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Comparing deliantra/server/common/object.C (file contents):
Revision 1.214 by root, Tue Apr 22 07:01:46 2008 UTC vs.
Revision 1.273 by root, Sat Dec 27 04:15:56 2008 UTC

32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
139 140
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 142static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
143{ 144{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
149 */ 148 */
150 149
151 /* For each field in wants, */ 150 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 152 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 153 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 154
169 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 156 return true;
171} 157}
172 158
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 160static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 162{
177 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
179 */ 165 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
181} 168}
182 169
183/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 171 * they can be merged together.
185 * 172 *
200 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 188 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
203 return 0; 190 return 0;
204 191
205 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 195 return 0;
212 196
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 205
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 208
225 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 210 || ob1->name != ob2->name
227 || ob1->title != ob2->title 211 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 218 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 234 return 0;
250 235
251 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
255 .any ()) 239 .any ())
256 return 0; 240 return 0;
257 241
258 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
334 318
335// find player who can see this object 319// find player who can see this object
336object * 320object *
337object::visible_to () const 321object::visible_to () const
338{ 322{
339 if (!flag [FLAG_REMOVED]) 323 if (client_visible () && !flag [FLAG_REMOVED])
340 { 324 {
341 // see if we are in a container of sorts 325 // see if we are in a container of sorts
342 if (env) 326 if (env)
343 { 327 {
344 // the player inventory itself is always visible 328 // the player inventory itself is always visible
345 if (env->type == PLAYER) 329 if (env->is_player ())
346 return env; 330 return env;
347 331
348 // else a player could have our env open 332 // else a player could have our env open
349 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
350 334
358 else 342 else
359 { 343 {
360 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
363 return pl; 349 return pl;
364 } 350 }
365 } 351 }
366 352
367 return 0; 353 return 0;
368} 354}
369 355
370// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
371static sint32 357static sint32
372weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
373{ 359{
374 return op->type == CONTAINER 360 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight; 362 : weight;
377} 363}
383static void 369static void
384adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
385{ 371{
386 while (op) 372 while (op)
387 { 373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
388 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
389 378
390 if (!weight) 379 if (!weight)
391 return; 380 return;
392 381
393 op->carrying += weight; 382 op->carrying += weight;
394 383
395 if (object *pl = op->visible_to ()) 384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
396 esrv_update_item (UPD_WEIGHT, pl, op); 386 esrv_update_item (UPD_WEIGHT, pl, op);
397 387
398 op = op->env; 388 op = op->env;
399 } 389 }
400} 390}
401 391
415 op->update_weight (); 405 op->update_weight ();
416 406
417 sum += op->total_weight (); 407 sum += op->total_weight ();
418 } 408 }
419 409
420 sum = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
421 411
422 if (sum != carrying) 412 if (sum != carrying)
423 { 413 {
424 carrying = sum; 414 carrying = sum;
425 415
426 if (object *pl = visible_to ()) 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
427 esrv_update_item (UPD_WEIGHT, pl, this); 418 esrv_update_item (UPD_WEIGHT, pl, this);
428 } 419 }
429} 420}
430 421
431/* 422/*
432 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
486 */ 477 */
487object * 478object *
488find_object_name (const char *str) 479find_object_name (const char *str)
489{ 480{
490 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
491 object *op;
492 482
483 if (str_)
493 for_all_objects (op) 484 for_all_objects (op)
494 if (op->name == str_) 485 if (op->name == str_)
495 break; 486 return op;
496 487
497 return op; 488 return 0;
498} 489}
499 490
500/* 491/*
501 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
502 * skill and experience objects. 493 * skill and experience objects.
600 } 591 }
601 592
602 op->key_values = 0; 593 op->key_values = 0;
603} 594}
604 595
605object & 596/*
606object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
607{ 606{
608 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
609 bool is_removed = flag [FLAG_REMOVED];
610
611 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
612
613 flag [FLAG_FREED] = is_freed;
614 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
615 610
616 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
617 if (src.key_values) 612 if (key_values)
618 { 613 {
619 key_value *tail = 0; 614 key_value *tail = 0;
620 key_values = 0; 615 dst->key_values = 0;
621 616
622 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
623 { 618 {
624 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
625 620
626 new_link->next = 0; 621 new_link->next = 0;
627 new_link->key = i->key; 622 new_link->key = i->key;
628 new_link->value = i->value; 623 new_link->value = i->value;
629 624
630 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
631 if (!key_values) 626 if (!dst->key_values)
632 { 627 {
633 key_values = new_link; 628 dst->key_values = new_link;
634 tail = new_link; 629 tail = new_link;
635 } 630 }
636 else 631 else
637 { 632 {
638 tail->next = new_link; 633 tail->next = new_link;
639 tail = new_link; 634 tail = new_link;
640 } 635 }
641 } 636 }
642 } 637 }
643}
644
645/*
646 * copy_to first frees everything allocated by the dst object,
647 * and then copies the contents of itself into the second
648 * object, allocating what needs to be allocated. Basically, any
649 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
650 * if the first object is freed, the pointers in the new object
651 * will point at garbage.
