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Comparing deliantra/server/common/object.C (file contents):
Revision 1.219 by root, Wed Apr 23 21:09:10 2008 UTC vs.
Revision 1.290 by sf-marcmagus, Sun Oct 11 05:43:35 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] = {
139 140
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 142static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
143{ 144{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
149 */ 148 */
150 149
151 /* For each field in wants, */ 150 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 152 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 153 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 154
169 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 156 return true;
171} 157}
172 158
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 160static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 162{
177 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
179 */ 165 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
181} 168}
182 169
183/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 171 * they can be merged together.
185 * 172 *
200 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 188 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
203 return 0; 190 return 0;
204 191
205 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 195 return 0;
212 196
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 205
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 208
225 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 210 || ob1->name != ob2->name
227 || ob1->title != ob2->title 211 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 218 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 234 return 0;
250 235
251 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
255 .any ()) 239 .any ())
256 return 0; 240 return 0;
257 241
258 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
334 318
335// find player who can see this object 319// find player who can see this object
336object * 320object *
337object::visible_to () const 321object::visible_to () const
338{ 322{
339 if (!flag [FLAG_REMOVED]) 323 if (client_visible () && !flag [FLAG_REMOVED])
340 { 324 {
341 // see if we are in a container of sorts 325 // see if we are in a container of sorts
342 if (env) 326 if (env)
343 { 327 {
344 // the player inventory itself is always visible 328 // the player inventory itself is always visible
345 if (env->type == PLAYER) 329 if (env->is_player ())
346 return env; 330 return env;
347 331
348 // else a player could have our env open 332 // else a player could have our env open
349 object *envest = env->outer_env (); 333 object *envest = env->outer_env_or_self ();
350 334
351 // the player itself is always on a map, so we will find him here 335 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 336 // even if our inv is in a player.
353 if (envest->is_on_map ()) 337 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 338 if (object *pl = envest->ms ().player ())
358 else 342 else
359 { 343 {
360 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
363 return pl; 349 return pl;
364 } 350 }
365 } 351 }
366 352
367 return 0; 353 return 0;
368} 354}
369 355
370// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
371static sint32 357static sint32
372weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
373{ 359{
374 return op->type == CONTAINER 360 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight; 362 : weight;
377} 363}
383static void 369static void
384adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
385{ 371{
386 while (op) 372 while (op)
387 { 373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
388 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
389 378
390 if (!weight) 379 if (!weight)
391 return; 380 return;
392 381
393 op->carrying += weight; 382 op->carrying += weight;
416 op->update_weight (); 405 op->update_weight ();
417 406
418 sum += op->total_weight (); 407 sum += op->total_weight ();
419 } 408 }
420 409
421 sum = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
422 411
423 if (sum != carrying) 412 if (sum != carrying)
424 { 413 {
425 carrying = sum; 414 carrying = sum;
426 415
440 return strdup ("[NULLOBJ]"); 429 return strdup ("[NULLOBJ]");
441 430
442 object_freezer freezer; 431 object_freezer freezer;
443 op->write (freezer); 432 op->write (freezer);
444 return freezer.as_string (); 433 return freezer.as_string ();
434}
435
436char *
437object::as_string ()
438{
439 return dump_object (this);
445} 440}
446 441
447/* 442/*
448 * get_nearest_part(multi-object, object 2) returns the part of the 443 * get_nearest_part(multi-object, object 2) returns the part of the
449 * multi-object 1 which is closest to the second object. 444 * multi-object 1 which is closest to the second object.
488 */ 483 */
489object * 484object *
490find_object_name (const char *str) 485find_object_name (const char *str)
491{ 486{
492 shstr_cmp str_ (str); 487 shstr_cmp str_ (str);
493 object *op;
494 488
489 if (str_)
495 for_all_objects (op) 490 for_all_objects (op)
496 if (op->name == str_) 491 if (op->name == str_)
497 break; 492 return op;
498 493
499 return op; 494 return 0;
500} 495}
501 496
502/* 497/*
503 * Sets the owner and sets the skill and exp pointers to owner's current 498 * Sets the owner and sets the skill and exp pointers to owner's current
504 * skill and experience objects. 499 * skill and experience objects.
