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Comparing deliantra/server/common/object.C (file contents):
Revision 1.229 by root, Sat May 3 12:29:09 2008 UTC vs.
Revision 1.284 by root, Sat Jun 27 08:35:03 2009 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 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
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] = {
186 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 188 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
189 return 0; 190 return 0;
190 191
191 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 195 return 0;
198 196
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * 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
201 * 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
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 205
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 208
211 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 210 || ob1->name != ob2->name
213 || ob1->title != ob2->title 211 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 218 || ob1->value != ob2->value
221 || 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
222 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 234 return 0;
236 235
237 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
241 .any ()) 239 .any ())
242 return 0; 240 return 0;
243 241
244 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
326 { 324 {
327 // see if we are in a container of sorts 325 // see if we are in a container of sorts
328 if (env) 326 if (env)
329 { 327 {
330 // the player inventory itself is always visible 328 // the player inventory itself is always visible
331 if (env->type == PLAYER) 329 if (env->is_player ())
332 return env; 330 return env;
333 331
334 // else a player could have our env open 332 // else a player could have our env open
335 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
336 334
344 else 342 else
345 { 343 {
346 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
349 if (!pl->container || this == pl->container) 348 || this == pl->container)
350 return pl; 349 return pl;
351 } 350 }
352 } 351 }
353 352
354 return 0; 353 return 0;
355} 354}
356 355
357// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
358static sint32 357static sint32
359weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
360{ 359{
361 return op->type == CONTAINER 360 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight; 362 : weight;
364} 363}
370static void 369static void
371adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
372{ 371{
373 while (op) 372 while (op)
374 { 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
375 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
376 378
377 if (!weight) 379 if (!weight)
378 return; 380 return;
379 381
380 op->carrying += weight; 382 op->carrying += weight;
403 op->update_weight (); 405 op->update_weight ();
404 406
405 sum += op->total_weight (); 407 sum += op->total_weight ();
406 } 408 }
407 409
408 sum = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
409 411
410 if (sum != carrying) 412 if (sum != carrying)
411 { 413 {
412 carrying = sum; 414 carrying = sum;
413 415
475 */ 477 */
476object * 478object *
477find_object_name (const char *str) 479find_object_name (const char *str)
478{ 480{
479 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
480 object *op;
481 482
483 if (str_)
482 for_all_objects (op) 484 for_all_objects (op)
483 if (op->name == str_) 485 if (op->name == str_)
484 break; 486 return op;
485 487
486 return op; 488 return 0;
487} 489}
488 490
489/* 491/*
490 * 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
491 * skill and experience objects. 493 * skill and experience objects.
635 } 637 }
636 638
637 if (speed < 0) 639 if (speed < 0)
638 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
639 641
640 dst->set_speed (dst->speed); 642 dst->activate ();
641} 643}
642 644
643void 645void
644object::instantiate () 646object::instantiate ()
645{ 647{
757 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
758 { 760 {
759 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
766 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
767 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
768 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
769 /* 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
770 * to have move_allow right now. 772 * have move_allow right now.
771 */ 773 */
772 || ((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
773 || 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)
774 m.flags_ = 0; 776 m.invalidate ();
775 } 777 }
776 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
777 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
778 * that is being removed. 780 * that is being removed.
779 */ 781 */
780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 m.flags_ = 0; 783 m.invalidate ();
782 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
783 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
784 else 786 else
785 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
786 788
790 792
791object::object () 793object::object ()
792{ 794{
793 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
794 796
795 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
796 face = blank_face; 798 face = blank_face;
797} 799}
798 800
799object::~object () 801object::~object ()
800{ 802{
828object::activate () 830object::activate ()
829{ 831{
830 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
831 if (active) 833 if (active)
832 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
833 838
834 if (has_active_speed ()) 839 if (has_active_speed ())
835 actives.insert (this); 840 actives.insert (this);
836} 841}
837 842
901 * drop on that space. 906 * drop on that space.