652 */
653void
654object::copy_to (object *dst)
655{
656 *dst = *this;
657 638
658 if (speed < 0) 639 if (speed < 0)
659 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
660 641
661 dst->set_speed (dst->speed); 642 dst->activate ();
662} 643}
663 644
664void 645void
665object::instantiate () 646object::instantiate ()
666{ 647{
683object * 664object *
684object::clone () 665object::clone ()
685{ 666{
686 object *neu = create (); 667 object *neu = create ();
687 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
688 return neu; 670 return neu;
689} 671}
690 672
691/* 673/*
692 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
743 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
744 */ 726 */
745void 727void
746update_object (object *op, int action) 728update_object (object *op, int action)
747{ 729{
748 if (op == NULL) 730 if (!op)
749 { 731 {
750 /* this should never happen */ 732 /* this should never happen */
751 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
752 return; 734 return;
753 } 735 }
754 736
755 if (op->env) 737 if (!op->is_on_map ())
756 { 738 {
757 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
758 * to do in this case. 740 * to do in this case.
759 */ 741 */
760 return; 742 return;
761 } 743 }
762
763 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways.
765 */
766 if (!op->map || op->map->in_memory == MAP_SAVING)
767 return;
768 744
769 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
770 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
771 { 747 {
772 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
783 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
784 { 760 {
785 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
786 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
788 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
789 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
790 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
791 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
792 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
793 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
794 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
795 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
796 * to have move_allow right now. 772 * have move_allow right now.
797 */ 773 */
798 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
799 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
800 m.flags_ = 0; 776 m.invalidate ();
801 } 777 }
802 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
803 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
804 * that is being removed. 780 * that is being removed.
805 */ 781 */
806 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
807 m.flags_ = 0; 783 m.invalidate ();
808 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
809 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
810 else 786 else
811 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
812 788
854object::activate () 830object::activate ()
855{ 831{
856 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
857 if (active) 833 if (active)
858 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
859 838
860 if (has_active_speed ()) 839 if (has_active_speed ())
861 actives.insert (this); 840 actives.insert (this);
862} 841}
863 842
915object::destroy_inv (bool drop_to_ground) 894object::destroy_inv (bool drop_to_ground)
916{ 895{
917 // need to check first, because the checks below might segfault 896 // need to check first, because the checks below might segfault
918 // as we might be on an invalid mapspace and crossfire code 897 // as we might be on an invalid mapspace and crossfire code
919 // is too buggy to ensure that the inventory is empty. 898 // is too buggy to ensure that the inventory is empty.
920 // corollary: if you create arrows etc. with stuff in tis inventory, 899 // corollary: if you create arrows etc. with stuff in its inventory,
921 // cf will crash below with off-map x and y 900 // cf will crash below with off-map x and y
922 if (!inv) 901 if (!inv)
923 return; 902 return;
924 903
925 /* Only if the space blocks everything do we not process - 904 /* Only if the space blocks everything do we not process -
927 * drop on that space. 906 * drop on that space.
928 */ 907 */
929 if (!drop_to_ground 908 if (!drop_to_ground
930 || !map 909 || !map
931 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
932 || map->nodrop 911 || map->no_drop
933 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
934 { 913 {
935 while (inv) 914 while (inv)
936 {
937 inv->destroy_inv (drop_to_ground);
938 inv->destroy (); 915 inv->destroy ();
939 }
940 } 916 }
941 else 917 else
942 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
943 while (inv) 919 while (inv)
944 { 920 {
962 object *op = new object; 938 object *op = new object;
963 op->link (); 939 op->link ();
964 return op; 940 return op;
965} 941}
966 942
943static struct freed_map : maptile
944{
945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
967void 964void
968object::do_destroy () 965object::do_destroy ()
969{ 966{
970 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
971 remove_button_link (this); 968 remove_button_link (this);
975 972
976 remove (); 973 remove ();
977 974
978 attachable::do_destroy (); 975 attachable::do_destroy ();
979 976
980 destroy_inv (true);
981
982 deactivate (); 977 deactivate ();
983 unlink (); 978 unlink ();
984 979
985 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
986 981
987 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map; 983 map = &freed_map;
1006 x = 1; 984 x = 1;
1007 y = 1; 985 y = 1;
1008 }
1009 986
1010 if (more) 987 if (more)
1011 { 988 {
1012 more->destroy (); 989 more->destroy ();
1013 more = 0; 990 more = 0;
1021 attacked_by = 0; 998 attacked_by = 0;
1022 current_weapon = 0; 999 current_weapon = 0;
1023} 1000}
1024 1001
1025void 1002void
1026object::destroy (bool destroy_inventory) 1003object::destroy ()
1027{ 1004{
1028 if (destroyed ()) 1005 if (destroyed ())
1029 return; 1006 return;
1030 1007
1031 if (destroy_inventory) 1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy ();
1012 return;
1013 }
1014
1032 destroy_inv (false); 1015 destroy_inv (false);
1033 1016
1034 if (is_head ()) 1017 if (is_head ())
1035 if (sound_destroy) 1018 if (sound_destroy)
1036 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1037 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1056 if (flag [FLAG_REMOVED]) 1039 if (flag [FLAG_REMOVED])
1057 return; 1040 return;
1058 1041
1059 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1060 1043
1061 if (object *pl = visible_to ())
1062 esrv_del_item (pl->contr, count);
1063
1064 flag [FLAG_REMOVED] = true; 1044 flag [FLAG_REMOVED] = true;
1065 1045
1066 if (more) 1046 if (more)
1067 more->remove (); 1047 more->remove ();
1068 1048
1070 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1071 * inventory. 1051 * inventory.