566 update_stats (); 561 update_stats ();
567 562
568 new_draw_info_format (NDI_UNIQUE, 0, this, 563 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, " 564 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. " 565 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name); 566 "[You need to unapply some items first - use the 'body' command to see "
567 "how many items you cna wera on a specific body part.]", &ob->name);
572 return false; 568 return false;
573 } 569 }
574 570
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 571 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 } 572 }
602 } 598 }
603 599
604 op->key_values = 0; 600 op->key_values = 0;
605} 601}
606 602
607object & 603/*
608object::operator =(const object &src) 604 * copy_to first frees everything allocated by the dst object,
605 * and then copies the contents of itself into the second
606 * object, allocating what needs to be allocated. Basically, any
607 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
608 * if the first object is freed, the pointers in the new object
609 * will point at garbage.
610 */
611void
612object::copy_to (object *dst)
609{ 613{
610 bool is_freed = flag [FLAG_FREED]; 614 dst->remove ();
611 bool is_removed = flag [FLAG_REMOVED];
612
613 *(object_copy *)this = src; 615 *(object_copy *)dst = *this;
614
615 flag [FLAG_FREED] = is_freed;
616 flag [FLAG_REMOVED] = is_removed; 616 dst->flag [FLAG_REMOVED] = true;
617 617
618 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
619 if (src.key_values) 619 if (key_values)
620 { 620 {
621 key_value *tail = 0; 621 key_value *tail = 0;
622 key_values = 0; 622 dst->key_values = 0;
623 623
624 for (key_value *i = src.key_values; i; i = i->next) 624 for (key_value *i = key_values; i; i = i->next)
625 { 625 {
626 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
627 627
628 new_link->next = 0; 628 new_link->next = 0;
629 new_link->key = i->key; 629 new_link->key = i->key;
630 new_link->value = i->value; 630 new_link->value = i->value;
631 631
632 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
633 if (!key_values) 633 if (!dst->key_values)
634 { 634 {
635 key_values = new_link; 635 dst->key_values = new_link;
636 tail = new_link; 636 tail = new_link;
637 } 637 }
638 else 638 else
639 { 639 {
640 tail->next = new_link; 640 tail->next = new_link;
641 tail = new_link; 641 tail = new_link;
642 } 642 }
643 } 643 }
644 } 644 }
645}
646
647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659 645
660 if (speed < 0) 646 if (speed < 0)
661 dst->speed_left -= rndm (); 647 dst->speed_left -= rndm ();
662 648
663 dst->set_speed (dst->speed); 649 dst->activate ();
664} 650}
665 651
666void 652void
667object::instantiate () 653object::instantiate ()
668{ 654{
685object * 671object *
686object::clone () 672object::clone ()
687{ 673{
688 object *neu = create (); 674 object *neu = create ();
689 copy_to (neu); 675 copy_to (neu);
676 neu->map = map; // not copied by copy_to
690 return neu; 677 return neu;
691} 678}
692 679
693/* 680/*
694 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
745 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
746 */ 733 */
747void 734void
748update_object (object *op, int action) 735update_object (object *op, int action)
749{ 736{
750 if (op == NULL) 737 if (!op)
751 { 738 {
752 /* this should never happen */ 739 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 741 return;
755 } 742 }
756 743
757 if (op->env) 744 if (!op->is_on_map ())
758 { 745 {
759 /* Animation is currently handled by client, so nothing 746 /* Animation is currently handled by client, so nothing
760 * to do in this case. 747 * to do in this case.
761 */ 748 */
762 return; 749 return;
763 } 750 }
764
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770 751
771 /* make sure the object is within map boundaries */ 752 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 753 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 754 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 755 LOG (llevError, "update_object() called for object out of map!\n");
785 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
786 { 767 {
787 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
794 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
795 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
796 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
797 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
798 * to have move_allow right now. 779 * have move_allow right now.