902 */ 907 */
903 if (!drop_to_ground 908 if (!drop_to_ground
904 || !map 909 || !map
905 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
906 || map->nodrop 911 || map->no_drop
907 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
908 { 913 {
909 while (inv) 914 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy (); 915 inv->destroy ();
913 }
914 } 916 }
915 else 917 else
916 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
917 while (inv) 919 while (inv)
918 { 920 {
922 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 925 || op->type == RUNE
924 || op->type == TRAP 926 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 929 op->destroy ();
928 else 930 else
929 map->insert (op, x, y); 931 map->insert (op, x, y);
930 } 932 }
931 } 933 }
932} 934}
940 942
941static struct freed_map : maptile 943static struct freed_map : maptile
942{ 944{
943 freed_map () 945 freed_map ()
944 { 946 {
945 path = "<freed objects map>"; 947 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 948 name = "/internal/freed_objects_map";
947 width = 3; 949 width = 3;
948 height = 3; 950 height = 3;
949 nodrop = 1; 951 no_drop = 1;
952 no_reset = 1;
950 953
951 alloc (); 954 alloc ();
952 in_memory = MAP_ACTIVE; 955 in_memory = MAP_ACTIVE;
953 } 956 }
954 957
960 963
961void 964void
962object::do_destroy () 965object::do_destroy ()
963{ 966{
964 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this); 968 remove_link ();
966 969
967 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this); 971 remove_friendly_object (this);
969 972
970 remove (); 973 remove ();
995 attacked_by = 0; 998 attacked_by = 0;
996 current_weapon = 0; 999 current_weapon = 0;
997} 1000}
998 1001
999void 1002void
1000object::destroy (bool destroy_inventory) 1003object::destroy ()
1001{ 1004{
1002 if (destroyed ()) 1005 if (destroyed ())
1003 return; 1006 return;
1004 1007
1005 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1006 { 1009 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory); 1011 head->destroy ();
1009 return; 1012 return;
1010 } 1013 }
1011 1014
1012 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1013 1016
1014 if (is_head ()) 1017 if (is_head ())
1015 if (sound_destroy) 1018 if (sound_destroy)
1016 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1054 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056 1059
1057 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1058 1061
1059 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1060
1061 if (below)
1062 below->above = above;
1063 1063
1064 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1065 * 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
1066 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1067 */ 1067 */
1068 map = env->map; 1068 map = env->map;
1069 x = env->x; 1069 x = env->x;
1070 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
1071 above = 0; 1076 above = 0;
1072 below = 0; 1077 below = 0;
1073 env = 0; 1078 env = 0;
1074 1079
1075 /* 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
1076 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 1082 * to save cpu time.
1078 */ 1083 */
1079 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 {
1080 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 }
1081 } 1092 }
1082 else if (map) 1093 else if (map)
1083 { 1094 {
1084 map->dirty = true; 1095 map->dirty = true;
1085 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1086 1097
1087 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1088 { 1099 {
1089 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1090 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1091 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env) 1106 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1095 close_container (); 1109 close_container ();
1105 1119
1106 esrv_del_item (pl->contr, count); 1120 esrv_del_item (pl->contr, count);
1107 } 1121 }
1108 1122
1109 /* link the object above us */ 1123 /* link the object above us */
1110 if (above) 1124 // re-link, make sure compiler can easily use cmove
1111 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
1112 else 1126 *(below ? &below->above : &ms.bot) = above;
1113 ms.top = below; /* we were top, set new top */
1114
1115 /* Relink the object below us, if there is one */
1116 if (below)
1117 below->above = above;
1118 else
1119 {
1120 /* Nothing below, which means we need to relink map object for this space
1121 * use translated coordinates in case some oddness with map tiling is
1122 * evident
1123 */
1124 if (GET_MAP_OB (map, x, y) != this)
1125 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 ());
1126
1127 ms.bot = above; /* goes on above it. */
1128 }
1129 1127
1130 above = 0; 1128 above = 0;
1131 below = 0; 1129 below = 0;
1130
1131 ms.invalidate ();
1132 1132
1133 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1134 return; 1134 return;
1135 1135
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1169 } 1169 }
1170 1170
1171 last = tmp; 1171 last = tmp;
1172 } 1172 }
1173 1173
1174 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1175 //TODO: this makes little sense, why only update the topmost object?