1072 */ 1052 */
1073 if (env) 1053 if (env)
1074 { 1054 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1075 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1076 1061
1077 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1078
1079 if (below)
1080 below->above = above;
1081 1063
1082 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1083 * the map, but we don't actually do that - it is up 1065 * the map, but we don't actually do that - it is up
1084 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1085 */ 1067 */
1086 map = env->map; 1068 map = env->map;
1087 x = env->x; 1069 x = env->x;
1088 y = env->y; 1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1089 above = 0; 1076 above = 0;
1090 below = 0; 1077 below = 0;
1091 env = 0; 1078 env = 0;
1092 1079
1093 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1094 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1095 * to save cpu time. 1082 * to save cpu time.
1096 */ 1083 */
1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1098 otmp->update_stats (); 1087 pl->update_stats ();
1088
1089 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y);
1091 }
1099 } 1092 }
1100 else if (map) 1093 else if (map)
1101 { 1094 {
1102 if (type == PLAYER)
1103 {
1104 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent.
1108 close_container ();
1109
1110 --map->players;
1111 map->touch ();
1112 }
1113
1114 map->dirty = true; 1095 map->dirty = true;
1115 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1116 1097
1098 if (object *pl = ms.player ())
1099 {
1100 if (is_player ())
1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1105 // leaving a spot always closes any open container on the ground
1106 if (container && !container->env)
1107 // this causes spurious floorbox updates, but it ensures
1108 // that the CLOSE event is being sent.
1109 close_container ();
1110
1111 --map->players;
1112 map->touch ();
1113 }
1114 else if (pl->container == this)
1115 {
1116 // removing a container should close it
1117 close_container ();
1118 }
1119
1120 esrv_del_item (pl->contr, count);
1121 }
1122
1117 /* link the object above us */ 1123 /* link the object above us */
1118 if (above) 1124 // re-link, make sure compiler can easily use cmove
1119 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
1120 else 1126 *(below ? &below->above : &ms.bot) = above;
1121 ms.top = below; /* we were top, set new top */
1122
1123 /* Relink the object below us, if there is one */
1124 if (below)
1125 below->above = above;
1126 else
1127 {
1128 /* Nothing below, which means we need to relink map object for this space
1129 * use translated coordinates in case some oddness with map tiling is
1130 * evident
1131 */
1132 if (GET_MAP_OB (map, x, y) != this)
1133 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 ());
1134
1135 ms.bot = above; /* goes on above it. */
1136 }
1137 1127
1138 above = 0; 1128 above = 0;
1139 below = 0; 1129 below = 0;
1130
1131 ms.invalidate ();
1140 1132
1141 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1142 return; 1134 return;
1143 1135
1144 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1150 * removed (most likely destroyed), update the player view 1142 * removed (most likely destroyed), update the player view
1151 * appropriately. 1143 * appropriately.
1152 */ 1144 */
1153 pl->close_container (); 1145 pl->close_container ();
1154 1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1155 pl->contr->ns->floorbox_update (); 1151 pl->contr->ns->floorbox_update ();
1156 } 1152 }
1157 1153
1158 for (tmp = ms.bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1159 { 1155 {
1160 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1173 } 1169 }
1174 1170
1175 last = tmp; 1171 last = tmp;
1176 } 1172 }
1177 1173
1178 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1179 //TODO: this makes little sense, why only update the topmost object?
