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Comparing deliantra/server/common/object.C (file contents):
Revision 1.211 by root, Mon Apr 21 21:32:32 2008 UTC vs.
Revision 1.288 by root, Sat Oct 3 22:36:08 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
24#include <global.h> 24#include <global.h>
25#include <stdio.h> 25#include <stdio.h>
26#include <sys/types.h> 26#include <sys/types.h>
27#include <sys/uio.h> 27#include <sys/uio.h>
28#include <object.h> 28#include <object.h>
29#include <funcpoint.h>
30#include <sproto.h> 29#include <sproto.h>
31#include <loader.h> 30#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
35UUID UUID::cur; 34UUID UUID::cur;
36static uint64_t seq_next_save; 35static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41 41
42short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
140 140
141/* 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. */
142static bool 142static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
144{ 144{
145 key_value *wants_field;
146
147 /* 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
148 * 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
149 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
150 */ 148 */
151 149
152 /* For each field in wants, */ 150 /* For each field in wants, */
153 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)
154 { 152 if (has->kv_get (kv->key) != kv->value)
155 key_value *has_field; 153 return false;
156
157 /* Look for a field in has with the same key. */
158 has_field = get_ob_key_link (has, wants_field->key);
159
160 if (!has_field)
161 return 0; /* No field with that name. */
162
163 /* Found the matching field. */
164 if (has_field->value != wants_field->value)
165 return 0; /* Values don't match, so this half of the comparison is false. */
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 154
170 /* 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. */
171 return 1; 156 return true;
172} 157}
173 158
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 160static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 162{
178 /* 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,
179 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
180 */ 165 */
181 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);
182} 168}
183 169
184/* 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
185 * they can be merged together. 171 * they can be merged together.
186 * 172 *
201 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 188 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
204 return 0; 190 return 0;
205 191
206 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 195 return 0;
213 196
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * 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
216 * 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
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 205
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 208
226 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 210 || ob1->name != ob2->name
228 || ob1->title != ob2->title 211 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 218 || ob1->value != ob2->value
236 || 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
237 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
239 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 234 return 0;
251 235
252 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
256 .any ()) 239 .any ())
257 return 0; 240 return 0;
258 241
259 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
331 314
332 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
333 return 1; 316 return 1;
334} 317}
335 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env_or_self ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
336// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
337static sint32 357static sint32
338weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
339{ 359{
340 return op->type == CONTAINER 360 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 362 : weight;
343} 363}
349static void 369static void
350adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
351{ 371{
352 while (op) 372 while (op)
353 { 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
354 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
355 381
356 op->carrying += weight; 382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
357 op = op->env; 388 op = op->env;
358 } 389 }
359} 390}
360 391
361/* 392/*
374 op->update_weight (); 405 op->update_weight ();
375 406
376 sum += op->total_weight (); 407 sum += op->total_weight ();
377 } 408 }
378 409
379 carrying = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
413 {
414 carrying = sum;
415
416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
380} 420}
381 421
382/* 422/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 424 */
437 */ 477 */
438object * 478object *
439find_object_name (const char *str) 479find_object_name (const char *str)
440{ 480{
441 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
442 object *op;
443 482
483 if (str_)
444 for_all_objects (op) 484 for_all_objects (op)
445 if (op->name == str_) 485 if (op->name == str_)
446 break; 486 return op;
447 487
448 return op; 488 return 0;
449} 489}
450 490
451/* 491/*
452 * 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
453 * skill and experience objects. 493 * skill and experience objects.
515 update_stats (); 555 update_stats ();
516 556
517 new_draw_info_format (NDI_UNIQUE, 0, this, 557 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, " 558 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. " 559 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name); 560 "[You need to unapply some items first - use the 'body' command to see "
561 "how many items you cna wera on a specific body part.]", &ob->name);
521 return false; 562 return false;
522 } 563 }
523 564
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 } 566 }
551 } 592 }
552 593
553 op->key_values = 0; 594 op->key_values = 0;
554} 595}
555 596
556object & 597/*
557object::operator =(const object &src) 598 * copy_to first frees everything allocated by the dst object,
599 * and then copies the contents of itself into the second
600 * object, allocating what needs to be allocated. Basically, any
601 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
602 * if the first object is freed, the pointers in the new object
603 * will point at garbage.
604 */
605void
606object::copy_to (object *dst)
558{ 607{
559 bool is_freed = flag [FLAG_FREED]; 608 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 609 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 610 dst->flag [FLAG_REMOVED] = true;
566 611
567 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
568 if (src.key_values) 613 if (key_values)
569 { 614 {
570 key_value *tail = 0; 615 key_value *tail = 0;
571 key_values = 0; 616 dst->key_values = 0;
572 617
573 for (key_value *i = src.key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
574 { 619 {
575 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
576 621
577 new_link->next = 0; 622 new_link->next = 0;
578 new_link->key = i->key; 623 new_link->key = i->key;
579 new_link->value = i->value; 624 new_link->value = i->value;
580 625
581 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
582 if (!key_values) 627 if (!dst->key_values)
583 { 628 {
584 key_values = new_link; 629 dst->key_values = new_link;
585 tail = new_link; 630 tail = new_link;
586 } 631 }
587 else 632 else
588 { 633 {
589 tail->next = new_link; 634 tail->next = new_link;
590 tail = new_link; 635 tail = new_link;
591 } 636 }
592 } 637 }
593 } 638 }
594}
595
596/*
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)
606{
607 *dst = *this;
608 639
609 if (speed < 0) 640 if (speed < 0)
610 dst->speed_left -= rndm (); 641 dst->speed_left -= rndm ();
611 642
612 dst->set_speed (dst->speed); 643 dst->activate ();
613} 644}
614 645
615void 646void
616object::instantiate () 647object::instantiate ()
617{ 648{
634object * 665object *
635object::clone () 666object::clone ()
636{ 667{
637 object *neu = create (); 668 object *neu = create ();
638 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
639 return neu; 671 return neu;
640} 672}
641 673
642/* 674/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
694 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
695 */ 727 */
696void 728void
697update_object (object *op, int action) 729update_object (object *op, int action)
698{ 730{
699 if (op == NULL) 731 if (!op)
700 { 732 {
701 /* this should never happen */ 733 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 735 return;
704 } 736 }
705 737
706 if (op->env) 738 if (!op->is_on_map ())
707 { 739 {
708 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
709 * to do in this case. 741 * to do in this case.
