752 else 785 else
753 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
754 787
796object::activate () 829object::activate ()
797{ 830{
798 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
799 if (active) 832 if (active)
800 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
801 837
802 if (has_active_speed ()) 838 if (has_active_speed ())
803 actives.insert (this); 839 actives.insert (this);
804} 840}
805 841
857object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
858{ 894{
859 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
860 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
861 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
862 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
863 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
864 if (!inv) 900 if (!inv)
865 return; 901 return;
866 902
867 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
868 * if some form of movement is allowed, let objects 904 * if some form of movement is allowed, let objects
869 * drop on that space. 905 * drop on that space.
870 */ 906 */
871 if (!drop_to_ground 907 if (!drop_to_ground
872 || !map 908 || !map
873 || map->in_memory != MAP_IN_MEMORY 909 || map->in_memory != MAP_ACTIVE
874 || map->nodrop 910 || map->no_drop
875 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
876 { 912 {
877 while (inv) 913 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 914 inv->destroy ();
881 }
882 } 915 }
883 else 916 else
884 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
885 while (inv) 918 while (inv)
886 { 919 {
904 object *op = new object; 937 object *op = new object;
905 op->link (); 938 op->link ();
906 return op; 939 return op;
907} 940}
908 941
942static struct freed_map : maptile
943{
944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
909void 963void
910object::do_destroy () 964object::do_destroy ()
911{ 965{
912 attachable::do_destroy ();
913
914 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
915 remove_button_link (this); 967 remove_button_link (this);
916 968
917 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
918 remove_friendly_object (this); 970 remove_friendly_object (this);
919 971
920 if (!flag [FLAG_REMOVED])
921 remove (); 972 remove ();
922 973
923 destroy_inv (true); 974 attachable::do_destroy ();
924 975
925 deactivate (); 976 deactivate ();
926 unlink (); 977 unlink ();
927 978
928 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
929 980
930 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
931 {
932 static maptile *freed_map; // freed objects are moved here to avoid crashes
933
934 if (!freed_map)
935 {
936 freed_map = new maptile;
937
938 freed_map->path = "<freed objects map>";
939 freed_map->name = "/internal/freed_objects_map";
940 freed_map->width = 3;
941 freed_map->height = 3;
942 freed_map->nodrop = 1;
943
944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
946 }
947
948 map = freed_map; 982 map = &freed_map;
949 x = 1; 983 x = 1;
950 y = 1; 984 y = 1;
951 }
952 985
953 if (more) 986 if (more)
954 { 987 {
955 more->destroy (); 988 more->destroy ();
956 more = 0; 989 more = 0;
964 attacked_by = 0; 997 attacked_by = 0;
965 current_weapon = 0; 998 current_weapon = 0;
966} 999}
967 1000
968void 1001void
969object::destroy (bool destroy_inventory) 1002object::destroy ()
970{ 1003{
971 if (destroyed ()) 1004 if (destroyed ())
972 return; 1005 return;
973 1006
974 if (destroy_inventory) 1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy ();
1011 return;
1012 }
1013
975 destroy_inv (false); 1014 destroy_inv (false);
976 1015
977 if (is_head ()) 1016 if (is_head ())
978 if (sound_destroy) 1017 if (sound_destroy)
979 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
982 1021
983 attachable::destroy (); 1022 attachable::destroy ();
984}
985
986/*
987 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)).
989 */
990void
991sub_weight (object *op, signed long weight)
992{
993 while (op != NULL)
994 {
995 if (op->type == CONTAINER)
996 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
997
998 op->carrying -= weight;
999 op = op->env;
1000 }
1001} 1023}
1002 1024
1003/* op->remove (): 1025/* op->remove ():
1004 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
1005 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
1011object::do_remove () 1033object::do_remove ()
1012{ 1034{
1013 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
1014 object *otmp; 1036 object *otmp;
1015 1037
1016 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
1017 return; 1039 return;
1018 1040
1019 SET_FLAG (this, FLAG_REMOVED);
1020 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
1021 1044
1022 if (more) 1045 if (more)
1023 more->remove (); 1046 more->remove ();
1024 1047
1025 /* 1048 /*
1026 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1027 * inventory. 1050 * inventory.
1028 */ 1051 */
1029 if (env) 1052 if (env)
1030 { 1053 {
1031 if (nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1032 sub_weight (env, weight * nrof); 1055 if (object *pl = visible_to ())
1033 else 1056 esrv_del_item (pl->contr, count);
1034 sub_weight (env, weight + carrying); 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 object *pl = in_player ();
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
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
1075 above = 0;
1076 below = 0;
1077 env = 0;
1035 1078
1036 /* 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
1037 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1081 * to save cpu time.