799 */ 780 */
800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 782 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
802 m.flags_ = 0; 783 m.invalidate ();
803 } 784 }
804 /* if the object is being removed, we can't make intelligent 785 /* if the object is being removed, we can't make intelligent
805 * decisions, because remove_ob can't really pass the object 786 * decisions, because remove_ob can't really pass the object
806 * that is being removed. 787 * that is being removed.
807 */ 788 */
808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 789 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
809 m.flags_ = 0; 790 m.invalidate ();
810 else if (action == UP_OBJ_FACE) 791 else if (action == UP_OBJ_FACE)
811 /* Nothing to do for that case */ ; 792 /* Nothing to do for that case */ ;
812 else 793 else
813 LOG (llevError, "update_object called with invalid action: %d\n", action); 794 LOG (llevError, "update_object called with invalid action: %d\n", action);
814 795
818 799
819object::object () 800object::object ()
820{ 801{
821 SET_FLAG (this, FLAG_REMOVED); 802 SET_FLAG (this, FLAG_REMOVED);
822 803
823 expmul = 1.0; 804 //expmul = 1.0; declared const for the time being
824 face = blank_face; 805 face = blank_face;
825} 806}
826 807
827object::~object () 808object::~object ()
828{ 809{
858 /* If already on active list, don't do anything */ 839 /* If already on active list, don't do anything */
859 if (active) 840 if (active)
860 return; 841 return;
861 842
862 if (has_active_speed ()) 843 if (has_active_speed ())
844 {
845 if (flag [FLAG_FREED])
846 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
847
863 actives.insert (this); 848 actives.insert (this);
849 }
864} 850}
865 851
866void 852void
867object::activate_recursive () 853object::activate_recursive ()
868{ 854{
929 * drop on that space. 915 * drop on that space.
930 */ 916 */
931 if (!drop_to_ground 917 if (!drop_to_ground
932 || !map 918 || !map
933 || map->in_memory != MAP_ACTIVE 919 || map->in_memory != MAP_ACTIVE
934 || map->nodrop 920 || map->no_drop
935 || ms ().move_block == MOVE_ALL) 921 || ms ().move_block == MOVE_ALL)
936 { 922 {
937 while (inv) 923 while (inv)
938 {
939 inv->destroy_inv (false);
940 inv->destroy (); 924 inv->destroy ();
941 }
942 } 925 }
943 else 926 else
944 { /* Put objects in inventory onto this space */ 927 { /* Put objects in inventory onto this space */
945 while (inv) 928 while (inv)
946 { 929 {
950 || op->flag [FLAG_NO_DROP] 933 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE 934 || op->type == RUNE
952 || op->type == TRAP 935 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE] 936 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH]) 937 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (true); 938 op->destroy ();
956 else 939 else
957 map->insert (op, x, y); 940 map->insert (op, x, y);
958 } 941 }
959 } 942 }
960} 943}
964 object *op = new object; 947 object *op = new object;
965 op->link (); 948 op->link ();
966 return op; 949 return op;
967} 950}
968 951
952static struct freed_map : maptile
953{
954 freed_map ()
955 {
956 path = "<freed objects map>";
957 name = "/internal/freed_objects_map";
958 width = 3;
959 height = 3;
960 no_drop = 1;
961 no_reset = 1;
962
963 alloc ();
964 in_memory = MAP_ACTIVE;
965 }
966
967 ~freed_map ()
968 {
969 destroy ();
970 }
971} freed_map; // freed objects are moved here to avoid crashes
972
969void 973void
970object::do_destroy () 974object::do_destroy ()
971{ 975{