710 */ 742 */
711 return; 743 return;
712 } 744 }
713
714 /* If the map is saving, don't do anything as everything is
715 * going to get freed anyways.
716 */
717 if (!op->map || op->map->in_memory == MAP_SAVING)
718 return;
719 745
720 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 748 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
734 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
735 { 761 {
736 // this is likely overkill, TODO: revisit (schmorp) 762 // this is likely overkill, TODO: revisit (schmorp)
737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 765 || (op->is_player () && !(m.flags_ & P_PLAYER))
740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 769 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 770 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 771 || (m.move_slow | op->move_slow) != m.move_slow
746 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
747 * to have move_allow right now. 773 * have move_allow right now.
748 */ 774 */
749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
751 m.flags_ = 0; 777 m.invalidate ();
752 } 778 }
753 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
754 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
755 * that is being removed. 781 * that is being removed.
756 */ 782 */
757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
758 m.flags_ = 0; 784 m.invalidate ();
759 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
760 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
761 else 787 else
762 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
763 789
767 793
768object::object () 794object::object ()
769{ 795{
770 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
771 797
772 expmul = 1.0; 798 //expmul = 1.0; declared const for the time being
773 face = blank_face; 799 face = blank_face;
774} 800}
775 801
776object::~object () 802object::~object ()
777{ 803{
807 /* If already on active list, don't do anything */ 833 /* If already on active list, don't do anything */
808 if (active) 834 if (active)
809 return; 835 return;
810 836
811 if (has_active_speed ()) 837 if (has_active_speed ())
838 {
839 if (flag [FLAG_FREED])
840 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
841
812 actives.insert (this); 842 actives.insert (this);
843 }
813} 844}
814 845
815void 846void
816object::activate_recursive () 847object::activate_recursive ()
817{ 848{
866object::destroy_inv (bool drop_to_ground) 897object::destroy_inv (bool drop_to_ground)
867{ 898{
868 // need to check first, because the checks below might segfault 899 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 900 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 901 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 902 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 903 // cf will crash below with off-map x and y
873 if (!inv) 904 if (!inv)
874 return; 905 return;
875 906
876 /* Only if the space blocks everything do we not process - 907 /* Only if the space blocks everything do we not process -
878 * drop on that space. 909 * drop on that space.
879 */ 910 */
880 if (!drop_to_ground 911 if (!drop_to_ground
881 || !map 912 || !map
882 || map->in_memory != MAP_ACTIVE 913 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 914 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 915 || ms ().move_block == MOVE_ALL)
885 { 916 {
886 while (inv) 917 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 918 inv->destroy ();
890 }
891 } 919 }
892 else 920 else
893 { /* Put objects in inventory onto this space */ 921 { /* Put objects in inventory onto this space */
894 while (inv) 922 while (inv)
895 { 923 {
913 object *op = new object; 941 object *op = new object;
914 op->link (); 942 op->link ();
915 return op; 943 return op;
916} 944}
917 945
946static struct freed_map : maptile
947{
948 freed_map ()
949 {
950 path = "<freed objects map>";
951 name = "/internal/freed_objects_map";
952 width = 3;
953 height = 3;
954 no_drop = 1;
955 no_reset = 1;
956
957 alloc ();
958 in_memory = MAP_ACTIVE;
959 }
960
961 ~freed_map ()
962 {
963 destroy ();
964 }
965} freed_map; // freed objects are moved here to avoid crashes
966
918void 967void
919object::do_destroy () 968object::do_destroy ()
920{ 969{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 970 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 971 remove_link ();
925 972
926 if (flag [FLAG_FRIENDLY]) 973 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 974 remove_friendly_object (this);
928 975
929 if (!flag [FLAG_REMOVED])
930 remove (); 976 remove ();
931 977
932 destroy_inv (true); 978 attachable::do_destroy ();
933 979
934 deactivate (); 980 deactivate ();
935 unlink (); 981 unlink ();
936 982
937 flag [FLAG_FREED] = 1; 983 flag [FLAG_FREED] = 1;
938 984
939 // hack to ensure that freed objects still have a valid map 985 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
944 {
945 freed_map = new maptile;
946
947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
955 }
956
957 map = freed_map; 986 map = &freed_map;
958 x = 1; 987 x = 1;
959 y = 1; 988 y = 1;
960 }
961 989
962 if (more) 990 if (more)
963 { 991 {
964 more->destroy (); 992 more->destroy ();
965 more = 0; 993 more = 0;
973 attacked_by = 0; 1001 attacked_by = 0;
974 current_weapon = 0; 1002 current_weapon = 0;
975} 1003}
976 1004
977void 1005void
978object::destroy (bool destroy_inventory) 1006object::destroy ()
979{ 1007{
980 if (destroyed ()) 1008 if (destroyed ())
981 return; 1009 return;
982 1010
983 if (destroy_inventory) 1011 if (!is_head () && !head->destroyed ())
1012 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy ();
1015 return;
1016 }
1017
984 destroy_inv (false); 1018 destroy_inv (false);
985 1019
986 if (is_head ()) 1020 if (is_head ())
987 if (sound_destroy) 1021 if (sound_destroy)
988 play_sound (sound_destroy); 1022 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1023 else if (flag [FLAG_MONSTER])
1003object::do_remove () 1037object::do_remove ()
1004{ 1038{
1005 object *tmp, *last = 0; 1039 object *tmp, *last = 0;
1006 object *otmp; 1040 object *otmp;
1007 1041
1008 if (QUERY_FLAG (this, FLAG_REMOVED)) 1042 if (flag [FLAG_REMOVED])
1009 return; 1043 return;
1010 1044
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1045 INVOKE_OBJECT (REMOVE, this);
1046
1047 flag [FLAG_REMOVED] = true;
1013 1048
1014 if (more) 1049 if (more)
1015 more->remove (); 1050 more->remove ();
1016 1051
1017 /* 1052 /*
1018 * In this case, the object to be removed is in someones 1053 * In this case, the object to be removed is in someones
1019 * inventory. 1054 * inventory.