1176 if (!last)
1177 map->at (x, y).flags_ = 0;
1178 else
1179 update_object (last, UP_OBJ_REMOVE);
1180
1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1183 } 1176 }
1184} 1177}
1185 1178
1186/* 1179/*
1210 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1211 1204
1212 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1214 1207
1215 op->destroy (1); 1208 op->destroy ();
1216 1209
1217 return top; 1210 return top;
1218 } 1211 }
1219 1212
1220 return 0; 1213 return 0;
1248 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1249 */ 1242 */
1250object * 1243object *
1251insert_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)
1252{ 1245{
1246 op->remove ();
1247
1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1254 { 1249 {
1255 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1256 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1257 } 1252 }
1280 * just 'op' otherwise 1275 * just 'op' otherwise
1281 */ 1276 */
1282object * 1277object *
1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1284{ 1279{
1285 assert (!op->flag [FLAG_FREED]);
1286
1287 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
1288 1286
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * 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
1291 * need extra work 1289 * need extra work
1292 */ 1290 */
1291 maptile *newmap = m;
1293 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1294 { 1293 {
1295 op->destroy (1); 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1296 return 0; 1295 return 0;
1297 } 1296 }
1298 1297
1299 if (object *more = op->more) 1298 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0; 1300 return 0;
1302 1301
1303 CLEAR_FLAG (op, FLAG_REMOVED); 1302 op->flag [FLAG_REMOVED] = false;
1304 1303 op->env = 0;
1305 op->map = m; 1304 op->map = newmap;
1305
1306 mapspace &ms = op->ms (); 1306 mapspace &ms = op->ms ();
1307 1307
1308 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1309 */ 1309 */
1310 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 if (object::can_merge (op, tmp)) 1312 if (object::can_merge (op, tmp))
1313 { 1313 {
1314 // TODO: we atcually want to update tmp, not op, 1314 // TODO: we actually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp 1315 // but some caller surely breaks when we return tmp
1316 // from here :/ 1316 // from here :/
1317 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1318 tmp->destroy (1); 1318 tmp->destroy ();
1319 } 1319 }
1320 1320
1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1322 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1323 1323
1330 { 1330 {
1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1332 abort (); 1332 abort ();
1333 } 1333 }
1334 1334
1335 if (!originator->is_on_map ())
1336 {
1337 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1338 op->debug_desc (), originator->debug_desc ());
1339 abort ();
1340 }
1341
1335 op->above = originator; 1342 op->above = originator;
1336 op->below = originator->below; 1343 op->below = originator->below;
1337
1338 if (op->below)
1339 op->below->above = op;
1340 else
1341 ms.bot = op;
1342
1343 /* since *below* originator, no need to update top */
1344 originator->below = op; 1344 originator->below = op;
1345
1346 *(op->below ? &op->below->above : &ms.bot) = op;
1345 } 1347 }
1346 else 1348 else
1347 { 1349 {
1348 object *top, *floor = NULL; 1350 object *floor = 0;
1349 1351 object *top = ms.top;
1350 top = ms.bot;
1351 1352
1352 /* If there are other objects, then */ 1353 /* If there are other objects, then */
1353 if (top) 1354 if (top)
1354 { 1355 {
1355 object *last = 0;
1356
1357 /* 1356 /*
1358 * If there are multiple objects on this space, we do some trickier handling. 1357 * If there are multiple objects on this space, we do some trickier handling.
1359 * We've already dealt with merging if appropriate. 1358 * We've already dealt with merging if appropriate.
1360 * Generally, we want to put the new object on top. But if 1359 * Generally, we want to put the new object on top. But if
1361 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1360 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1364 * once we get to them. This reduces the need to traverse over all of 1363 * once we get to them. This reduces the need to traverse over all of
1365 * them when adding another one - this saves quite a bit of cpu time 1364 * them when adding another one - this saves quite a bit of cpu time
1366 * when lots of spells are cast in one area. Currently, it is presumed 1365 * when lots of spells are cast in one area. Currently, it is presumed
1367 * that flying non pickable objects are spell objects. 1366 * that flying non pickable objects are spell objects.