1039 */ 1082 */
1083 if (pl)
1040 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 {
1041 otmp->update_stats (); 1086 pl->update_stats ();
1042 1087
1043 if (above) 1088 if (affects_los () && pl->is_on_map () && pl->map->darkness)
1044 above->below = below; 1089 update_all_los (pl->map, pl->x, pl->y);
1045 else 1090 }
1046 env->inv = below;
1047
1048 if (below)
1049 below->above = above;
1050
1051 /* we set up values so that it could be inserted into
1052 * the map, but we don't actually do that - it is up
1053 * to the caller to decide what we want to do.
1054 */
1055 x = env->x, y = env->y;
1056 map = env->map;
1057 above = 0, below = 0;
1058 env = 0;
1059 } 1091 }
1060 else if (map) 1092 else if (map)
1061 { 1093 {
1062 if (type == PLAYER)
1063 {
1064 // leaving a spot always closes any open container on the ground
1065 if (container && !container->env)
1066 // this causes spurious floorbox updates, but it ensures
1067 // that the CLOSE event is being sent.
1068 close_container ();
1069
1070 --map->players;
1071 map->touch ();
1072 }
1073
1074 map->dirty = true; 1094 map->dirty = true;
1075 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1076 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (type == PLAYER) // this == pl(!)
1100 {
1101 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent.
1105 close_container ();
1106
1107 --map->players;
1108 map->touch ();
1109 }
1110 else if (pl->container == this)
1111 {
1112 // removing a container should close it
1113 close_container ();
1114 }
1115
1116 esrv_del_item (pl->contr, count);
1117 }
1118
1077 /* link the object above us */ 1119 /* link the object above us */
1078 if (above) 1120 // re-link, make sure compiler can easily use cmove
1079 above->below = below; 1121 *(above ? &above->below : &ms.top) = below;
1080 else 1122 *(below ? &below->above : &ms.bot) = above;
1081 ms.top = below; /* we were top, set new top */
1082
1083 /* Relink the object below us, if there is one */
1084 if (below)
1085 below->above = above;
1086 else
1087 {
1088 /* Nothing below, which means we need to relink map object for this space
1089 * use translated coordinates in case some oddness with map tiling is
1090 * evident
1091 */
1092 if (GET_MAP_OB (map, x, y) != this)
1093 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 ());
1094
1095 ms.bot = above; /* goes on above it. */
1096 }
1097 1123
1098 above = 0; 1124 above = 0;
1099 below = 0; 1125 below = 0;
1126
1127 ms.invalidate ();
1100 1128
1101 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1102 return; 1130 return;
1103 1131
1104 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1110 * removed (most likely destroyed), update the player view 1138 * removed (most likely destroyed), update the player view
1111 * appropriately. 1139 * appropriately.
1112 */ 1140 */
1113 pl->close_container (); 1141 pl->close_container ();
1114 1142
1143 //TODO: the floorbox prev/next might need updating
1144 //esrv_del_item (pl->contr, count);
1145 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns)
1115 pl->contr->ns->floorbox_update (); 1147 pl->contr->ns->floorbox_update ();
1116 } 1148 }
1117 1149
1118 for (tmp = ms.bot; tmp; tmp = tmp->above) 1150 for (tmp = ms.bot; tmp; tmp = tmp->above)
1119 { 1151 {
1120 /* No point updating the players look faces if he is the object 1152 /* No point updating the players look faces if he is the object
1133 } 1165 }
1134 1166
1135 last = tmp; 1167 last = tmp;
1136 } 1168 }
1137 1169
1138 /* last == NULL if there are no objects on this space */ 1170 if (map->darkness && affects_los ())
1139 //TODO: this makes little sense, why only update the topmost object?
1140 if (!last)
1141 map->at (x, y).flags_ = 0;
1142 else
1143 update_object (last, UP_OBJ_REMOVE);
1144
1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1146 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1147 } 1172 }
1148} 1173}
1149 1174
1150/* 1175/*
1164 if (!top) 1189 if (!top)
1165 for (top = op; top && top->above; top = top->above) 1190 for (top = op; top && top->above; top = top->above)
1166 ; 1191 ;
1167 1192
1168 for (; top; top = top->below) 1193 for (; top; top = top->below)
1169 {
1170 if (top == op)
1171 continue;
1172
1173 if (object::can_merge (op, top)) 1194 if (object::can_merge (op, top))
1174 { 1195 {
1175 top->nrof += op->nrof; 1196 top->nrof += op->nrof;
1176 1197
1177/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1198 if (object *pl = top->visible_to ())
1178 op->weight = 0; /* Don't want any adjustements now */ 1199 esrv_update_item (UPD_NROF, pl, top);
1200
1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1179 op->destroy (); 1204 op->destroy ();
1205
1180 return top; 1206 return top;
1181 } 1207 }
1182 }
1183 1208
1184 return 0; 1209 return 0;
1185} 1210}
1186 1211
1187void 1212void
1212 * job preparing multi-part monsters. 1237 * job preparing multi-part monsters.