1020 */ 1055 */
1021 if (env) 1056 if (env)
1022 { 1057 {
1058 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1059 if (object *pl = visible_to ())
1060 esrv_del_item (pl->contr, count);
1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062
1023 adjust_weight (env, -total_weight ()); 1063 adjust_weight (env, -total_weight ());
1024 1064
1025 *(above ? &above->below : &env->inv) = below; 1065 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1066
1030 /* we set up values so that it could be inserted into 1067 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1068 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1069 * to the caller to decide what we want to do.
1033 */ 1070 */
1034 map = env->map; 1071 map = env->map;
1035 x = env->x; 1072 x = env->x;
1036 y = env->y; 1073 y = env->y;
1074
1075 // make sure cmov optimisation is applicable
1076 *(above ? &above->below : &env->inv) = below;
1077 *(below ? &below->above : &above ) = above; // &above is just a dummy
1078
1037 above = 0; 1079 above = 0;
1038 below = 0; 1080 below = 0;
1039 env = 0; 1081 env = 0;
1040 1082
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1083 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 1084 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 1085 * to save cpu time.
1044 */ 1086 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1087 if (pl)
1088 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1089 {
1046 otmp->update_stats (); 1090 pl->update_stats ();
1091
1092 if (glow_radius && pl->is_on_map ())
1093 update_all_los (pl->map, pl->x, pl->y);
1094 }
1047 } 1095 }
1048 else if (map) 1096 else if (map)
1049 { 1097 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1098 map->dirty = true;
1063 mapspace &ms = this->ms (); 1099 mapspace &ms = this->ms ();
1064 1100
1101 if (object *pl = ms.player ())
1102 {
1103 if (is_player ())
1104 {
1105 if (!flag [FLAG_WIZPASS])
1106 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1107
1108 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent.
1112 close_container ();
1113
1114 --map->players;
1115 map->touch ();
1116 }
1117 else if (pl->container == this)
1118 {
1119 // removing a container should close it
1120 close_container ();
1121 }
1122
1123 esrv_del_item (pl->contr, count);
1124 }
1125
1065 /* link the object above us */ 1126 /* link the object above us */
1066 if (above) 1127 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1128 *(above ? &above->below : &ms.top) = below;
1068 else 1129 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1130
1086 above = 0; 1131 above = 0;
1087 below = 0; 1132 below = 0;
1133
1134 ms.invalidate ();
1088 1135
1089 if (map->in_memory == MAP_SAVING) 1136 if (map->in_memory == MAP_SAVING)
1090 return; 1137 return;
1091 1138
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1139 int check_walk_off = !flag [FLAG_NO_APPLY];
1098 * removed (most likely destroyed), update the player view 1145 * removed (most likely destroyed), update the player view
1099 * appropriately. 1146 * appropriately.
1100 */ 1147 */
1101 pl->close_container (); 1148 pl->close_container ();
1102 1149
1150 //TODO: the floorbox prev/next might need updating
1151 //esrv_del_item (pl->contr, count);
1152 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1154 pl->contr->ns->floorbox_update ();
1104 } 1155 }
1105 1156
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1157 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 { 1158 {
1108 /* No point updating the players look faces if he is the object 1159 /* No point updating the players look faces if he is the object
1121 } 1172 }
1122 1173
1123 last = tmp; 1174 last = tmp;
1124 } 1175 }
1125 1176
1126 /* last == NULL if there are no objects on this space */ 1177 if (affects_los ())
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1178 update_all_los (map, x, y);
1135 } 1179 }
1136} 1180}
1137 1181
1138/* 1182/*
1152 if (!top) 1196 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1197 for (top = op; top && top->above; top = top->above)
1154 ; 1198 ;
1155 1199
1156 for (; top; top = top->below) 1200 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1201 if (object::can_merge (op, top))
1162 { 1202 {
1163 top->nrof += op->nrof; 1203 top->nrof += op->nrof;
1164 1204
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1205 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1206 esrv_update_item (UPD_NROF, pl, top);
1207
1208 op->weight = 0; // cancel the addition above
1209 op->carrying = 0; // must be 0 already
1210
1167 op->destroy (); 1211 op->destroy ();
1212
1168 return top; 1213 return top;
1169 } 1214 }
1170 }
1171 1215
1172 return 0; 1216 return 0;
1173} 1217}
1174 1218
1175void 1219void
1200 * job preparing multi-part monsters. 1244 * job preparing multi-part monsters.
1201 */ 1245 */
1202object * 1246object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1247insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1248{
1249 op->remove ();
1250
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1251 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1252 {
1207 tmp->x = x + tmp->arch->x; 1253 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1254 tmp->y = y + tmp->arch->y;
1209 } 1255 }
1232 * just 'op' otherwise 1278 * just 'op' otherwise
1233 */ 1279 */
1234object * 1280object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1281insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1282{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1283 op->remove ();
1284
1285 if (m == &freed_map)//D TODO: remove soon
1286 {//D
1287 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1288 }//D
1242 1289
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1290 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1291 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1292 * need extra work
1246 */ 1293 */
1294 maptile *newmap = m;
1247 if (!xy_normalise (m, op->x, op->y)) 1295 if (!xy_normalise (newmap, op->x, op->y))
1248 { 1296 {
1249 op->destroy (); 1297 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1298 return 0;
1251 } 1299 }
1252 1300
1253 if (object *more = op->more) 1301 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1302 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0; 1303 return 0;
1256 1304
1257 CLEAR_FLAG (op, FLAG_REMOVED); 1305 op->flag [FLAG_REMOVED] = false;
1258 1306 op->env = 0;
1259 op->map = m; 1307 op->map = newmap;
1308
1260 mapspace &ms = op->ms (); 1309 mapspace &ms = op->ms ();
1261 1310
1262 /* this has to be done after we translate the coordinates. 1311 /* this has to be done after we translate the coordinates.