972 if (flag [FLAG_IS_LINKED]) 976 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this); 977 remove_link ();
974 978
975 if (flag [FLAG_FRIENDLY]) 979 if (flag [FLAG_FRIENDLY])
976 remove_friendly_object (this); 980 remove_friendly_object (this);
977 981
978 remove (); 982 remove ();
983 unlink (); 987 unlink ();
984 988
985 flag [FLAG_FREED] = 1; 989 flag [FLAG_FREED] = 1;
986 990
987 // hack to ensure that freed objects still have a valid map 991 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map; 992 map = &freed_map;
1006 x = 1; 993 x = 1;
1007 y = 1; 994 y = 1;
1008 }
1009 995
1010 if (more) 996 if (more)
1011 { 997 {
1012 more->destroy (); 998 more->destroy ();
1013 more = 0; 999 more = 0;
1021 attacked_by = 0; 1007 attacked_by = 0;
1022 current_weapon = 0; 1008 current_weapon = 0;
1023} 1009}
1024 1010
1025void 1011void
1026object::destroy (bool destroy_inventory) 1012object::destroy ()
1027{ 1013{
1028 if (destroyed ()) 1014 if (destroyed ())
1029 return; 1015 return;
1030 1016
1031 if (!is_head () && !head->destroyed ()) 1017 if (!is_head () && !head->destroyed ())
1032 { 1018 {
1033 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1019 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1034 head->destroy (destroy_inventory); 1020 head->destroy ();
1021 return;
1035 } 1022 }
1036 1023
1037 destroy_inv (!destroy_inventory); 1024 destroy_inv (false);
1038 1025
1039 if (is_head ()) 1026 if (is_head ())
1040 if (sound_destroy) 1027 if (sound_destroy)
1041 play_sound (sound_destroy); 1028 play_sound (sound_destroy);
1042 else if (flag [FLAG_MONSTER]) 1029 else if (flag [FLAG_MONSTER])
1061 if (flag [FLAG_REMOVED]) 1048 if (flag [FLAG_REMOVED])
1062 return; 1049 return;
1063 1050
1064 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1065 1052
1066 if (object *pl = visible_to ())
1067 esrv_del_item (pl->contr, count);
1068
1069 flag [FLAG_REMOVED] = true; 1053 flag [FLAG_REMOVED] = true;
1070 1054
1071 if (more) 1055 if (more)
1072 more->remove (); 1056 more->remove ();
1073 1057
1075 * In this case, the object to be removed is in someones 1059 * In this case, the object to be removed is in someones
1076 * inventory. 1060 * inventory.
1077 */ 1061 */
1078 if (env) 1062 if (env)
1079 { 1063 {
1064 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1065 if (object *pl = visible_to ())
1066 esrv_del_item (pl->contr, count);
1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1068
1080 adjust_weight (env, -total_weight ()); 1069 adjust_weight (env, -total_weight ());
1081 1070
1082 *(above ? &above->below : &env->inv) = below; 1071 object *pl = in_player ();
1083
1084 if (below)
1085 below->above = above;
1086 1072
1087 /* we set up values so that it could be inserted into 1073 /* we set up values so that it could be inserted into
1088 * the map, but we don't actually do that - it is up 1074 * the map, but we don't actually do that - it is up
1089 * to the caller to decide what we want to do. 1075 * to the caller to decide what we want to do.
1090 */ 1076 */
1091 map = env->map; 1077 map = env->map;
1092 x = env->x; 1078 x = env->x;
1093 y = env->y; 1079 y = env->y;
1080
1081 // make sure cmov optimisation is applicable
1082 *(above ? &above->below : &env->inv) = below;
1083 *(below ? &below->above : &above ) = above; // &above is just a dummy
1084
1094 above = 0; 1085 above = 0;
1095 below = 0; 1086 below = 0;
1096 env = 0; 1087 env = 0;
1097 1088
1098 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
1099 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1100 * to save cpu time. 1091 * to save cpu time.