1368 */ 1367 */
1369 for (top = ms.bot; top; top = top->above) 1368 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1370 { 1369 {
1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1370 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1372 floor = top; 1371 floor = tmp;
1373 1372
1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1375 { 1374 {
1376 /* We insert above top, so we want this object below this */ 1375 /* We insert above top, so we want this object below this */
1377 top = top->below; 1376 top = tmp->below;
1378 break; 1377 break;
1379 } 1378 }
1380 1379
1381 last = top; 1380 top = tmp;
1382 } 1381 }
1383
1384 /* Don't want top to be NULL, so set it to the last valid object */
1385 top = last;
1386 1382
1387 /* We let update_position deal with figuring out what the space 1383 /* We let update_position deal with figuring out what the space
1388 * looks like instead of lots of conditions here. 1384 * looks like instead of lots of conditions here.
1389 * makes things faster, and effectively the same result. 1385 * makes things faster, and effectively the same result.
1390 */ 1386 */
1397 */ 1393 */
1398 if (!(flag & INS_ON_TOP) 1394 if (!(flag & INS_ON_TOP)
1399 && ms.flags () & P_BLOCKSVIEW 1395 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility)) 1396 && (op->face && !faces [op->face].visibility))
1401 { 1397 {
1398 object *last;
1399
1402 for (last = top; last != floor; last = last->below) 1400 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1401 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1404 break; 1402 break;
1405 1403
1406 /* Check to see if we found the object that blocks view, 1404 /* Check to see if we found the object that blocks view,
1414 } /* If objects on this space */ 1412 } /* If objects on this space */
1415 1413
1416 if (flag & INS_ABOVE_FLOOR_ONLY) 1414 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor; 1415 top = floor;
1418 1416
1419 /* Top is the object that our object (op) is going to get inserted above. 1417 // insert object above top, or bottom-most if top = 0
1420 */
1421
1422 /* First object on this space */
1423 if (!top) 1418 if (!top)
1424 { 1419 {
1420 op->below = 0;
1425 op->above = ms.bot; 1421 op->above = ms.bot;
1426
1427 if (op->above)
1428 op->above->below = op;
1429
1430 op->below = 0;
1431 ms.bot = op; 1422 ms.bot = op;
1423
1424 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1425 }
1433 else 1426 else
1434 { /* get inserted into the stack above top */ 1427 {
1435 op->above = top->above; 1428 op->above = top->above;
1436
1437 if (op->above)
1438 op->above->below = op; 1429 top->above = op;
1439 1430
1440 op->below = top; 1431 op->below = top;
1441 top->above = op; 1432 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1433 }
1434 }
1443 1435
1444 if (!op->above) 1436 if (op->is_player ())
1445 ms.top = op;
1446 } /* else not INS_BELOW_ORIGINATOR */
1447
1448 if (op->type == PLAYER)
1449 { 1437 {
1450 op->contr->do_los = 1; 1438 op->contr->do_los = 1;
1451 ++op->map->players; 1439 ++op->map->players;
1452 op->map->touch (); 1440 op->map->touch ();
1453 } 1441 }
1468 * be far away from this change and not affected in any way - 1456 * be far away from this change and not affected in any way -
1469 * this should get redone to only look for players within range, 1457 * this should get redone to only look for players within range,
1470 * or just updating the P_UPTODATE for spaces within this area 1458 * or just updating the P_UPTODATE for spaces within this area
1471 * of effect may be sufficient. 1459 * of effect may be sufficient.