1263 */ 1312 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1313 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1315 if (object::can_merge (op, tmp))
1267 { 1316 {
1317 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp
1319 // from here :/
1268 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1321 tmp->destroy ();
1270 } 1322 }
1271 1323
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1325 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1274 1326
1281 { 1333 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1335 abort ();
1284 } 1336 }
1285 1337
1338 if (!originator->is_on_map ())
1339 {
1340 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1341 op->debug_desc (), originator->debug_desc ());
1342 abort ();
1343 }
1344
1286 op->above = originator; 1345 op->above = originator;
1287 op->below = originator->below; 1346 op->below = originator->below;
1288
1289 if (op->below)
1290 op->below->above = op;
1291 else
1292 ms.bot = op;
1293
1294 /* since *below* originator, no need to update top */
1295 originator->below = op; 1347 originator->below = op;
1348
1349 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1350 }
1297 else 1351 else
1298 { 1352 {
1299 top = ms.bot; 1353 object *floor = 0;
1354 object *top = ms.top;
1300 1355
1301 /* If there are other objects, then */ 1356 /* If there are other objects, then */
1302 if (top) 1357 if (top)
1303 { 1358 {
1304 object *last = 0;
1305
1306 /* 1359 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1360 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1361 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1362 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1363 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1313 * once we get to them. This reduces the need to traverse over all of 1366 * once we get to them. This reduces the need to traverse over all of
1314 * them when adding another one - this saves quite a bit of cpu time 1367 * them when adding another one - this saves quite a bit of cpu time
1315 * when lots of spells are cast in one area. Currently, it is presumed 1368 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1369 * that flying non pickable objects are spell objects.
1317 */ 1370 */
1318 for (top = ms.bot; top; top = top->above) 1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1372 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1321 floor = top; 1374 floor = tmp;
1322 1375
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1324 { 1377 {
1325 /* We insert above top, so we want this object below this */ 1378 /* We insert above top, so we want this object below this */
1326 top = top->below; 1379 top = tmp->below;
1327 break; 1380 break;
1328 } 1381 }
1329 1382
1330 last = top; 1383 top = tmp;
1331 } 1384 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1385
1336 /* We let update_position deal with figuring out what the space 1386 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1387 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1388 * makes things faster, and effectively the same result.
1339 */ 1389 */
1346 */ 1396 */
1347 if (!(flag & INS_ON_TOP) 1397 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1398 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1399 && (op->face && !faces [op->face].visibility))
1350 { 1400 {
1401 object *last;
1402
1351 for (last = top; last != floor; last = last->below) 1403 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1405 break;
1354 1406
1355 /* Check to see if we found the object that blocks view, 1407 /* Check to see if we found the object that blocks view,
1363 } /* If objects on this space */ 1415 } /* If objects on this space */
1364 1416
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1418 top = floor;
1367 1419
1368 /* Top is the object that our object (op) is going to get inserted above. 1420 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1421 if (!top)
1373 { 1422 {
1423 op->below = 0;
1374 op->above = ms.bot; 1424 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1425 ms.bot = op;
1426
1427 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1428 }
1382 else 1429 else
1383 { /* get inserted into the stack above top */ 1430 {
1384 op->above = top->above; 1431 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1432 top->above = op;
1388 1433
1389 op->below = top; 1434 op->below = top;
1390 top->above = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1436 }
1437 }
1392 1438
1393 if (!op->above) 1439 if (op->is_player ())
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396
1397 if (op->type == PLAYER)
1398 { 1440 {
1399 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1400 ++op->map->players; 1442 ++op->map->players;
1401 op->map->touch (); 1443 op->map->touch ();
1402 } 1444 }
1403 1445
1404 op->map->dirty = true; 1446 op->map->dirty = true;
1405 1447
1406 if (object *pl = ms.player ()) 1448 if (object *pl = ms.player ())
1449 //TODO: the floorbox prev/next might need updating
1450 //esrv_send_item (pl, op);
1451 //TODO: update floorbox to preserve ordering
1452 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1453 pl->contr->ns->floorbox_update ();
1408 1454
1409 /* If this object glows, it may affect lighting conditions that are 1455 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1456 * visible to others on this map. But update_all_los is really
1411 * an inefficient way to do this, as it means los for all players 1457 * an inefficient way to do this, as it means los for all players
1412 * on the map will get recalculated. The players could very well 1458 * on the map will get recalculated. The players could very well
1413 * be far away from this change and not affected in any way - 1459 * be far away from this change and not affected in any way -
1414 * this should get redone to only look for players within range, 1460 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1461 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1462 * of effect may be sufficient.
1417 */ 1463 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1464 if (op->affects_los ())
1465 {
1466 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1467 update_all_los (op->map, op->x, op->y);
1468 }
1420 1469
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1471 update_object (op, UP_OBJ_INSERT);
1423 1472
1424 INVOKE_OBJECT (INSERT, op); 1473 INVOKE_OBJECT (INSERT, op);
1431 * blocked() and wall() work properly), and these flags are updated by 1480 * blocked() and wall() work properly), and these flags are updated by
1432 * update_object(). 1481 * update_object().
1433 */ 1482 */
1434 1483
1435 /* if this is not the head or flag has been passed, don't check walk on status */ 1484 /* if this is not the head or flag has been passed, don't check walk on status */
1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1485 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1437 { 1486 {
1438 if (check_move_on (op, originator)) 1487 if (check_move_on (op, originator))
1439 return 0; 1488 return 0;
1440 1489
1441 /* If we are a multi part object, lets work our way through the check 1490 /* If we are a multi part object, lets work our way through the check
1452/* this function inserts an object in the map, but if it 1501/* this function inserts an object in the map, but if it
1453 * finds an object of its own type, it'll remove that one first. 1502 * finds an object of its own type, it'll remove that one first.
1454 * op is the object to insert it under: supplies x and the map. 1503 * op is the object to insert it under: supplies x and the map.
1455 */ 1504 */
1456void 1505void
1457replace_insert_ob_in_map (const char *arch_string, object *op) 1506replace_insert_ob_in_map (shstr_tmp archname, object *op)
1458{ 1507{
1459 /* first search for itself and remove any old instances */ 1508 /* first search for itself and remove any old instances */
1460 1509
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1511 if (tmp->arch->archname == archname) /* same archetype */
1463 tmp->destroy (1); 1512 tmp->destroy ();
1464 1513
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1514 object *tmp = arch_to_object (archetype::find (archname));
1466 1515
1467 tmp->x = op->x; 1516 tmp->x = op->x;
1468 tmp->y = op->y; 1517 tmp->y = op->y;
1469 1518
1470 insert_ob_in_map (tmp, op->map, op, 0); 1519 insert_ob_in_map (tmp, op->map, op, 0);
1475{ 1524{
1476 if (where->env) 1525 if (where->env)
1477 return where->env->insert (this); 1526 return where->env->insert (this);
1478 else 1527 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1528 return where->map->insert (this, where->x, where->y, originator, flags);
1480}
1481
1482// find player who can see this object
1483static object *
1484visible_to (object *op)
1485{
1486 if (!op->flag [FLAG_REMOVED])
1487 {
1488 // see if we are in a container of sorts
1489 if (object *env = op->env)
1490 {
1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1494
1495 // else a player could have our env open
1496 env = env->outer_env ();
1497
1498 // the player itself is always on a map, so we will find him here
1499 // even if our inv is in a player.