1213 */ 1238 */
1214object * 1239object *
1215insert_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)
1216{ 1241{
1242 op->remove ();
1243
1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1218 { 1245 {
1219 tmp->x = x + tmp->arch->x; 1246 tmp->x = x + tmp->arch->x;
1220 tmp->y = y + tmp->arch->y; 1247 tmp->y = y + tmp->arch->y;
1221 } 1248 }
1244 * just 'op' otherwise 1271 * just 'op' otherwise
1245 */ 1272 */
1246object * 1273object *
1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1275{
1249 assert (!op->flag [FLAG_FREED]);
1250
1251 object *top, *floor = NULL;
1252
1253 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
1254 1282
1255 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * 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
1257 * need extra work 1285 * need extra work
1258 */ 1286 */
1259 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1260 { 1288 {
1261 op->destroy (); 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1262 return 0; 1290 return 0;
1263 } 1291 }
1264 1292
1265 if (object *more = op->more) 1293 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag)) 1294 if (!insert_ob_in_map (more, m, originator, flag))
1275 */ 1303 */
1276 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1278 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1279 { 1307 {
1308 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp
1310 // from here :/
1280 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1281 tmp->destroy (); 1312 tmp->destroy ();
1282 } 1313 }
1283 1314
1284 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 */
1293 { 1324 {
1294 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");
1295 abort (); 1326 abort ();
1296 } 1327 }
1297 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
1298 op->above = originator; 1333 op->above = originator;
1299 op->below = originator->below; 1334 op->below = originator->below;
1300
1301 if (op->below)
1302 op->below->above = op;
1303 else
1304 ms.bot = op;
1305
1306 /* since *below* originator, no need to update top */
1307 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1308 } 1338 }
1309 else 1339 else
1310 { 1340 {
1311 top = ms.bot; 1341 object *floor = 0;
1342 object *top = ms.top;
1312 1343
1313 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1314 if (top) 1345 if (top)
1315 { 1346 {
1316 object *last = 0;
1317
1318 /* 1347 /*
1319 * 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.
1320 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1321 * 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
1322 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1325 * 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
1326 * 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
1327 * 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
1328 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1329 */ 1358 */
1330 for (top = ms.bot; top; top = top->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1331 { 1360 {
1332 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))
1333 floor = top; 1362 floor = tmp;
1334 1363
1335 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))
1336 { 1365 {
1337 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1338 top = top->below; 1367 top = tmp->below;
1339 break; 1368 break;
1340 } 1369 }
1341 1370
1342 last = top; 1371 top = tmp;
1343 } 1372 }
1344
1345 /* Don't want top to be NULL, so set it to the last valid object */
1346 top = last;
1347 1373
1348 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1349 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1350 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1351 */ 1377 */
1358 */ 1384 */
1359 if (!(flag & INS_ON_TOP) 1385 if (!(flag & INS_ON_TOP)
1360 && ms.flags () & P_BLOCKSVIEW 1386 && ms.flags () & P_BLOCKSVIEW
1361 && (op->face && !faces [op->face].visibility)) 1387 && (op->face && !faces [op->face].visibility))
1362 { 1388 {
1389 object *last;
1390
1363 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1365 break; 1393 break;
1366 1394
1367 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1375 } /* If objects on this space */ 1403 } /* If objects on this space */
1376 1404
1377 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1378 top = floor; 1406 top = floor;
1379 1407
1380 /* 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
1381 */
1382
1383 /* First object on this space */
1384 if (!top) 1409 if (!top)
1385 { 1410 {
1411 op->below = 0;
1386 op->above = ms.bot; 1412 op->above = ms.bot;
1387
1388 if (op->above)
1389 op->above->below = op;
1390
1391 op->below = 0;
1392 ms.bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1393 } 1416 }
1394 else 1417 else
1395 { /* get inserted into the stack above top */ 1418 {
1396 op->above = top->above; 1419 op->above = top->above;
1397
1398 if (op->above)
1399 op->above->below = op; 1420 top->above = op;
1400 1421
1401 op->below = top; 1422 op->below = top;
1402 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1403 } 1424 }
1404 1425 }
1405 if (!op->above)
1406 ms.top = op;
1407 } /* else not INS_BELOW_ORIGINATOR */
1408 1426
1409 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1410 { 1428 {
1411 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1412 ++op->map->players; 1430 ++op->map->players;
1414 } 1432 }
1415 1433
1416 op->map->dirty = true; 1434 op->map->dirty = true;
1417 1435
1418 if (object *pl = ms.player ()) 1436 if (object *pl = ms.player ())
1437 //TODO: the floorbox prev/next might need updating
1438 //esrv_send_item (pl, op);
1439 //TODO: update floorbox to preserve ordering
1440 if (pl->contr->ns)
1419 pl->contr->ns->floorbox_update (); 1441 pl->contr->ns->floorbox_update ();
1420 1442
1421 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1422 * visible to others on this map. But update_all_los is really 1444 * visible to others on this map. But update_all_los is really
1423 * an inefficient way to do this, as it means los for all players 1445 * an inefficient way to do this, as it means los for all players
1424 * on the map will get recalculated. The players could very well 1446 * on the map will get recalculated. The players could very well
1425 * 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 -
1426 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1427 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1428 * of effect may be sufficient. 1450 * of effect may be sufficient.