1180 if (!last)
1181 map->at (x, y).flags_ = 0;
1182 else
1183 update_object (last, UP_OBJ_REMOVE);
1184
1185 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1186 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1187 } 1176 }
1188} 1177}
1189 1178
1190/* 1179/*
1214 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1215 1204
1216 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1217 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1218 1207
1219 op->destroy (1); 1208 op->destroy ();
1220 1209
1221 return top; 1210 return top;
1222 } 1211 }
1223 1212
1224 return 0; 1213 return 0;
1252 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1253 */ 1242 */
1254object * 1243object *
1255insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1256{ 1245{
1246 op->remove ();
1247
1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1258 { 1249 {
1259 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1260 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1261 } 1252 }
1284 * just 'op' otherwise 1275 * just 'op' otherwise
1285 */ 1276 */
1286object * 1277object *
1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1288{ 1279{
1289 assert (!op->flag [FLAG_FREED]);
1290
1291 object *top, *floor = NULL;
1292
1293 op->remove (); 1280 op->remove ();
1281
1282 if (m == &freed_map)//D TODO: remove soon
1283 {//D
1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1285 }//D
1294 1286
1295 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1296 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1297 * need extra work 1289 * need extra work
1298 */ 1290 */
1299 if (!xy_normalise (m, op->x, op->y)) 1291 if (!xy_normalise (m, op->x, op->y))
1300 { 1292 {
1301 op->destroy (); 1293 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1302 return 0; 1294 return 0;
1303 } 1295 }
1304 1296
1305 if (object *more = op->more) 1297 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag)) 1298 if (!insert_ob_in_map (more, m, originator, flag))
1315 */ 1307 */
1316 if (op->nrof && !(flag & INS_NO_MERGE)) 1308 if (op->nrof && !(flag & INS_NO_MERGE))
1317 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1309 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1318 if (object::can_merge (op, tmp)) 1310 if (object::can_merge (op, tmp))
1319 { 1311 {
1312 // TODO: we actually want to update tmp, not op,
1313 // but some caller surely breaks when we return tmp
1314 // from here :/
1320 op->nrof += tmp->nrof; 1315 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1316 tmp->destroy ();
1322 } 1317 }
1323 1318
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1319 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1320 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1321
1333 { 1328 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1329 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1330 abort ();
1336 } 1331 }
1337 1332
1333 if (!originator->is_on_map ())
1334 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1335 op->debug_desc (), originator->debug_desc ());
1336
1338 op->above = originator; 1337 op->above = originator;
1339 op->below = originator->below; 1338 op->below = originator->below;
1340
1341 if (op->below)
1342 op->below->above = op;
1343 else
1344 ms.bot = op;
1345
1346 /* since *below* originator, no need to update top */
1347 originator->below = op; 1339 originator->below = op;
1340
1341 *(op->below ? &op->below->above : &ms.bot) = op;
1348 } 1342 }
1349 else 1343 else
1350 { 1344 {
1351 top = ms.bot; 1345 object *floor = 0;
1346 object *top = ms.top;
1352 1347
1353 /* If there are other objects, then */ 1348 /* If there are other objects, then */
1354 if (top) 1349 if (top)
1355 { 1350 {
1356 object *last = 0;
1357
1358 /* 1351 /*
1359 * If there are multiple objects on this space, we do some trickier handling. 1352 * If there are multiple objects on this space, we do some trickier handling.
1360 * We've already dealt with merging if appropriate. 1353 * We've already dealt with merging if appropriate.
1361 * Generally, we want to put the new object on top. But if 1354 * Generally, we want to put the new object on top. But if
1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1365 * once we get to them. This reduces the need to traverse over all of 1358 * once we get to them. This reduces the need to traverse over all of
1366 * them when adding another one - this saves quite a bit of cpu time 1359 * them when adding another one - this saves quite a bit of cpu time
1367 * when lots of spells are cast in one area. Currently, it is presumed 1360 * when lots of spells are cast in one area. Currently, it is presumed
1368 * that flying non pickable objects are spell objects. 1361 * that flying non pickable objects are spell objects.
1369 */ 1362 */
1370 for (top = ms.bot; top; top = top->above) 1363 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1371 { 1364 {
1372 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1365 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1373 floor = top; 1366 floor = tmp;
1374 1367
1375 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1368 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1376 { 1369 {
1377 /* We insert above top, so we want this object below this */ 1370 /* We insert above top, so we want this object below this */
1378 top = top->below; 1371 top = tmp->below;
1379 break; 1372 break;
1380 } 1373 }
1381 1374
1382 last = top; 1375 top = tmp;
1383 } 1376 }
1384
1385 /* Don't want top to be NULL, so set it to the last valid object */
1386 top = last;
1387 1377
1388 /* We let update_position deal with figuring out what the space 1378 /* We let update_position deal with figuring out what the space
1389 * looks like instead of lots of conditions here. 1379 * looks like instead of lots of conditions here.
1390 * makes things faster, and effectively the same result. 1380 * makes things faster, and effectively the same result.