1500 if (env->is_on_map ())
1501 if (object *pl = env->ms ().player ())
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = op->ms ().player ())
1509 return pl;
1510 }
1511 }
1512
1513 return 0;
1514} 1529}
1515 1530
1516/* 1531/*
1517 * decrease(object, number) decreases a specified number from 1532 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1521 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1537 */
1523bool 1538bool
1524object::decrease (sint32 nr) 1539object::decrease (sint32 nr)
1525{ 1540{
1541 if (!nr)
1542 return true;
1543
1526 nr = min (nr, nrof); 1544 nr = min (nr, nrof);
1527 1545
1528 if (!nr) 1546 if (nrof > nr)
1529 return 1; 1547 {
1530
1531 nrof -= nr; 1548 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0 1549 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538 1550
1539 if (visible) 1551 if (object *pl = visible_to ())
1540 esrv_send_item (visible, this); 1552 esrv_update_item (UPD_NROF, pl, this);
1541 1553
1542 return 1; 1554 return true;
1543 } 1555 }
1544 else 1556 else
1545 { 1557 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1558 destroy ();
1550 return 0; 1559 return false;
1551 } 1560 }
1552} 1561}
1553 1562
1554/* 1563/*
1555 * split(ob,nr) splits up ob into two parts. The part which 1564 * split(ob,nr) splits up ob into two parts. The part which
1558 * On failure, NULL is returned. 1567 * On failure, NULL is returned.
1559 */ 1568 */
1560object * 1569object *
1561object::split (sint32 nr) 1570object::split (sint32 nr)
1562{ 1571{
1572 int have = number_of ();
1573
1563 if (nrof < nr) 1574 if (have < nr)
1564 return 0; 1575 return 0;
1565 else if (nrof == nr) 1576 else if (have == nr)
1566 { 1577 {
1567 remove (); 1578 remove ();
1568 return this; 1579 return this;
1569 } 1580 }
1570 else 1581 else
1571 { 1582 {
1572 decrease (nr); 1583 decrease (nr);
1573 1584
1574 object *op = object_create_clone (this); 1585 object *op = deep_clone ();
1575 op->nrof = nr; 1586 op->nrof = nr;
1576 return op; 1587 return op;
1577 } 1588 }
1578} 1589}
1579 1590
1623 if (object::can_merge (tmp, op)) 1634 if (object::can_merge (tmp, op))
1624 { 1635 {
1625 /* return the original object and remove inserted object 1636 /* return the original object and remove inserted object
1626 (client needs the original object) */ 1637 (client needs the original object) */
1627 tmp->nrof += op->nrof; 1638 tmp->nrof += op->nrof;
1639
1640 if (object *pl = tmp->visible_to ())
1641 esrv_update_item (UPD_NROF, pl, tmp);
1642
1628 adjust_weight (this, op->total_weight ()); 1643 adjust_weight (this, op->total_weight ());
1629 1644
1630 op->destroy (1); 1645 op->destroy ();
1631 op = tmp; 1646 op = tmp;
1632 goto inserted; 1647 goto inserted;
1633 } 1648 }
1634 1649
1635 op->owner = 0; // it's his/hers now. period. 1650 op->owner = 0; // it's his/hers now. period.
1646 1661
1647 inv = op; 1662 inv = op;
1648 1663
1649 op->flag [FLAG_REMOVED] = 0; 1664 op->flag [FLAG_REMOVED] = 0;
1650 1665
1666 if (object *pl = op->visible_to ())
1667 esrv_send_item (pl, op);
1668
1651 adjust_weight (this, op->total_weight ()); 1669 adjust_weight (this, op->total_weight ());
1652 1670
1653inserted: 1671inserted:
1654 /* reset the light list and los of the players on the map */ 1672 /* reset the light list and los of the players on the map */
1655 if (op->glow_radius && map && map->darkness) 1673 if (op->glow_radius && is_on_map ())
1674 {
1675 update_stats ();
1656 update_all_los (map, x, y); 1676 update_all_los (map, x, y);
1657 1677 }
1658 if (object *otmp = in_player ()) 1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1659 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1679 // if this is a player's inventory, update stats
1660 otmp->update_stats (); 1680 update_stats ();
1661 1681
1662 INVOKE_OBJECT (INSERT, this); 1682 INVOKE_OBJECT (INSERT, this);
1663 1683
1664 return op; 1684 return op;
1665} 1685}
1685 * on top. 1705 * on top.
1686 */ 1706 */
1687int 1707int
1688check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1689{ 1709{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1690 object *tmp; 1713 object *tmp;
1691 maptile *m = op->map; 1714 maptile *m = op->map;
1692 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1693 1716
1694 MoveType move_on, move_slow, move_block; 1717 mapspace &ms = m->at (x, y);
1695 1718
1696 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 ms.update ();
1697 return 0;
1698 1720
1699 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 MoveType move_on = ms.move_on;
1700 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 MoveType move_slow = ms.move_slow;
1701 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 MoveType move_block = ms.move_block;
1702 1724
1703 /* if nothing on this space will slow op down or be applied, 1725 /* if nothing on this space will slow op down or be applied,
1704 * no need to do checking below. have to make sure move_type 1726 * no need to do checking below. have to make sure move_type
1705 * is set, as lots of objects don't have it set - we treat that 1727 * is set, as lots of objects don't have it set - we treat that
1706 * as walking. 1728 * as walking.
1717 return 0; 1739 return 0;
1718 1740
1719 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1720 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1721 */ 1743 */
1722 1744 for (object *next, *tmp = ms.top; tmp; tmp = next)
1723 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1724 {
1725 /* Trim the search when we find the first other spell effect
1726 * this helps performance so that if a space has 50 spell objects,
1727 * we don't need to check all of them.