1472 */ 1460 */
1473 if (op->map->darkness && (op->glow_radius != 0)) 1461 if (op->affects_los ())
1462 {
1463 op->ms ().invalidate ();
1474 update_all_los (op->map, op->x, op->y); 1464 update_all_los (op->map, op->x, op->y);
1465 }
1475 1466
1476 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1467 /* updates flags (blocked, alive, no magic, etc) for this map space */
1477 update_object (op, UP_OBJ_INSERT); 1468 update_object (op, UP_OBJ_INSERT);
1478 1469
1479 INVOKE_OBJECT (INSERT, op); 1470 INVOKE_OBJECT (INSERT, op);
1507/* this function inserts an object in the map, but if it 1498/* this function inserts an object in the map, but if it
1508 * finds an object of its own type, it'll remove that one first. 1499 * finds an object of its own type, it'll remove that one first.
1509 * op is the object to insert it under: supplies x and the map. 1500 * op is the object to insert it under: supplies x and the map.
1510 */ 1501 */
1511void 1502void
1512replace_insert_ob_in_map (const char *arch_string, object *op) 1503replace_insert_ob_in_map (shstr_tmp archname, object *op)
1513{ 1504{
1514 /* first search for itself and remove any old instances */ 1505 /* first search for itself and remove any old instances */
1515 1506
1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1508 if (tmp->arch->archname == archname) /* same archetype */
1518 tmp->destroy (1); 1509 tmp->destroy ();
1519 1510
1520 object *tmp = arch_to_object (archetype::find (arch_string)); 1511 object *tmp = arch_to_object (archetype::find (archname));
1521 1512
1522 tmp->x = op->x; 1513 tmp->x = op->x;
1523 tmp->y = op->y; 1514 tmp->y = op->y;
1524 1515
1525 insert_ob_in_map (tmp, op->map, op, 0); 1516 insert_ob_in_map (tmp, op->map, op, 0);
1547 if (!nr) 1538 if (!nr)
1548 return true; 1539 return true;
1549 1540
1550 nr = min (nr, nrof); 1541 nr = min (nr, nrof);
1551 1542
1543 if (nrof > nr)
1544 {
1552 nrof -= nr; 1545 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0 1546 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557 1547
1558 if (object *pl = visible_to ()) 1548 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this); 1549 esrv_update_item (UPD_NROF, pl, this);
1560 1550
1561 return true; 1551 return true;
1562 } 1552 }
1563 else 1553 else
1564 { 1554 {
1565 destroy (1); 1555 destroy ();
1566 return false; 1556 return false;
1567 } 1557 }
1568} 1558}
1569 1559
1570/* 1560/*
1587 } 1577 }
1588 else 1578 else
1589 { 1579 {
1590 decrease (nr); 1580 decrease (nr);
1591 1581
1592 object *op = object_create_clone (this); 1582 object *op = deep_clone ();
1593 op->nrof = nr; 1583 op->nrof = nr;
1594 return op; 1584 return op;
1595 } 1585 }
1596} 1586}
1597 1587
1647 if (object *pl = tmp->visible_to ()) 1637 if (object *pl = tmp->visible_to ())
1648 esrv_update_item (UPD_NROF, pl, tmp); 1638 esrv_update_item (UPD_NROF, pl, tmp);
1649 1639
1650 adjust_weight (this, op->total_weight ()); 1640 adjust_weight (this, op->total_weight ());
1651 1641
1652 op->destroy (1); 1642 op->destroy ();
1653 op = tmp; 1643 op = tmp;
1654 goto inserted; 1644 goto inserted;
1655 } 1645 }
1656 1646
1657 op->owner = 0; // it's his/hers now. period. 1647 op->owner = 0; // it's his/hers now. period.