1391 */ 1381 */
1398 */ 1388 */
1399 if (!(flag & INS_ON_TOP) 1389 if (!(flag & INS_ON_TOP)
1400 && ms.flags () & P_BLOCKSVIEW 1390 && ms.flags () & P_BLOCKSVIEW
1401 && (op->face && !faces [op->face].visibility)) 1391 && (op->face && !faces [op->face].visibility))
1402 { 1392 {
1393 object *last;
1394
1403 for (last = top; last != floor; last = last->below) 1395 for (last = top; last != floor; last = last->below)
1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1396 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1405 break; 1397 break;
1406 1398
1407 /* Check to see if we found the object that blocks view, 1399 /* Check to see if we found the object that blocks view,
1415 } /* If objects on this space */ 1407 } /* If objects on this space */
1416 1408
1417 if (flag & INS_ABOVE_FLOOR_ONLY) 1409 if (flag & INS_ABOVE_FLOOR_ONLY)
1418 top = floor; 1410 top = floor;
1419 1411
1420 /* Top is the object that our object (op) is going to get inserted above. 1412 // insert object above top, or bottom-most if top = 0
1421 */
1422
1423 /* First object on this space */
1424 if (!top) 1413 if (!top)
1425 { 1414 {
1415 op->below = 0;
1426 op->above = ms.bot; 1416 op->above = ms.bot;
1427
1428 if (op->above)
1429 op->above->below = op;
1430
1431 op->below = 0;
1432 ms.bot = op; 1417 ms.bot = op;
1418
1419 *(op->above ? &op->above->below : &ms.top) = op;
1433 } 1420 }
1434 else 1421 else
1435 { /* get inserted into the stack above top */ 1422 {
1436 op->above = top->above; 1423 op->above = top->above;
1437
1438 if (op->above)
1439 op->above->below = op; 1424 top->above = op;
1440 1425
1441 op->below = top; 1426 op->below = top;
1442 top->above = op; 1427 *(op->above ? &op->above->below : &ms.top) = op;
1443 } 1428 }
1429 }
1444 1430
1445 if (!op->above) 1431 if (op->is_player ())
1446 ms.top = op;
1447 } /* else not INS_BELOW_ORIGINATOR */
1448
1449 if (op->type == PLAYER)
1450 { 1432 {
1451 op->contr->do_los = 1; 1433 op->contr->do_los = 1;
1452 ++op->map->players; 1434 ++op->map->players;
1453 op->map->touch (); 1435 op->map->touch ();
1454 } 1436 }
1455 1437
1456 op->map->dirty = true; 1438 op->map->dirty = true;
1457 1439
1458 if (object *pl = ms.player ()) 1440 if (object *pl = ms.player ())
1441 //TODO: the floorbox prev/next might need updating
1442 //esrv_send_item (pl, op);
1443 //TODO: update floorbox to preserve ordering
1444 if (pl->contr->ns)
1459 pl->contr->ns->floorbox_update (); 1445 pl->contr->ns->floorbox_update ();
1460 1446
1461 /* If this object glows, it may affect lighting conditions that are 1447 /* If this object glows, it may affect lighting conditions that are
1462 * visible to others on this map. But update_all_los is really 1448 * visible to others on this map. But update_all_los is really
1463 * an inefficient way to do this, as it means los for all players 1449 * an inefficient way to do this, as it means los for all players
1464 * on the map will get recalculated. The players could very well 1450 * on the map will get recalculated. The players could very well
1465 * be far away from this change and not affected in any way - 1451 * be far away from this change and not affected in any way -
1466 * this should get redone to only look for players within range, 1452 * this should get redone to only look for players within range,
1467 * or just updating the P_UPTODATE for spaces within this area 1453 * or just updating the P_UPTODATE for spaces within this area
1468 * of effect may be sufficient. 1454 * of effect may be sufficient.
1469 */ 1455 */
1470 if (op->map->darkness && (op->glow_radius != 0)) 1456 if (op->affects_los ())
1457 {
1458 op->ms ().invalidate ();
1471 update_all_los (op->map, op->x, op->y); 1459 update_all_los (op->map, op->x, op->y);
1460 }
1472 1461
1473 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1462 /* updates flags (blocked, alive, no magic, etc) for this map space */
1474 update_object (op, UP_OBJ_INSERT); 1463 update_object (op, UP_OBJ_INSERT);
1475 1464
1476 INVOKE_OBJECT (INSERT, op); 1465 INVOKE_OBJECT (INSERT, op);
1510{ 1499{
1511 /* first search for itself and remove any old instances */ 1500 /* first search for itself and remove any old instances */
1512 1501
1513 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1502 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1514 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1503 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1515 tmp->destroy (1); 1504 tmp->destroy ();
1516 1505
1517 object *tmp = arch_to_object (archetype::find (arch_string)); 1506 object *tmp = arch_to_object (archetype::find (arch_string));
1518 1507
1519 tmp->x = op->x; 1508 tmp->x = op->x;
1520 tmp->y = op->y; 1509 tmp->y = op->y;
1544 if (!nr) 1533 if (!nr)
1545 return true; 1534 return true;
1546 1535
1547 nr = min (nr, nrof); 1536 nr = min (nr, nrof);
1548 1537
1538 if (nrof > nr)
1539 {
1549 nrof -= nr; 1540 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0 1541 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1554 1542
1555 if (object *pl = visible_to ()) 1543 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this); 1544 esrv_update_item (UPD_NROF, pl, this);
1557 1545
1558 return true; 1546 return true;
1559 } 1547 }
1560 else 1548 else
1561 { 1549 {
1562 destroy (1); 1550 destroy ();
1563 return false; 1551 return false;
1564 } 1552 }
1565} 1553}
1566 1554
1567/* 1555/*
1584 } 1572 }
1585 else 1573 else
1586 { 1574 {
1587 decrease (nr); 1575 decrease (nr);
1588 1576
1589 object *op = object_create_clone (this); 1577 object *op = deep_clone ();
1590 op->nrof = nr; 1578 op->nrof = nr;
1591 return op; 1579 return op;
1592 } 1580 }
1593} 1581}
1594 1582
1644 if (object *pl = tmp->visible_to ()) 1632 if (object *pl = tmp->visible_to ())
1645 esrv_update_item (UPD_NROF, pl, tmp); 1633 esrv_update_item (UPD_NROF, pl, tmp);
1646 1634
1647 adjust_weight (this, op->total_weight ()); 1635 adjust_weight (this, op->total_weight ());
1648 1636
1649 op->destroy (1); 1637 op->destroy ();
1650 op = tmp; 1638 op = tmp;
1651 goto inserted; 1639 goto inserted;
1652 } 1640 }
1653 1641
1654 op->owner = 0; // it's his/hers now. period. 1642 op->owner = 0; // it's his/hers now. period.