1728 */
1729 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1730 break;
1731 } 1745 {
1746 next = tmp->below;
1732 1747
1733 for (; tmp; tmp = tmp->below)
1734 {
1735 if (tmp == op) 1748 if (tmp == op)
1736 continue; /* Can't apply yourself */ 1749 continue; /* Can't apply yourself */
1737 1750
1738 /* Check to see if one of the movement types should be slowed down. 1751 /* Check to see if one of the movement types should be slowed down.
1739 * Second check makes sure that the movement types not being slowed 1752 * Second check makes sure that the movement types not being slowed
1744 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1745 { 1758 {
1746 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1747 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1748 { 1761 {
1749
1750 float
1751 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1752 1763
1753 if (op->type == PLAYER) 1764 if (op->is_player ())
1754 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1755 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1756 diff /= 4.0; 1767 diff /= 4.0;
1757 1768
1758 op->speed_left -= diff; 1769 op->speed_left -= diff;
1759 } 1770 }
1760 } 1771 }
1793 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1794 return NULL; 1805 return NULL;
1795 } 1806 }
1796 1807
1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1798 if (tmp->arch == at) 1809 if (tmp->arch->archname == at->archname)
1799 return tmp; 1810 return tmp;
1800 1811
1801 return NULL; 1812 return NULL;
1802} 1813}
1803 1814
1867 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1868 */ 1879 */
1869object * 1880object *
1870present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1871{ 1882{
1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1873 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1874 return tmp; 1885 return tmp;
1875 1886
1876 return NULL; 1887 return NULL;
1877} 1888}
1878 1889
1966 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
1967 */ 1978 */
1968 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1969 continue; 1980 continue;
1970 1981
1971 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
1972 continue; 1983 continue;
1973 1984
1974 altern [index++] = i; 1985 altern [index++] = i;
1975 } 1986 }
1976 1987
2044 * there is capable of. 2055 * there is capable of.
2045 */ 2056 */
2046int 2057int
2047find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2048{ 2059{
2049 int i, max = SIZEOFFREE, mflags; 2060 int max = SIZEOFFREE, mflags;
2050
2051 sint16 nx, ny;
2052 object *tmp;
2053 maptile *mp;
2054
2055 MoveType blocked, move_type; 2061 MoveType move_type;
2056 2062
2057 if (exclude && exclude->head_ () != exclude) 2063 if (exclude && exclude->head_ () != exclude)
2058 { 2064 {
2059 exclude = exclude->head; 2065 exclude = exclude->head;
2060 move_type = exclude->move_type; 2066 move_type = exclude->move_type;
2063 { 2069 {
2064 /* If we don't have anything, presume it can use all movement types. */ 2070 /* If we don't have anything, presume it can use all movement types. */
2065 move_type = MOVE_ALL; 2071 move_type = MOVE_ALL;
2066 } 2072 }
2067 2073
2068 for (i = 1; i < max; i++) 2074 for (int i = 1; i < max; i++)
2069 { 2075 {
2070 mp = m; 2076 mapxy pos (m, x, y);
2071 nx = x + freearr_x[i]; 2077 pos.move (i);
2072 ny = y + freearr_y[i];
2073 2078
2074 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2079 if (!pos.normalise ())
2075
2076 if (mflags & P_OUT_OF_MAP)
2077 max = maxfree[i]; 2080 max = maxfree[i];
2078 else 2081 else
2079 { 2082 {
2080 mapspace &ms = mp->at (nx, ny); 2083 mapspace &ms = *pos;
2081 2084
2082 blocked = ms.move_block;
2083
2084 if ((move_type & blocked) == move_type) 2085 if ((move_type & ms.move_block) == move_type)
2085 max = maxfree[i]; 2086 max = maxfree [i];
2086 else if (mflags & P_IS_ALIVE) 2087 else if (ms.flags () & P_IS_ALIVE)
2087 { 2088 {
2088 for (tmp = ms.bot; tmp; tmp = tmp->above) 2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2091 break;
2092
2093 if (tmp)
2094 return freedir[i]; 2092 return freedir [i];
2095 } 2093 }
2096 } 2094 }
2097 } 2095 }
2098 2096
2099 return 0; 2097 return 0;
2174 * This basically means that if direction is 15, then it could either go 2172 * This basically means that if direction is 15, then it could either go
2175 * direction 4, 14, or 16 to get back to where we are. 2173 * direction 4, 14, or 16 to get back to where we are.
2176 * Moved from spell_util.c to object.c with the other related direction 2174 * Moved from spell_util.c to object.c with the other related direction
2177 * functions. 2175 * functions.
2178 */ 2176 */
2179int reduction_dir[SIZEOFFREE][3] = { 2177const int reduction_dir[SIZEOFFREE][3] = {
2180 {0, 0, 0}, /* 0 */ 2178 {0, 0, 0}, /* 0 */
2181 {0, 0, 0}, /* 1 */ 2179 {0, 0, 0}, /* 1 */
2182 {0, 0, 0}, /* 2 */ 2180 {0, 0, 0}, /* 2 */
2183 {0, 0, 0}, /* 3 */ 2181 {0, 0, 0}, /* 3 */
2184 {0, 0, 0}, /* 4 */ 2182 {0, 0, 0}, /* 4 */
2280int 2278int
2281can_pick (const object *who, const object *item) 2279can_pick (const object *who, const object *item)
2282{ 2280{
2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2286} 2284}
2287 2285
2288/* 2286/*
2289 * create clone from object to another 2287 * create clone from object to another
2290 */ 2288 */
2291object * 2289object *
2292object_create_clone (object *asrc) 2290object::deep_clone ()
2293{ 2291{
2294 object *dst = 0, *tmp, *src, *prev, *item; 2292 assert (("deep_clone called on non-head object", is_head ()));
2295 2293
2296 if (!asrc) 2294 object *dst = clone ();
2297 return 0;
2298 2295
2299 src = asrc->head_ (); 2296 object *prev = dst;
2300
2301 prev = 0;
2302 for (object *part = src; part; part = part->more) 2297 for (object *part = this->more; part; part = part->more)
2303 { 2298 {
2304 tmp = part->clone (); 2299 object *tmp = part->clone ();
2305 tmp->x -= src->x;
2306 tmp->y -= src->y;
2307
2308 if (!part->head)
2309 {
2310 dst = tmp;
2311 tmp->head = 0;
2312 }
2313 else
2314 tmp->head = dst; 2300 tmp->head = dst;
2315
2316 tmp->more = 0;
2317
2318 if (prev)
2319 prev->more = tmp; 2301 prev->more = tmp;
2320
2321 prev = tmp; 2302 prev = tmp;
2322 } 2303 }
2323 2304
2324 for (item = src->inv; item; item = item->below) 2305 for (object *item = inv; item; item = item->below)
2325 insert_ob_in_ob (object_create_clone (item), dst); 2306 insert_ob_in_ob (item->deep_clone (), dst);
2326 2307
2327 return dst; 2308 return dst;
2328} 2309}
2329 2310
2330/* This returns the first object in who's inventory that 2311/* This returns the first object in who's inventory that
2339 return tmp; 2320 return tmp;
2340 2321
2341 return 0; 2322 return 0;
2342} 2323}
2343 2324
2344/* If ob has a field named key, return the link from the list, 2325shstr_tmp
2345 * otherwise return NULL. 2326object::kv_get (shstr_tmp key) const
2346 *
2347 * key must be a passed in shared string - otherwise, this won't
2348 * do the desired thing.