1429 */ 1451 */
1430 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darkness)
1453 {
1454 op->ms ().invalidate ();
1431 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1432 1457
1433 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1434 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1435 1460
1436 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1466 * op is the object to insert it under: supplies x and the map. 1491 * op is the object to insert it under: supplies x and the map.
1467 */ 1492 */
1468void 1493void
1469replace_insert_ob_in_map (const char *arch_string, object *op) 1494replace_insert_ob_in_map (const char *arch_string, object *op)
1470{ 1495{
1471 object *tmp, *tmp1;
1472
1473 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1474 1497
1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1477 tmp->destroy (); 1500 tmp->destroy ();
1478 1501
1479 tmp1 = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1480 1503
1481 tmp1->x = op->x; 1504 tmp->x = op->x;
1482 tmp1->y = op->y; 1505 tmp->y = op->y;
1506
1483 insert_ob_in_map (tmp1, op->map, op, 0); 1507 insert_ob_in_map (tmp, op->map, op, 0);
1484} 1508}
1485 1509
1486object * 1510object *
1487object::insert_at (object *where, object *originator, int flags) 1511object::insert_at (object *where, object *originator, int flags)
1488{ 1512{
1513 if (where->env)
1514 return where->env->insert (this);
1515 else
1489 return where->map->insert (this, where->x, where->y, originator, flags); 1516 return where->map->insert (this, where->x, where->y, originator, flags);
1490} 1517}
1491 1518
1492/* 1519/*
1493 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1494 * is returned contains nr objects, and the remaining parts contains
1495 * the rest (or is removed and freed if that number is 0).
1496 * On failure, NULL is returned, and the reason put into the
1497 * global static errmsg array.
1498 */
1499object *
1500get_split_ob (object *orig_ob, uint32 nr)
1501{
1502 object *newob;
1503 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1504
1505 if (orig_ob->nrof < nr)
1506 {
1507 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1508 return NULL;
1509 }
1510
1511 newob = object_create_clone (orig_ob);
1512
1513 if ((orig_ob->nrof -= nr) < 1)
1514 orig_ob->destroy (1);
1515 else if (!is_removed)
1516 {
1517 if (orig_ob->env != NULL)
1518 sub_weight (orig_ob->env, orig_ob->weight * nr);
1519 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1520 {
1521 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1522 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1523 return NULL;
1524 }
1525 }
1526
1527 newob->nrof = nr;
1528
1529 return newob;
1530}
1531
1532/*
1533 * decrease_ob_nr(object, number) decreases a specified number from 1520 * decrease(object, number) decreases a specified number from
1534 * the amount of an object. If the amount reaches 0, the object 1521 * the amount of an object. If the amount reaches 0, the object
1535 * is subsequently removed and freed. 1522 * is subsequently removed and freed.
1536 * 1523 *
1537 * Return value: 'op' if something is left, NULL if the amount reached 0 1524 * Return value: 'op' if something is left, NULL if the amount reached 0
1538 */ 1525 */
1526bool
1527object::decrease (sint32 nr)
1528{
1529 if (!nr)
1530 return true;
1531
1532 nr = min (nr, nrof);
1533
1534 if (nrof > nr)
1535 {
1536 nrof -= nr;
1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538
1539 if (object *pl = visible_to ())
1540 esrv_update_item (UPD_NROF, pl, this);
1541
1542 return true;
1543 }
1544 else
1545 {
1546 destroy ();
1547 return false;
1548 }
1549}
1550
1551/*
1552 * split(ob,nr) splits up ob into two parts. The part which
1553 * is returned contains nr objects, and the remaining parts contains
1554 * the rest (or is removed and returned if that number is 0).