1672 1660
1673 adjust_weight (this, op->total_weight ()); 1661 adjust_weight (this, op->total_weight ());
1674 1662
1675inserted: 1663inserted:
1676 /* reset the light list and los of the players on the map */ 1664 /* reset the light list and los of the players on the map */
1677 if (op->glow_radius && map && map->darkness) 1665 if (op->glow_radius && is_on_map ())
1666 {
1667 update_stats ();
1678 update_all_los (map, x, y); 1668 update_all_los (map, x, y);
1679 1669 }
1670 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1680 // if this is a player's inventory, update stats 1671 // if this is a player's inventory, update stats
1681 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1682 update_stats (); 1672 update_stats ();
1683 1673
1684 INVOKE_OBJECT (INSERT, this); 1674 INVOKE_OBJECT (INSERT, this);
1685 1675
1686 return op; 1676 return op;
1770 { 1760 {
1771 1761
1772 float 1762 float
1773 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1774 1764
1775 if (op->type == PLAYER) 1765 if (op->is_player ())
1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1778 diff /= 4.0; 1768 diff /= 4.0;
1779 1769
1780 op->speed_left -= diff; 1770 op->speed_left -= diff;
1815 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1816 return NULL; 1806 return NULL;
1817 } 1807 }
1818 1808
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1820 if (tmp->arch == at) 1810 if (tmp->arch->archname == at->archname)
1821 return tmp; 1811 return tmp;
1822 1812
1823 return NULL; 1813 return NULL;
1824} 1814}
1825 1815
1889 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1890 */ 1880 */
1891object * 1881object *
1892present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
1893{ 1883{
1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1895 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1896 return tmp; 1886 return tmp;
1897 1887
1898 return NULL; 1888 return NULL;
1899} 1889}
1900 1890
1988 * head of the object should correspond for the entire object. 1978 * head of the object should correspond for the entire object.
1989 */ 1979 */
1990 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1991 continue; 1981 continue;
1992 1982
1993 if (ob->blocked (m, pos.x, pos.y)) 1983 if (ob->blocked (pos.m, pos.x, pos.y))
1994 continue; 1984 continue;
1995 1985
1996 altern [index++] = i; 1986 altern [index++] = i;
1997 } 1987 }
1998 1988
2106 if ((move_type & blocked) == move_type) 2096 if ((move_type & blocked) == move_type)
2107 max = maxfree[i]; 2097 max = maxfree[i];
2108 else if (mflags & P_IS_ALIVE) 2098 else if (mflags & P_IS_ALIVE)
2109 { 2099 {
2110 for (tmp = ms.bot; tmp; tmp = tmp->above) 2100 for (tmp = ms.bot; tmp; tmp = tmp->above)
2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2101 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2112 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2113 break; 2103 break;
2114 2104
2115 if (tmp) 2105 if (tmp)
2116 return freedir[i]; 2106 return freedir[i];
2302int 2292int
2303can_pick (const object *who, const object *item) 2293can_pick (const object *who, const object *item)
2304{ 2294{
2305 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2306 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2307 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2308} 2298}
2309 2299
2310/* 2300/*
2311 * create clone from object to another 2301 * create clone from object to another
2312 */ 2302 */
2313object * 2303object *
2314object_create_clone (object *asrc) 2304object::deep_clone ()
2315{ 2305{
2316 object *dst = 0, *tmp, *src, *prev, *item; 2306 assert (("deep_clone called on non-head object", is_head ()));
2317 2307
2318 if (!asrc) 2308 object *dst = clone ();
2319 return 0;
2320 2309
2321 src = asrc->head_ (); 2310 object *prev = dst;
2322
2323 prev = 0;
2324 for (object *part = src; part; part = part->more) 2311 for (object *part = this->more; part; part = part->more)
2325 { 2312 {
2326 tmp = part->clone (); 2313 object *tmp = part->clone ();
2327 tmp->x -= src->x;
2328 tmp->y -= src->y;
2329
2330 if (!part->head)
2331 {
2332 dst = tmp;
2333 tmp->head = 0;
2334 }
2335 else
2336 tmp->head = dst; 2314 tmp->head = dst;
2337
2338 tmp->more = 0;
2339
2340 if (prev)
2341 prev->more = tmp; 2315 prev->more = tmp;
2342
2343 prev = tmp; 2316 prev = tmp;
2344 } 2317 }
2345 2318
2346 for (item = src->inv; item; item = item->below) 2319 for (object *item = inv; item; item = item->below)
2347 insert_ob_in_ob (object_create_clone (item), dst); 2320 insert_ob_in_ob (item->deep_clone (), dst);
2348 2321
2349 return dst; 2322 return dst;
2350} 2323}
2351 2324
2352/* This returns the first object in who's inventory that 2325/* This returns the first object in who's inventory that
2361 return tmp; 2334 return tmp;
2362 2335
2363 return 0; 2336 return 0;
2364} 2337}
2365 2338
2366/* If ob has a field named key, return the link from the list, 2339const shstr &
2367 * otherwise return NULL. 2340object::kv_get (const shstr &key) const
2368 *
2369 * key must be a passed in shared string - otherwise, this won't
2370 * do the desired thing.