1101 */ 1092 */
1102 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
1103 otmp->update_stats (); 1096 pl->update_stats ();
1097
1098 if (glow_radius && pl->is_on_map ())
1099 update_all_los (pl->map, pl->x, pl->y);
1100 }
1104 } 1101 }
1105 else if (map) 1102 else if (map)
1106 { 1103 {
1107 if (type == PLAYER)
1108 {
1109 // leaving a spot always closes any open container on the ground
1110 if (container && !container->env)
1111 // this causes spurious floorbox updates, but it ensures
1112 // that the CLOSE event is being sent.
1113 close_container ();
1114
1115 --map->players;
1116 map->touch ();
1117 }
1118
1119 map->dirty = true; 1104 map->dirty = true;
1120 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1121 1106
1107 if (object *pl = ms.player ())
1108 {
1109 if (is_player ())
1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1114 // leaving a spot always closes any open container on the ground
1115 if (container && !container->env)
1116 // this causes spurious floorbox updates, but it ensures
1117 // that the CLOSE event is being sent.
1118 close_container ();
1119
1120 --map->players;
1121 map->touch ();
1122 }
1123 else if (pl->container == this)
1124 {
1125 // removing a container should close it
1126 close_container ();
1127 }
1128
1129 esrv_del_item (pl->contr, count);
1130 }
1131
1122 /* link the object above us */ 1132 /* link the object above us */
1123 if (above) 1133 // re-link, make sure compiler can easily use cmove
1124 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
1125 else 1135 *(below ? &below->above : &ms.bot) = above;
1126 ms.top = below; /* we were top, set new top */
1127
1128 /* Relink the object below us, if there is one */
1129 if (below)
1130 below->above = above;
1131 else
1132 {
1133 /* Nothing below, which means we need to relink map object for this space
1134 * use translated coordinates in case some oddness with map tiling is
1135 * evident
1136 */
1137 if (GET_MAP_OB (map, x, y) != this)
1138 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 ());
1139
1140 ms.bot = above; /* goes on above it. */
1141 }
1142 1136
1143 above = 0; 1137 above = 0;
1144 below = 0; 1138 below = 0;
1139
1140 ms.invalidate ();
1145 1141
1146 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1147 return; 1143 return;
1148 1144
1149 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1156 * appropriately. 1152 * appropriately.
1157 */ 1153 */
1158 pl->close_container (); 1154 pl->close_container ();
1159 1155
1160 //TODO: the floorbox prev/next might need updating 1156 //TODO: the floorbox prev/next might need updating
1161 esrv_del_item (pl->contr, count); 1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns)
1160 pl->contr->ns->floorbox_update ();
1162 } 1161 }
1163 1162
1164 for (tmp = ms.bot; tmp; tmp = tmp->above) 1163 for (tmp = ms.bot; tmp; tmp = tmp->above)
1165 { 1164 {
1166 /* No point updating the players look faces if he is the object 1165 /* No point updating the players look faces if he is the object
1179 } 1178 }
1180 1179
1181 last = tmp; 1180 last = tmp;
1182 } 1181 }
1183 1182
1184 /* last == NULL if there are no objects on this space */ 1183 if (affects_los ())
1185 //TODO: this makes little sense, why only update the topmost object?
1186 if (!last)
1187 map->at (x, y).flags_ = 0;
1188 else
1189 update_object (last, UP_OBJ_REMOVE);
1190
1191 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1192 update_all_los (map, x, y); 1184 update_all_los (map, x, y);
1193 } 1185 }
1194} 1186}
1195 1187
1196/* 1188/*
1220 esrv_update_item (UPD_NROF, pl, top); 1212 esrv_update_item (UPD_NROF, pl, top);
1221 1213
1222 op->weight = 0; // cancel the addition above 1214 op->weight = 0; // cancel the addition above
1223 op->carrying = 0; // must be 0 already 1215 op->carrying = 0; // must be 0 already
1224 1216
1225 op->destroy (1); 1217 op->destroy ();
1226 1218
1227 return top; 1219 return top;
1228 } 1220 }
1229 1221
1230 return 0; 1222 return 0;
1258 * job preparing multi-part monsters. 1250 * job preparing multi-part monsters.