1555 * On failure, NULL is returned.
1556 */
1539object * 1557object *
1540decrease_ob_nr (object *op, uint32 i) 1558object::split (sint32 nr)
1541{ 1559{
1542 object *tmp; 1560 int have = number_of ();
1543 1561
1544 if (i == 0) /* objects with op->nrof require this check */ 1562 if (have < nr)
1545 return op; 1563 return 0;
1546 1564 else if (have == nr)
1547 if (i > op->nrof)
1548 i = op->nrof;
1549
1550 if (QUERY_FLAG (op, FLAG_REMOVED))
1551 op->nrof -= i;
1552 else if (op->env)
1553 { 1565 {
1554 /* is this object in the players inventory, or sub container
1555 * therein?
1556 */
1557 tmp = op->in_player ();
1558 /* nope. Is this a container the player has opened?
1559 * If so, set tmp to that player.
1560 * IMO, searching through all the players will mostly
1561 * likely be quicker than following op->env to the map,
1562 * and then searching the map for a player.
1563 */
1564 if (!tmp)
1565 for_all_players (pl)
1566 if (pl->ob->container == op->env)
1567 {
1568 tmp = pl->ob;
1569 break;
1570 }
1571
1572 if (i < op->nrof)
1573 {
1574 sub_weight (op->env, op->weight * i);
1575 op->nrof -= i;
1576 if (tmp)
1577 esrv_send_item (tmp, op);
1578 }
1579 else
1580 {
1581 op->remove (); 1566 remove ();
1582 op->nrof = 0; 1567 return this;
1583 if (tmp)
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 } 1568 }
1587 else 1569 else
1588 { 1570 {
1589 object *above = op->above; 1571 decrease (nr);
1590 1572
1591 if (i < op->nrof) 1573 object *op = deep_clone ();
1592 op->nrof -= i; 1574 op->nrof = nr;
1593 else
1594 {
1595 op->remove ();
1596 op->nrof = 0;
1597 }
1598
1599 /* Since we just removed op, op->above is null */
1600 for (tmp = above; tmp; tmp = tmp->above)
1601 if (tmp->type == PLAYER)
1602 {
1603 if (op->nrof)
1604 esrv_send_item (tmp, op);
1605 else
1606 esrv_del_item (tmp->contr, op->count);
1607 }
1608 }
1609
1610 if (op->nrof)
1611 return op; 1575 return op;
1612 else
1613 {
1614 op->destroy ();
1615 return 0;
1616 }
1617}
1618
1619/*
1620 * add_weight(object, weight) adds the specified weight to an object,
1621 * and also updates how much the environment(s) is/are carrying.
1622 */
1623void
1624add_weight (object *op, signed long weight)
1625{
1626 while (op != NULL)
1627 {
1628 if (op->type == CONTAINER)
1629 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1630
1631 op->carrying += weight;
1632 op = op->env;
1633 } 1576 }
1634} 1577}
1635 1578
1636object * 1579object *
1637insert_ob_in_ob (object *op, object *where) 1580insert_ob_in_ob (object *op, object *where)
1662 * be != op, if items are merged. -Tero 1605 * be != op, if items are merged. -Tero
1663 */ 1606 */
1664object * 1607object *
1665object::insert (object *op) 1608object::insert (object *op)
1666{ 1609{
1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1668 op->remove ();
1669
1670 if (op->more) 1610 if (op->more)
1671 { 1611 {
1672 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 return op; 1613 return op;
1674 } 1614 }
1675 1615
1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 op->remove ();
1677 CLEAR_FLAG (op, FLAG_REMOVED); 1617
1618 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1678 1619
1679 if (op->nrof) 1620 if (op->nrof)
1680 {
1681 for (object *tmp = inv; tmp; tmp = tmp->below) 1621 for (object *tmp = inv; tmp; tmp = tmp->below)
1682 if (object::can_merge (tmp, op)) 1622 if (object::can_merge (tmp, op))
1683 { 1623 {
1684 /* return the original object and remove inserted object 1624 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1625 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1626 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1627
1688 * tmp->nrof, we need to increase the weight. 1628 if (object *pl = tmp->visible_to ())
1689 */ 1629 esrv_update_item (UPD_NROF, pl, tmp);
1630
1690 add_weight (this, op->weight * op->nrof); 1631 adjust_weight (this, op->total_weight ());
1691 SET_FLAG (op, FLAG_REMOVED); 1632
1692 op->destroy (); /* free the inserted object */ 1633 op->destroy ();
1693 op = tmp; 1634 op = tmp;
1694 op->remove (); /* and fix old object's links */ 1635 goto inserted;
1695 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break;
1697 } 1636 }
1698 1637
1699 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do
1703 * the linking below
1704 */
1705 add_weight (this, op->weight * op->nrof);
1706 }
1707 else
1708 add_weight (this, (op->weight + op->carrying));
1709
1710 if (object *otmp = this->in_player ())
1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 otmp->update_stats ();
1713
1714 op->owner = 0; // its his/hers now. period. 1638 op->owner = 0; // it's his/hers now. period.