2371 */
2372key_value *
2373get_ob_key_link (const object *ob, const char *key)
2374{ 2341{
2375 for (key_value *link = ob->key_values; link; link = link->next) 2342 for (key_value *kv = key_values; kv; kv = kv->next)
2376 if (link->key == key) 2343 if (kv->key == key)
2377 return link;
2378
2379 return 0;
2380}
2381
2382/*
2383 * Returns the value of op has an extra_field for key, or NULL.
2384 *
2385 * The argument doesn't need to be a shared string.
2386 *
2387 * The returned string is shared.
2388 */
2389const char *
2390get_ob_key_value (const object *op, const char *const key)
2391{
2392 key_value *link;
2393 shstr_cmp canonical_key (key);
2394
2395 if (!canonical_key)
2396 {
2397 /* 1. There being a field named key on any object
2398 * implies there'd be a shared string to find.
2399 * 2. Since there isn't, no object has this field.
2400 * 3. Therefore, *this* object doesn't have this field.
2401 */
2402 return 0;
2403 }
2404
2405 /* This is copied from get_ob_key_link() above -
2406 * only 4 lines, and saves the function call overhead.
2407 */
2408 for (link = op->key_values; link; link = link->next)
2409 if (link->key == canonical_key)
2410 return link->value; 2344 return kv->value;
2411 2345
2412 return 0; 2346 return shstr_null;
2413} 2347}
2414 2348
2415/* 2349void
2416 * Updates the canonical_key in op to value. 2350object::kv_set (const shstr &key, const shstr &value)
2417 *
2418 * canonical_key is a shared string (value doesn't have to be).
2419 *
2420 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2421 * keys.
2422 *
2423 * Returns TRUE on success.
2424 */
2425int
2426set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2427{ 2351{
2428 key_value *field = NULL, *last = NULL; 2352 for (key_value *kv = key_values; kv; kv = kv->next)
2429 2353 if (kv->key == key)
2430 for (field = op->key_values; field != NULL; field = field->next)
2431 {
2432 if (field->key != canonical_key)
2433 { 2354 {
2434 last = field; 2355 kv->value = value;
2435 continue; 2356 return;
2436 } 2357 }
2437 2358
2438 if (value) 2359 key_value *kv = new key_value;
2439 field->value = value; 2360
2440 else 2361 kv->next = key_values;
2362 kv->key = key;
2363 kv->value = value;
2364
2365 key_values = kv;
2366}
2367
2368void
2369object::kv_del (const shstr &key)
2370{
2371 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372 if ((*kvp)->key == key)
2441 { 2373 {
2442 /* Basically, if the archetype has this key set, 2374 key_value *kv = *kvp;
2443 * we need to store the null value so when we save 2375 *kvp = (*kvp)->next;
2444 * it, we save the empty value so that when we load, 2376 delete kv;
2445 * we get this value back again. 2377 return;
2446 */
2447 if (get_ob_key_link (op->arch, canonical_key))
2448 field->value = 0;
2449 else
2450 {
2451 if (last)
2452 last->next = field->next;
2453 else
2454 op->key_values = field->next;
2455
2456 delete field;
2457 }
2458 } 2378 }
2459 return TRUE;
2460 }
2461 /* IF we get here, key doesn't exist */
2462
2463 /* No field, we'll have to add it. */
2464
2465 if (!add_key)
2466 return FALSE;
2467
2468 /* There isn't any good reason to store a null
2469 * value in the key/value list. If the archetype has
2470 * this key, then we should also have it, so shouldn't
2471 * be here. If user wants to store empty strings,
2472 * should pass in ""
2473 */
2474 if (value == NULL)
2475 return TRUE;
2476
2477 field = new key_value;
2478
2479 field->key = canonical_key;
2480 field->value = value;
2481 /* Usual prepend-addition. */
2482 field->next = op->key_values;
2483 op->key_values = field;
2484
2485 return TRUE;
2486}
2487
2488/*
2489 * Updates the key in op to value.
2490 *
2491 * If add_key is FALSE, this will only update existing keys,
2492 * and not add new ones.
2493 * In general, should be little reason FALSE is ever passed in for add_key
2494 *
2495 * Returns TRUE on success.