1675 1665
1676 adjust_weight (this, op->total_weight ()); 1666 adjust_weight (this, op->total_weight ());
1677 1667
1678inserted: 1668inserted:
1679 /* reset the light list and los of the players on the map */ 1669 /* reset the light list and los of the players on the map */
1680 if (op->glow_radius && map && map->darkness) 1670 if (op->glow_radius && is_on_map ())
1671 {
1672 update_stats ();
1681 update_all_los (map, x, y); 1673 update_all_los (map, x, y);
1682 1674 }
1675 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1683 // if this is a player's inventory, update stats 1676 // if this is a player's inventory, update stats
1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1685 update_stats (); 1677 update_stats ();
1686 1678
1687 INVOKE_OBJECT (INSERT, this); 1679 INVOKE_OBJECT (INSERT, this);
1688 1680
1689 return op; 1681 return op;
1773 { 1765 {
1774 1766
1775 float 1767 float
1776 diff = tmp->move_slow_penalty * fabs (op->speed); 1768 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1769
1778 if (op->type == PLAYER) 1770 if (op->is_player ())
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1773 diff /= 4.0;
1782 1774
1783 op->speed_left -= diff; 1775 op->speed_left -= diff;
1818 LOG (llevError, "Present_arch called outside map.\n"); 1810 LOG (llevError, "Present_arch called outside map.\n");
1819 return NULL; 1811 return NULL;
1820 } 1812 }
1821 1813
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1814 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->arch == at) 1815 if (tmp->arch->archname == at->archname)
1824 return tmp; 1816 return tmp;
1825 1817
1826 return NULL; 1818 return NULL;
1827} 1819}
1828 1820
1892 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1893 */ 1885 */
1894object * 1886object *
1895present_arch_in_ob (const archetype *at, const object *op) 1887present_arch_in_ob (const archetype *at, const object *op)
1896{ 1888{
1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1899 return tmp; 1891 return tmp;
1900 1892
1901 return NULL; 1893 return NULL;
1902} 1894}
1903 1895
1991 * head of the object should correspond for the entire object. 1983 * head of the object should correspond for the entire object.
1992 */ 1984 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1985 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue; 1986 continue;
1995 1987
1996 if (ob->blocked (m, pos.x, pos.y)) 1988 if (ob->blocked (pos.m, pos.x, pos.y))
1997 continue; 1989 continue;
1998 1990
1999 altern [index++] = i; 1991 altern [index++] = i;
2000 } 1992 }
2001 1993
2069 * there is capable of. 2061 * there is capable of.
2070 */ 2062 */
2071int 2063int
2072find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2073{ 2065{
2074 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2075
2076 sint16 nx, ny;
2077 object *tmp;
2078 maptile *mp;
2079
2080 MoveType blocked, move_type; 2067 MoveType move_type;
2081 2068
2082 if (exclude && exclude->head_ () != exclude) 2069 if (exclude && exclude->head_ () != exclude)
2083 { 2070 {
2084 exclude = exclude->head; 2071 exclude = exclude->head;
2085 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2088 { 2075 {
2089 /* If we don't have anything, presume it can use all movement types. */ 2076 /* If we don't have anything, presume it can use all movement types. */
2090 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2091 } 2078 }
2092 2079
2093 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2094 { 2081 {
2095 mp = m; 2082 mapxy pos (m, x, y);
2096 nx = x + freearr_x[i]; 2083 pos.move (i);
2097 ny = y + freearr_y[i];
2098 2084
2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2100
2101 if (mflags & P_OUT_OF_MAP)
2102 max = maxfree[i]; 2086 max = maxfree[i];
2103 else 2087 else
2104 { 2088 {
2105 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2106 2090
2107 blocked = ms.move_block;
2108
2109 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2110 max = maxfree[i]; 2092 max = maxfree [i];
2111 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2112 { 2094 {
2113 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2116 break;
2117
2118 if (tmp)
2119 return freedir[i]; 2098 return freedir [i];
2120 } 2099 }
2121 } 2100 }
2122 } 2101 }
2123 2102
2124 return 0; 2103 return 0;
2199 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2200 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2201 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2202 * functions. 2181 * functions.