1715 op->map = 0; 1639 op->map = 0;
1640 op->x = 0;
1641 op->y = 0;
1642
1643 op->above = 0;
1644 op->below = inv;
1716 op->env = this; 1645 op->env = this;
1717 op->above = 0;
1718 op->below = 0;
1719 op->x = op->y = 0;
1720 1646
1647 if (inv)
1648 inv->above = op;
1649
1650 inv = op;
1651
1652 op->flag [FLAG_REMOVED] = 0;
1653
1654 if (object *pl = op->visible_to ())
1655 esrv_send_item (pl, op);
1656
1657 adjust_weight (this, op->total_weight ());
1658
1659inserted:
1721 /* 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 */
1722 if (op->glow_radius && map) 1661 if (op->glow_radius && is_on_map () && map->darkness)
1723 { 1662 {
1724#ifdef DEBUG_LIGHTS 1663 update_stats ();
1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726#endif /* DEBUG_LIGHTS */
1727 if (map->darkness)
1728 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1729 }
1730
1731 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function...
1733 */
1734 if (!inv)
1735 inv = op;
1736 else
1737 { 1665 }
1738 op->below = inv; 1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1739 op->below->above = op; 1667 // if this is a player's inventory, update stats
1740 inv = op; 1668 update_stats ();
1741 }
1742 1669
1743 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1744 1671
1745 return op; 1672 return op;
1746} 1673}
1874 LOG (llevError, "Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1875 return NULL; 1802 return NULL;
1876 } 1803 }
1877 1804
1878 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)
1879 if (tmp->arch == at) 1806 if (tmp->arch->archname == at->archname)
1880 return tmp; 1807 return tmp;
1881 1808
1882 return NULL; 1809 return NULL;
1883} 1810}
1884 1811
1948 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
1949 */ 1876 */
1950object * 1877object *
1951present_arch_in_ob (const archetype *at, const object *op) 1878present_arch_in_ob (const archetype *at, const object *op)
1952{ 1879{
1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1954 if (tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
1955 return tmp; 1882 return tmp;
1956 1883
1957 return NULL; 1884 return NULL;
1958} 1885}
1959 1886
2047 * head of the object should correspond for the entire object. 1974 * head of the object should correspond for the entire object.
2048 */ 1975 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue; 1977 continue;
2051 1978
2052 if (ob->blocked (m, pos.x, pos.y)) 1979 if (ob->blocked (pos.m, pos.x, pos.y))
2053 continue; 1980 continue;
2054 1981
2055 altern [index++] = i; 1982 altern [index++] = i;
2056 } 1983 }
2057 1984
2368 2295
2369/* 2296/*
2370 * create clone from object to another 2297 * create clone from object to another
2371 */ 2298 */
2372object * 2299object *
2373object_create_clone (object *asrc) 2300object::deep_clone ()
2374{ 2301{
2375 object *dst = 0, *tmp, *src, *prev, *item; 2302 assert (("deep_clone called on non-head object", is_head ()));
2376 2303
2377 if (!asrc) 2304 object *dst = clone ();
2378 return 0;
2379 2305
2380 src = asrc->head_ (); 2306 object *prev = dst;
2381
2382 prev = 0;
2383 for (object *part = src; part; part = part->more) 2307 for (object *part = this->more; part; part = part->more)
2384 { 2308 {
2385 tmp = part->clone (); 2309 object *tmp = part->clone ();
2386 tmp->x -= src->x;
2387 tmp->y -= src->y;
2388
2389 if (!part->head)
2390 {
2391 dst = tmp;
2392 tmp->head = 0;
2393 }
2394 else
2395 tmp->head = dst; 2310 tmp->head = dst;
2396
2397 tmp->more = 0;
2398
2399 if (prev)
2400 prev->more = tmp; 2311 prev->more = tmp;
2401
2402 prev = tmp; 2312 prev = tmp;
2403 } 2313 }
2404 2314
2405 for (item = src->inv; item; item = item->below) 2315 for (object *item = inv; item; item = item->below)
2406 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2407 2317
2408 return dst; 2318 return dst;
2409} 2319}
2410 2320
2411/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2420 return tmp; 2330 return tmp;
2421 2331
2422 return 0; 2332 return 0;
2423} 2333}
2424 2334
2425/* If ob has a field named key, return the link from the list, 2335const shstr &
2426 * otherwise return NULL. 2336object::kv_get (const shstr &key) const
2427 *
2428 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing.