1259 */ 1251 */
1260object * 1252object *
1261insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1253insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1262{ 1254{
1255 op->remove ();
1256
1263 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1264 { 1258 {
1265 tmp->x = x + tmp->arch->x; 1259 tmp->x = x + tmp->arch->x;
1266 tmp->y = y + tmp->arch->y; 1260 tmp->y = y + tmp->arch->y;
1267 } 1261 }
1290 * just 'op' otherwise 1284 * just 'op' otherwise
1291 */ 1285 */
1292object * 1286object *
1293insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1294{ 1288{
1295 assert (!op->flag [FLAG_FREED]);
1296
1297 op->remove (); 1289 op->remove ();
1290
1291 if (m == &freed_map)//D TODO: remove soon
1292 {//D
1293 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1294 }//D
1298 1295
1299 /* Ideally, the caller figures this out. However, it complicates a lot 1296 /* Ideally, the caller figures this out. However, it complicates a lot
1300 * of areas of callers (eg, anything that uses find_free_spot would now 1297 * of areas of callers (eg, anything that uses find_free_spot would now
1301 * need extra work 1298 * need extra work
1302 */ 1299 */
1300 maptile *newmap = m;
1303 if (!xy_normalise (m, op->x, op->y)) 1301 if (!xy_normalise (newmap, op->x, op->y))
1304 { 1302 {
1305 op->destroy (1); 1303 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1306 return 0; 1304 return 0;
1307 } 1305 }
1308 1306
1309 if (object *more = op->more) 1307 if (object *more = op->more)
1310 if (!insert_ob_in_map (more, m, originator, flag)) 1308 if (!insert_ob_in_map (more, m, originator, flag))
1311 return 0; 1309 return 0;
1312 1310
1313 CLEAR_FLAG (op, FLAG_REMOVED); 1311 op->flag [FLAG_REMOVED] = false;
1314 1312 op->env = 0;
1315 op->map = m; 1313 op->map = newmap;
1314
1316 mapspace &ms = op->ms (); 1315 mapspace &ms = op->ms ();
1317 1316
1318 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1319 */ 1318 */
1320 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1322 if (object::can_merge (op, tmp)) 1321 if (object::can_merge (op, tmp))
1323 { 1322 {
1324 // TODO: we atcually want to update tmp, not op, 1323 // TODO: we actually want to update tmp, not op,
1325 // but some caller surely breaks when we return tmp 1324 // but some caller surely breaks when we return tmp
1326 // from here :/ 1325 // from here :/
1327 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1328 tmp->destroy (1); 1327 tmp->destroy ();
1329 } 1328 }
1330 1329
1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1332 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1331 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1333 1332
1340 { 1339 {
1341 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1342 abort (); 1341 abort ();
1343 } 1342 }
1344 1343
1344 if (!originator->is_on_map ())
1345 {
1346 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1347 op->debug_desc (), originator->debug_desc ());
1348 abort ();
1349 }
1350
1345 op->above = originator; 1351 op->above = originator;
1346 op->below = originator->below; 1352 op->below = originator->below;
1347
1348 if (op->below)
1349 op->below->above = op;
1350 else
1351 ms.bot = op;
1352
1353 /* since *below* originator, no need to update top */
1354 originator->below = op; 1353 originator->below = op;
1354
1355 *(op->below ? &op->below->above : &ms.bot) = op;
1355 } 1356 }
1356 else 1357 else
1357 { 1358 {
1358 object *top, *floor = NULL; 1359 object *floor = 0;
1359 1360 object *top = ms.top;
1360 top = ms.bot;
1361 1361
1362 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1363 if (top) 1363 if (top)
1364 { 1364 {
1365 object *last = 0;
1366
1367 /* 1365 /*
1368 * If there are multiple objects on this space, we do some trickier handling. 1366 * If there are multiple objects on this space, we do some trickier handling.