2349 */
2350key_value *
2351get_ob_key_link (const object *ob, const char *key)
2352{ 2327{
2353 for (key_value *link = ob->key_values; link; link = link->next) 2328 for (key_value *kv = key_values; kv; kv = kv->next)
2354 if (link->key == key) 2329 if (kv->key == key)
2355 return link;
2356
2357 return 0;
2358}
2359
2360/*
2361 * Returns the value of op has an extra_field for key, or NULL.
2362 *
2363 * The argument doesn't need to be a shared string.
2364 *
2365 * The returned string is shared.
2366 */
2367const char *
2368get_ob_key_value (const object *op, const char *const key)
2369{
2370 key_value *link;
2371 shstr_cmp canonical_key (key);
2372
2373 if (!canonical_key)
2374 {
2375 /* 1. There being a field named key on any object
2376 * implies there'd be a shared string to find.
2377 * 2. Since there isn't, no object has this field.
2378 * 3. Therefore, *this* object doesn't have this field.
2379 */
2380 return 0;
2381 }
2382
2383 /* This is copied from get_ob_key_link() above -
2384 * only 4 lines, and saves the function call overhead.
2385 */
2386 for (link = op->key_values; link; link = link->next)
2387 if (link->key == canonical_key)
2388 return link->value; 2330 return kv->value;
2389 2331
2390 return 0; 2332 return shstr ();
2391} 2333}
2392 2334
2393/* 2335void
2394 * Updates the canonical_key in op to value. 2336object::kv_set (shstr_tmp key, shstr_tmp value)
2395 *
2396 * canonical_key is a shared string (value doesn't have to be).
2397 *
2398 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2399 * keys.
2400 *
2401 * Returns TRUE on success.
2402 */
2403int
2404set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2405{ 2337{
2406 key_value *field = NULL, *last = NULL; 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2407 2339 if (kv->key == key)
2408 for (field = op->key_values; field != NULL; field = field->next)
2409 {
2410 if (field->key != canonical_key)
2411 { 2340 {
2412 last = field; 2341 kv->value = value;
2413 continue; 2342 return;
2414 } 2343 }
2415 2344
2416 if (value) 2345 key_value *kv = new key_value;
2417 field->value = value; 2346
2418 else 2347 kv->next = key_values;
2348 kv->key = key;
2349 kv->value = value;
2350
2351 key_values = kv;
2352}
2353
2354void
2355object::kv_del (shstr_tmp key)
2356{
2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2358 if ((*kvp)->key == key)
2419 { 2359 {
2420 /* Basically, if the archetype has this key set, 2360 key_value *kv = *kvp;
2421 * we need to store the null value so when we save 2361 *kvp = (*kvp)->next;
2422 * it, we save the empty value so that when we load, 2362 delete kv;
2423 * we get this value back again. 2363 return;
2424 */
2425 if (get_ob_key_link (op->arch, canonical_key))
2426 field->value = 0;
2427 else
2428 {
2429 if (last)
2430 last->next = field->next;
2431 else
2432 op->key_values = field->next;
2433
2434 delete field;
2435 }
2436 } 2364 }
2437 return TRUE;
2438 }
2439 /* IF we get here, key doesn't exist */
2440
2441 /* No field, we'll have to add it. */
2442
2443 if (!add_key)
2444 return FALSE;
2445
2446 /* There isn't any good reason to store a null
2447 * value in the key/value list. If the archetype has
2448 * this key, then we should also have it, so shouldn't
2449 * be here. If user wants to store empty strings,
2450 * should pass in ""
2451 */
2452 if (value == NULL)
2453 return TRUE;
2454
2455 field = new key_value;
2456
2457 field->key = canonical_key;
2458 field->value = value;
2459 /* Usual prepend-addition. */
2460 field->next = op->key_values;
2461 op->key_values = field;
2462
2463 return TRUE;
2464}
2465
2466/*
2467 * Updates the key in op to value.
2468 *
2469 * If add_key is FALSE, this will only update existing keys,
2470 * and not add new ones.
2471 * In general, should be little reason FALSE is ever passed in for add_key
2472 *
2473 * Returns TRUE on success.