2430 */
2431key_value *
2432get_ob_key_link (const object *ob, const char *key)
2433{ 2337{
2434 for (key_value *link = ob->key_values; link; link = link->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2435 if (link->key == key) 2339 if (kv->key == key)
2436 return link;
2437
2438 return 0;
2439}
2440
2441/*
2442 * Returns the value of op has an extra_field for key, or NULL.
2443 *
2444 * The argument doesn't need to be a shared string.
2445 *
2446 * The returned string is shared.
2447 */
2448const char *
2449get_ob_key_value (const object *op, const char *const key)
2450{
2451 key_value *link;
2452 shstr_cmp canonical_key (key);
2453
2454 if (!canonical_key)
2455 {
2456 /* 1. There being a field named key on any object
2457 * implies there'd be a shared string to find.
2458 * 2. Since there isn't, no object has this field.
2459 * 3. Therefore, *this* object doesn't have this field.
2460 */
2461 return 0;
2462 }
2463
2464 /* This is copied from get_ob_key_link() above -
2465 * only 4 lines, and saves the function call overhead.
2466 */
2467 for (link = op->key_values; link; link = link->next)
2468 if (link->key == canonical_key)
2469 return link->value; 2340 return kv->value;
2470 2341
2471 return 0; 2342 return shstr_null;
2472} 2343}
2473 2344
2474/* 2345void
2475 * Updates the canonical_key in op to value. 2346object::kv_set (const shstr &key, const shstr &value)
2476 *
2477 * canonical_key is a shared string (value doesn't have to be).
2478 *
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys.
2481 *
2482 * Returns TRUE on success.
2483 */
2484int
2485set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2486{ 2347{
2487 key_value *field = NULL, *last = NULL; 2348 for (key_value *kv = key_values; kv; kv = kv->next)
2488 2349 if (kv->key == key)
2489 for (field = op->key_values; field != NULL; field = field->next)
2490 {
2491 if (field->key != canonical_key)
2492 { 2350 {
2493 last = field; 2351 kv->value = value;
2494 continue; 2352 return;
2495 } 2353 }
2496 2354
2497 if (value) 2355 key_value *kv = new key_value;
2498 field->value = value; 2356
2499 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)
2500 { 2369 {
2501 /* Basically, if the archetype has this key set, 2370 key_value *kv = *kvp;
2502 * we need to store the null value so when we save 2371 *kvp = (*kvp)->next;
2503 * it, we save the empty value so that when we load, 2372 delete kv;
2504 * we get this value back again. 2373 return;
2505 */
2506 if (get_ob_key_link (op->arch, canonical_key))
2507 field->value = 0;
2508 else
2509 {
2510 if (last)
2511 last->next = field->next;
2512 else
2513 op->key_values = field->next;
2514
2515 delete field;
2516 }
2517 } 2374 }
2518 return TRUE;
2519 }
2520 /* IF we get here, key doesn't exist */
2521
2522 /* No field, we'll have to add it. */
2523
2524 if (!add_key)
2525 return FALSE;
2526
2527 /* There isn't any good reason to store a null
2528 * value in the key/value list. If the archetype has
2529 * this key, then we should also have it, so shouldn't
2530 * be here. If user wants to store empty strings,
2531 * should pass in ""
2532 */
2533 if (value == NULL)
2534 return TRUE;
2535
2536 field = new key_value;
2537
2538 field->key = canonical_key;
2539 field->value = value;
2540 /* Usual prepend-addition. */
2541 field->next = op->key_values;
2542 op->key_values = field;
2543
2544 return TRUE;
2545}
2546
2547/*
2548 * Updates the key in op to value.
2549 *
2550 * If add_key is FALSE, this will only update existing keys,
2551 * and not add new ones.
2552 * In general, should be little reason FALSE is ever passed in for add_key
2553 *
2554 * Returns TRUE on success.