1369 * We've already dealt with merging if appropriate. 1367 * We've already dealt with merging if appropriate.
1370 * Generally, we want to put the new object on top. But if 1368 * Generally, we want to put the new object on top. But if
1371 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1369 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1374 * once we get to them. This reduces the need to traverse over all of 1372 * once we get to them. This reduces the need to traverse over all of
1375 * them when adding another one - this saves quite a bit of cpu time 1373 * them when adding another one - this saves quite a bit of cpu time
1376 * when lots of spells are cast in one area. Currently, it is presumed 1374 * when lots of spells are cast in one area. Currently, it is presumed
1377 * that flying non pickable objects are spell objects. 1375 * that flying non pickable objects are spell objects.
1378 */ 1376 */
1379 for (top = ms.bot; top; top = top->above) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1380 { 1378 {
1381 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1379 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1382 floor = top; 1380 floor = tmp;
1383 1381
1384 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1382 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1385 { 1383 {
1386 /* We insert above top, so we want this object below this */ 1384 /* We insert above top, so we want this object below this */
1387 top = top->below; 1385 top = tmp->below;
1388 break; 1386 break;
1389 } 1387 }
1390 1388
1391 last = top; 1389 top = tmp;
1392 } 1390 }
1393
1394 /* Don't want top to be NULL, so set it to the last valid object */
1395 top = last;
1396 1391
1397 /* We let update_position deal with figuring out what the space 1392 /* We let update_position deal with figuring out what the space
1398 * looks like instead of lots of conditions here. 1393 * looks like instead of lots of conditions here.
1399 * makes things faster, and effectively the same result. 1394 * makes things faster, and effectively the same result.
1400 */ 1395 */
1407 */ 1402 */
1408 if (!(flag & INS_ON_TOP) 1403 if (!(flag & INS_ON_TOP)
1409 && ms.flags () & P_BLOCKSVIEW 1404 && ms.flags () & P_BLOCKSVIEW
1410 && (op->face && !faces [op->face].visibility)) 1405 && (op->face && !faces [op->face].visibility))
1411 { 1406 {
1407 object *last;
1408
1412 for (last = top; last != floor; last = last->below) 1409 for (last = top; last != floor; last = last->below)
1413 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1410 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1414 break; 1411 break;
1415 1412
1416 /* Check to see if we found the object that blocks view, 1413 /* Check to see if we found the object that blocks view,
1424 } /* If objects on this space */ 1421 } /* If objects on this space */
1425 1422
1426 if (flag & INS_ABOVE_FLOOR_ONLY) 1423 if (flag & INS_ABOVE_FLOOR_ONLY)
1427 top = floor; 1424 top = floor;
1428 1425
1429 /* Top is the object that our object (op) is going to get inserted above. 1426 // insert object above top, or bottom-most if top = 0
1430 */
1431
1432 /* First object on this space */
1433 if (!top) 1427 if (!top)
1434 { 1428 {
1429 op->below = 0;
1435 op->above = ms.bot; 1430 op->above = ms.bot;
1436
1437 if (op->above)
1438 op->above->below = op;
1439
1440 op->below = 0;
1441 ms.bot = op; 1431 ms.bot = op;
1432
1433 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1434 }
1443 else 1435 else
1444 { /* get inserted into the stack above top */ 1436 {
1445 op->above = top->above; 1437 op->above = top->above;
1446
1447 if (op->above)
1448 op->above->below = op; 1438 top->above = op;
1449 1439
1450 op->below = top; 1440 op->below = top;
1451 top->above = op; 1441 *(op->above ? &op->above->below : &ms.top) = op;
1452 } 1442 }
1443 }
1453 1444
1454 if (!op->above) 1445 if (op->is_player ())
1455 ms.top = op;
1456 } /* else not INS_BELOW_ORIGINATOR */
1457
1458 if (op->type == PLAYER)
1459 { 1446 {
1460 op->contr->do_los = 1; 1447 op->contr->do_los = 1;
1461 ++op->map->players; 1448 ++op->map->players;
1462 op->map->touch (); 1449 op->map->touch ();
1463 } 1450 }