2474 */
2475int
2476set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2477{
2478 shstr key_ (key);
2479
2480 return set_ob_key_value_s (op, key_, value, add_key);
2481} 2365}
2482 2366
2483object::depth_iterator::depth_iterator (object *container) 2367object::depth_iterator::depth_iterator (object *container)
2484: iterator_base (container) 2368: iterator_base (container)
2485{ 2369{
2535{ 2419{
2536 char flagdesc[512]; 2420 char flagdesc[512];
2537 char info2[256 * 4]; 2421 char info2[256 * 4];
2538 char *p = info; 2422 char *p = info;
2539 2423
2540 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2424 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2541 count, 2425 count,
2542 uuid.c_str (), 2426 uuid.c_str (),
2543 &name, 2427 &name,
2544 title ? "\",title:\"" : "", 2428 title ? ",title:\"" : "",
2545 title ? (const char *)title : "", 2429 title ? (const char *)title : "",
2430 title ? "\"" : "",
2546 flag_desc (flagdesc, 512), type); 2431 flag_desc (flagdesc, 512), type);
2547 2432
2548 if (!this->flag[FLAG_REMOVED] && env) 2433 if (!flag[FLAG_REMOVED] && env)
2549 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2434 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2550 2435
2551 if (map) 2436 if (map)
2552 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2437 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2553 2438
2583object::open_container (object *new_container) 2468object::open_container (object *new_container)
2584{ 2469{
2585 if (container == new_container) 2470 if (container == new_container)
2586 return; 2471 return;
2587 2472
2588 if (object *old_container = container) 2473 object *old_container = container;
2474
2475 if (old_container)
2589 { 2476 {
2590 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2477 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2591 return; 2478 return;
2592 2479
2593#if 0 2480#if 0
2595 if (object *closer = old_container->inv) 2482 if (object *closer = old_container->inv)
2596 if (closer->type == CLOSE_CON) 2483 if (closer->type == CLOSE_CON)
2597 closer->destroy (); 2484 closer->destroy ();
2598#endif 2485#endif
2599 2486
2487 // make sure the container is available
2488 esrv_send_item (this, old_container);
2489
2600 old_container->flag [FLAG_APPLIED] = 0; 2490 old_container->flag [FLAG_APPLIED] = false;
2601 container = 0; 2491 container = 0;
2602 2492
2493 // client needs item update to make it work, client bug requires this to be separate
2603 esrv_update_item (UPD_FLAGS, this, old_container); 2494 esrv_update_item (UPD_FLAGS, this, old_container);
2495
2604 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2496 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2605 play_sound (sound_find ("chest_close")); 2497 play_sound (sound_find ("chest_close"));
2606 } 2498 }
2607 2499
2608 if (new_container) 2500 if (new_container)
2609 { 2501 {
2619 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2620 new_container->insert (closer); 2512 new_container->insert (closer);
2621 } 2513 }
2622#endif 2514#endif
2623 2515
2624 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2625 2517
2518 // make sure the container is available, client bug requires this to be separate
2519 esrv_send_item (this, new_container);
2520
2626 new_container->flag [FLAG_APPLIED] = 1; 2521 new_container->flag [FLAG_APPLIED] = true;
2627 container = new_container; 2522 container = new_container;
2628 2523
2524 // client needs flag change
2629 esrv_update_item (UPD_FLAGS, this, new_container); 2525 esrv_update_item (UPD_FLAGS, this, new_container);
2630 esrv_send_inventory (this, new_container); 2526 esrv_send_inventory (this, new_container);
2631 play_sound (sound_find ("chest_open")); 2527 play_sound (sound_find ("chest_open"));
2632 } 2528 }
2529// else if (!old_container->env && contr && contr->ns)
2530// contr->ns->floorbox_reset ();
2633} 2531}
2634 2532
2635object * 2533object *
2636object::force_find (const shstr name) 2534object::force_find (shstr_tmp name)
2637{ 2535{
2638 /* cycle through his inventory to look for the MARK we want to 2536 /* cycle through his inventory to look for the MARK we want to
2639 * place 2537 * place
2640 */ 2538 */
2641 for (object *tmp = inv; tmp; tmp = tmp->below) 2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2643 return splay (tmp); 2541 return splay (tmp);
2644 2542
2645 return 0; 2543 return 0;
2646} 2544}
2647 2545
2648void 2546object *
2649object::force_add (const shstr name, int duration) 2547object::force_add (shstr_tmp name, int duration)
2650{ 2548{
2651 if (object *force = force_find (name)) 2549 if (object *force = force_find (name))
2652 force->destroy (); 2550 force->destroy ();
2653 2551
2654 object *force = get_archetype (FORCE_NAME); 2552 object *force = get_archetype (FORCE_NAME);
2659 2557
2660 force->set_speed (duration ? 1.f / duration : 0.f); 2558 force->set_speed (duration ? 1.f / duration : 0.f);
2661 force->flag [FLAG_IS_USED_UP] = true; 2559 force->flag [FLAG_IS_USED_UP] = true;
2662 force->flag [FLAG_APPLIED] = true; 2560 force->flag [FLAG_APPLIED] = true;
2663 2561
2664 insert (force); 2562 return insert (force);
2665} 2563}
2666 2564
2667void 2565void
2668object::play_sound (faceidx sound) 2566object::play_sound (faceidx sound) const
2669{ 2567{
2670 if (!sound) 2568 if (!sound)
2671 return; 2569 return;
2672 2570
2673 if (flag [FLAG_REMOVED]) 2571 if (is_on_map ())
2572 map->play_sound (sound, x, y);
2573 else if (object *pl = in_player ())
2574 pl->contr->play_sound (sound);
2575}
2576
2577void
2578object::say_msg (const char *msg) const
2579{
2580 if (is_on_map ())
2581 map->say_msg (msg, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::make_noise ()
2588{
2589 // we do not model noise in the map, so instead put
2590 // a temporary light into the noise source
2591 // could use the map instead, but that's less reliable for our
2592 // goal, which is to make invisibility a bit harder to exploit
2593
2594 // currently only works sensibly for players
2595 if (!is_player ())
2674 return; 2596 return;
2675 2597
2676 if (env) 2598 // find old force, or create new one
2677 { 2599 object *force = force_find (shstr_noise_force);
2678 if (object *pl = in_player ()) 2600
2679 pl->contr->play_sound (sound); 2601 if (force)
2680 } 2602 force->speed_left = -1.f; // patch old speed up
2681 else 2603 else
2682 map->play_sound (sound, x, y); 2604 {
2683} 2605 force = archetype::get (shstr_noise_force);
2684 2606
2607 force->slaying = shstr_noise_force;
2608 force->stats.food = 1;
2609 force->speed_left = -1.f;
2610
2611 force->set_speed (1.f / 4.f);
2612 force->flag [FLAG_IS_USED_UP] = true;
2613 force->flag [FLAG_APPLIED] = true;
2614
2615 insert (force);
2616 }
2617}
2618

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