2555 */
2556int
2557set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2558{
2559 shstr key_ (key);
2560
2561 return set_ob_key_value_s (op, key_, value, add_key);
2562} 2375}
2563 2376
2564object::depth_iterator::depth_iterator (object *container) 2377object::depth_iterator::depth_iterator (object *container)
2565: iterator_base (container) 2378: iterator_base (container)
2566{ 2379{
2616{ 2429{
2617 char flagdesc[512]; 2430 char flagdesc[512];
2618 char info2[256 * 4]; 2431 char info2[256 * 4];
2619 char *p = info; 2432 char *p = info;
2620 2433
2621 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}",
2622 count, 2435 count,
2623 uuid.c_str (), 2436 uuid.c_str (),
2624 &name, 2437 &name,
2625 title ? "\",title:\"" : "", 2438 title ? ",title:\"" : "",
2626 title ? (const char *)title : "", 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2627 flag_desc (flagdesc, 512), type); 2441 flag_desc (flagdesc, 512), type);
2628 2442
2629 if (!this->flag[FLAG_REMOVED] && env) 2443 if (!flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2445
2632 if (map) 2446 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2447 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2448
2664object::open_container (object *new_container) 2478object::open_container (object *new_container)
2665{ 2479{
2666 if (container == new_container) 2480 if (container == new_container)
2667 return; 2481 return;
2668 2482
2669 if (object *old_container = container) 2483 object *old_container = container;
2484
2485 if (old_container)
2670 { 2486 {
2671 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2487 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2672 return; 2488 return;
2673 2489
2674#if 0 2490#if 0
2676 if (object *closer = old_container->inv) 2492 if (object *closer = old_container->inv)
2677 if (closer->type == CLOSE_CON) 2493 if (closer->type == CLOSE_CON)
2678 closer->destroy (); 2494 closer->destroy ();
2679#endif 2495#endif
2680 2496
2497 // make sure the container is available
2498 esrv_send_item (this, old_container);
2499
2681 old_container->flag [FLAG_APPLIED] = 0; 2500 old_container->flag [FLAG_APPLIED] = false;
2682 container = 0; 2501 container = 0;
2683 2502
2503 // client needs item update to make it work, client bug requires this to be separate
2684 esrv_update_item (UPD_FLAGS, this, old_container); 2504 esrv_update_item (UPD_FLAGS, this, old_container);
2505
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2686 play_sound (sound_find ("chest_close")); 2507 play_sound (sound_find ("chest_close"));
2687 } 2508 }
2688 2509
2689 if (new_container) 2510 if (new_container)
2702 } 2523 }
2703#endif 2524#endif
2704 2525
2705 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2706 2527
2528 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container);
2530
2707 new_container->flag [FLAG_APPLIED] = 1; 2531 new_container->flag [FLAG_APPLIED] = true;
2708 container = new_container; 2532 container = new_container;
2709 2533
2534 // client needs flag change
2710 esrv_update_item (UPD_FLAGS, this, new_container); 2535 esrv_update_item (UPD_FLAGS, this, new_container);
2711 esrv_send_inventory (this, new_container); 2536 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open")); 2537 play_sound (sound_find ("chest_open"));
2713 } 2538 }
2539// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset ();
2714} 2541}
2715 2542
2716object * 2543object *
2717object::force_find (const shstr name) 2544object::force_find (const shstr name)
2718{ 2545{
2724 return splay (tmp); 2551 return splay (tmp);
2725 2552
2726 return 0; 2553 return 0;
2727} 2554}
2728 2555
2729void 2556object *
2730object::force_add (const shstr name, int duration) 2557object::force_add (const shstr name, int duration)
2731{ 2558{
2732 if (object *force = force_find (name)) 2559 if (object *force = force_find (name))
2733 force->destroy (); 2560 force->destroy ();
2734 2561
2740 2567
2741 force->set_speed (duration ? 1.f / duration : 0.f); 2568 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true; 2569 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true; 2570 force->flag [FLAG_APPLIED] = true;
2744 2571
2745 insert (force); 2572 return insert (force);
2746} 2573}
2747 2574
2748void 2575void
2749object::play_sound (faceidx sound) const 2576object::play_sound (faceidx sound)
2750{ 2577{
2751 if (!sound) 2578 if (!sound)
2752 return; 2579 return;
2753 2580
2754 if (flag [FLAG_REMOVED]) 2581 if (flag [FLAG_REMOVED])
2761 } 2588 }
2762 else 2589 else
2763 map->play_sound (sound, x, y); 2590 map->play_sound (sound, x, y);
2764} 2591}
2765 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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