2203 */ 2182 */
2204int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2205 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2206 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2207 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2208 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2209 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2305int 2284int
2306can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2307{ 2286{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2311} 2290}
2312 2291
2313/* 2292/*
2314 * create clone from object to another 2293 * create clone from object to another
2315 */ 2294 */
2316object * 2295object *
2317object_create_clone (object *asrc) 2296object::deep_clone ()
2318{ 2297{
2298 assert (("deep_clone called on non-head object", is_head ()));
2299
2319 object *dst = 0; 2300 object *dst = clone ();
2320 2301
2321 if (!asrc)
2322 return 0;
2323
2324 object *src = asrc->head_ ();
2325
2326 object *prev = 0; 2302 object *prev = dst;
2327 for (object *part = src; part; part = part->more) 2303 for (object *part = this->more; part; part = part->more)
2328 { 2304 {
2329 object *tmp = part->clone (); 2305 object *tmp = part->clone ();
2330
2331 tmp->x -= src->x;
2332 tmp->y -= src->y;
2333
2334 if (!part->head)
2335 {
2336 dst = tmp;
2337 tmp->head = 0;
2338 }
2339 else
2340 tmp->head = dst; 2306 tmp->head = dst;
2341
2342 tmp->more = 0;
2343
2344 if (prev)
2345 prev->more = tmp; 2307 prev->more = tmp;
2346
2347 prev = tmp; 2308 prev = tmp;
2348 } 2309 }
2349 2310
2350 for (object *item = src->inv; item; item = item->below) 2311 for (object *item = inv; item; item = item->below)
2351 insert_ob_in_ob (object_create_clone (item), dst); 2312 insert_ob_in_ob (item->deep_clone (), dst);
2352 2313
2353 return dst; 2314 return dst;
2354} 2315}
2355 2316
2356/* This returns the first object in who's inventory that 2317/* This returns the first object in who's inventory that
2365 return tmp; 2326 return tmp;
2366 2327
2367 return 0; 2328 return 0;
2368} 2329}
2369 2330
2370const shstr & 2331shstr_tmp
2371object::kv_get (const shstr &key) const 2332object::kv_get (shstr_tmp key) const
2372{ 2333{
2373 for (key_value *kv = key_values; kv; kv = kv->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2374 if (kv->key == key) 2335 if (kv->key == key)
2375 return kv->value; 2336 return kv->value;
2376 2337
2377 return shstr_null; 2338 return shstr ();
2378} 2339}
2379 2340
2380void 2341void
2381object::kv_set (const shstr &key, const shstr &value) 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2382{ 2343{
2383 for (key_value *kv = key_values; kv; kv = kv->next) 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2384 if (kv->key == key) 2345 if (kv->key == key)
2385 { 2346 {
2386 kv->value = value; 2347 kv->value = value;
2395 2356
2396 key_values = kv; 2357 key_values = kv;
2397} 2358}
2398 2359
2399void 2360void
2400object::kv_del (const shstr &key) 2361object::kv_del (shstr_tmp key)
2401{ 2362{
2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2403 if ((*kvp)->key == key) 2364 if ((*kvp)->key == key)
2404 { 2365 {
2405 key_value *kv = *kvp; 2366 key_value *kv = *kvp;
2464{ 2425{
2465 char flagdesc[512]; 2426 char flagdesc[512];
2466 char info2[256 * 4]; 2427 char info2[256 * 4];
2467 char *p = info; 2428 char *p = info;
2468 2429
2469 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2470 count, 2431 count,
2471 uuid.c_str (), 2432 uuid.c_str (),
2472 &name, 2433 &name,
2473 title ? "\",title:\"" : "", 2434 title ? ",title:\"" : "",
2474 title ? (const char *)title : "", 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2475 flag_desc (flagdesc, 512), type); 2437 flag_desc (flagdesc, 512), type);
2476 2438
2477 if (!flag[FLAG_REMOVED] && env) 2439 if (!flag[FLAG_REMOVED] && env)
2478 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2479 2441
2535 container = 0; 2497 container = 0;
2536 2498
2537 // client needs item update to make it work, client bug requires this to be separate 2499 // client needs item update to make it work, client bug requires this to be separate