2496 */
2497int
2498set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2499{
2500 shstr key_ (key);
2501
2502 return set_ob_key_value_s (op, key_, value, add_key);
2503} 2379}
2504 2380
2505object::depth_iterator::depth_iterator (object *container) 2381object::depth_iterator::depth_iterator (object *container)
2506: iterator_base (container) 2382: iterator_base (container)
2507{ 2383{
2557{ 2433{
2558 char flagdesc[512]; 2434 char flagdesc[512];
2559 char info2[256 * 4]; 2435 char info2[256 * 4];
2560 char *p = info; 2436 char *p = info;
2561 2437
2562 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2438 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2563 count, 2439 count,
2564 uuid.c_str (), 2440 uuid.c_str (),
2565 &name, 2441 &name,
2566 title ? "\",title:\"" : "", 2442 title ? ",title:\"" : "",
2567 title ? (const char *)title : "", 2443 title ? (const char *)title : "",
2444 title ? "\"" : "",
2568 flag_desc (flagdesc, 512), type); 2445 flag_desc (flagdesc, 512), type);
2569 2446
2570 if (!this->flag[FLAG_REMOVED] && env) 2447 if (!flag[FLAG_REMOVED] && env)
2571 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2448 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2572 2449
2573 if (map) 2450 if (map)
2574 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2451 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2575 2452
2605object::open_container (object *new_container) 2482object::open_container (object *new_container)
2606{ 2483{
2607 if (container == new_container) 2484 if (container == new_container)
2608 return; 2485 return;
2609 2486
2610 if (object *old_container = container) 2487 object *old_container = container;
2488
2489 if (old_container)
2611 { 2490 {
2612 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2491 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2613 return; 2492 return;
2614 2493
2615#if 0 2494#if 0
2617 if (object *closer = old_container->inv) 2496 if (object *closer = old_container->inv)
2618 if (closer->type == CLOSE_CON) 2497 if (closer->type == CLOSE_CON)
2619 closer->destroy (); 2498 closer->destroy ();
2620#endif 2499#endif
2621 2500
2501 // make sure the container is available
2502 esrv_send_item (this, old_container);
2503
2622 old_container->flag [FLAG_APPLIED] = 0; 2504 old_container->flag [FLAG_APPLIED] = false;
2623 container = 0; 2505 container = 0;
2624 2506
2507 // client needs item update to make it work, client bug requires this to be separate
2625 esrv_update_item (UPD_FLAGS, this, old_container); 2508 esrv_update_item (UPD_FLAGS, this, old_container);
2509
2626 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2510 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2627 play_sound (sound_find ("chest_close")); 2511 play_sound (sound_find ("chest_close"));
2628 } 2512 }
2629 2513
2630 if (new_container) 2514 if (new_container)
2643 } 2527 }
2644#endif 2528#endif
2645 2529
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2530 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2647 2531
2532 // make sure the container is available, client bug requires this to be separate
2533 esrv_send_item (this, new_container);
2534
2648 new_container->flag [FLAG_APPLIED] = 1; 2535 new_container->flag [FLAG_APPLIED] = true;
2649 container = new_container; 2536 container = new_container;
2650 2537
2538 // client needs flag change
2651 esrv_update_item (UPD_FLAGS, this, new_container); 2539 esrv_update_item (UPD_FLAGS, this, new_container);
2652 esrv_send_inventory (this, new_container); 2540 esrv_send_inventory (this, new_container);
2653 play_sound (sound_find ("chest_open")); 2541 play_sound (sound_find ("chest_open"));
2654 } 2542 }
2543// else if (!old_container->env && contr && contr->ns)
2544// contr->ns->floorbox_reset ();
2655} 2545}
2656 2546
2657object * 2547object *
2658object::force_find (const shstr name) 2548object::force_find (const shstr name)
2659{ 2549{
2665 return splay (tmp); 2555 return splay (tmp);
2666 2556
2667 return 0; 2557 return 0;
2668} 2558}
2669 2559
2670void 2560object *
2671object::force_add (const shstr name, int duration) 2561object::force_add (const shstr name, int duration)
2672{ 2562{
2673 if (object *force = force_find (name)) 2563 if (object *force = force_find (name))
2674 force->destroy (); 2564 force->destroy ();
2675 2565
2681 2571
2682 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->set_speed (duration ? 1.f / duration : 0.f);
2683 force->flag [FLAG_IS_USED_UP] = true; 2573 force->flag [FLAG_IS_USED_UP] = true;
2684 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2685 2575
2686 insert (force); 2576 return insert (force);
2687} 2577}
2688 2578
2689void 2579void
2690object::play_sound (faceidx sound) 2580object::play_sound (faceidx sound)
2691{ 2581{
2702 } 2592 }
2703 else 2593 else
2704 map->play_sound (sound, x, y); 2594 map->play_sound (sound, x, y);
2705} 2595}
2706 2596
2597void
2598object::make_noise ()
2599{
2600 // we do not model noise in the map, so instead put
2601 // a temporary light into the noise source
2602 // could use the map instead, but that's less reliable for our
2603 // goal, which is to make invisibility a bit harder to exploit
2604
2605 // currently only works sensibly for players
2606 if (!is_player ())
2607 return;
2608
2609 // find old force, or create new one
2610 object *force = force_find (shstr_noise_force);
2611
2612 if (force)
2613 force->speed_left = -1.f; // patch old speed up
2614 else
2615 {
2616 force = archetype::get (shstr_noise_force);
2617
2618 force->slaying = shstr_noise_force;
2619 force->stats.food = 1;
2620 force->speed_left = -1.f;
2621
2622 force->set_speed (1.f / 4.f);
2623 force->flag [FLAG_IS_USED_UP] = true;
2624 force->flag [FLAG_APPLIED] = true;
2625
2626 insert (force);
2627 }
2628}
2629

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