2538 esrv_update_item (UPD_FLAGS, this, old_container); 2500 esrv_update_item (UPD_FLAGS, this, old_container);
2539 2501
2540 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2541 play_sound (sound_find ("chest_close")); 2503 play_sound (sound_find ("chest_close"));
2542 } 2504 }
2543 2505
2544 if (new_container) 2506 if (new_container)
2545 { 2507 {
2555 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2556 new_container->insert (closer); 2518 new_container->insert (closer);
2557 } 2519 }
2558#endif 2520#endif
2559 2521
2560 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2561 2523
2562 // make sure the container is available, client bug requires this to be separate 2524 // make sure the container is available, client bug requires this to be separate
2563 esrv_send_item (this, new_container); 2525 esrv_send_item (this, new_container);
2564 2526
2565 new_container->flag [FLAG_APPLIED] = true; 2527 new_container->flag [FLAG_APPLIED] = true;
2573// else if (!old_container->env && contr && contr->ns) 2535// else if (!old_container->env && contr && contr->ns)
2574// contr->ns->floorbox_reset (); 2536// contr->ns->floorbox_reset ();
2575} 2537}
2576 2538
2577object * 2539object *
2578object::force_find (const shstr name) 2540object::force_find (shstr_tmp name)
2579{ 2541{
2580 /* cycle through his inventory to look for the MARK we want to 2542 /* cycle through his inventory to look for the MARK we want to
2581 * place 2543 * place
2582 */ 2544 */
2583 for (object *tmp = inv; tmp; tmp = tmp->below) 2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2585 return splay (tmp); 2547 return splay (tmp);
2586 2548
2587 return 0; 2549 return 0;
2588} 2550}
2589 2551
2590void 2552object *
2591object::force_add (const shstr name, int duration) 2553object::force_add (shstr_tmp name, int duration)
2592{ 2554{
2593 if (object *force = force_find (name)) 2555 if (object *force = force_find (name))
2594 force->destroy (); 2556 force->destroy ();
2595 2557
2596 object *force = get_archetype (FORCE_NAME); 2558 object *force = get_archetype (FORCE_NAME);
2601 2563
2602 force->set_speed (duration ? 1.f / duration : 0.f); 2564 force->set_speed (duration ? 1.f / duration : 0.f);
2603 force->flag [FLAG_IS_USED_UP] = true; 2565 force->flag [FLAG_IS_USED_UP] = true;
2604 force->flag [FLAG_APPLIED] = true; 2566 force->flag [FLAG_APPLIED] = true;
2605 2567
2606 insert (force); 2568 return insert (force);
2607} 2569}
2608 2570
2609void 2571void
2610object::play_sound (faceidx sound) 2572object::play_sound (faceidx sound) const
2611{ 2573{
2612 if (!sound) 2574 if (!sound)
2613 return; 2575 return;
2614 2576
2615 if (flag [FLAG_REMOVED]) 2577 if (is_on_map ())
2578 map->play_sound (sound, x, y);
2579 else if (object *pl = in_player ())
2580 pl->contr->play_sound (sound);
2581}
2582
2583void
2584object::say_msg (const char *msg) const
2585{
2586 if (is_on_map ())
2587 map->say_msg (msg, x, y);
2588 else if (object *pl = in_player ())
2589 pl->contr->play_sound (sound);
2590}
2591
2592void
2593object::make_noise ()
2594{
2595 // we do not model noise in the map, so instead put
2596 // a temporary light into the noise source
2597 // could use the map instead, but that's less reliable for our
2598 // goal, which is to make invisibility a bit harder to exploit
2599
2600 // currently only works sensibly for players
2601 if (!is_player ())
2616 return; 2602 return;
2617 2603
2618 if (env) 2604 // find old force, or create new one
2619 { 2605 object *force = force_find (shstr_noise_force);
2620 if (object *pl = in_player ()) 2606
2621 pl->contr->play_sound (sound); 2607 if (force)
2622 } 2608 force->speed_left = -1.f; // patch old speed up
2623 else 2609 else
2624 map->play_sound (sound, x, y); 2610 {
2625} 2611 force = archetype::get (shstr_noise_force);
2626 2612
2613 force->slaying = shstr_noise_force;
2614 force->stats.food = 1;
2615 force->speed_left = -1.f;
2616
2617 force->set_speed (1.f / 4.f);
2618 force->flag [FLAG_IS_USED_UP] = true;
2619 force->flag [FLAG_APPLIED] = true;
2620
2621 insert (force);
2622 }
2623}
2624

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