1464 1451
1465 op->map->dirty = true; 1452 op->map->dirty = true;
1466 1453
1467 if (object *pl = ms.player ()) 1454 if (object *pl = ms.player ())
1468 //TODO: the floorbox prev/next might need updating 1455 //TODO: the floorbox prev/next might need updating
1469 esrv_send_item (pl, op); 1456 //esrv_send_item (pl, op);
1457 //TODO: update floorbox to preserve ordering
1458 if (pl->contr->ns)
1459 pl->contr->ns->floorbox_update ();
1470 1460
1471 /* If this object glows, it may affect lighting conditions that are 1461 /* If this object glows, it may affect lighting conditions that are
1472 * visible to others on this map. But update_all_los is really 1462 * visible to others on this map. But update_all_los is really
1473 * an inefficient way to do this, as it means los for all players 1463 * an inefficient way to do this, as it means los for all players
1474 * on the map will get recalculated. The players could very well 1464 * on the map will get recalculated. The players could very well
1475 * be far away from this change and not affected in any way - 1465 * be far away from this change and not affected in any way -
1476 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1477 * or just updating the P_UPTODATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1478 * of effect may be sufficient. 1468 * of effect may be sufficient.
1479 */ 1469 */
1480 if (op->map->darkness && (op->glow_radius != 0)) 1470 if (op->affects_los ())
1471 {
1472 op->ms ().invalidate ();
1481 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1474 }
1482 1475
1483 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1484 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1485 1478
1486 INVOKE_OBJECT (INSERT, op); 1479 INVOKE_OBJECT (INSERT, op);
1493 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1494 * update_object(). 1487 * update_object().
1495 */ 1488 */
1496 1489
1497 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1498 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1491 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1499 { 1492 {
1500 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1501 return 0; 1494 return 0;
1502 1495
1503 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1514/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1515 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1516 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1517 */ 1510 */
1518void 1511void
1519replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (shstr_tmp archname, object *op)
1520{ 1513{
1521 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1522 1515
1523 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1524 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1517 if (tmp->arch->archname == archname) /* same archetype */
1525 tmp->destroy (1); 1518 tmp->destroy ();
1526 1519
1527 object *tmp = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (archname));
1528 1521
1529 tmp->x = op->x; 1522 tmp->x = op->x;
1530 tmp->y = op->y; 1523 tmp->y = op->y;
1531 1524
1532 insert_ob_in_map (tmp, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1554 if (!nr) 1547 if (!nr)
1555 return true; 1548 return true;
1556 1549
1557 nr = min (nr, nrof); 1550 nr = min (nr, nrof);
1558 1551
1552 if (nrof > nr)
1553 {
1559 nrof -= nr; 1554 nrof -= nr;
1560
1561 if (nrof)
1562 {
1563 adjust_weight (env, -weight * nr); // carrying == 0 1555 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1564 1556
1565 if (object *pl = visible_to ()) 1557 if (object *pl = visible_to ())
1566 esrv_update_item (UPD_NROF, pl, this); 1558 esrv_update_item (UPD_NROF, pl, this);
1567 1559
1568 return true; 1560 return true;
1569 } 1561 }
1570 else 1562 else
1571 { 1563 {
1572 destroy (1); 1564 destroy ();
1573 return false; 1565 return false;
1574 } 1566 }
1575} 1567}
1576 1568
1577/* 1569/*
1594 } 1586 }
1595 else 1587 else
1596 { 1588 {
1597 decrease (nr); 1589 decrease (nr);
1598 1590
1599 object *op = object_create_clone (this); 1591 object *op = deep_clone ();
1600 op->nrof = nr; 1592 op->nrof = nr;
1601 return op; 1593 return op;
1602 } 1594 }
1603} 1595}
1604 1596
1654 if (object *pl = tmp->visible_to ()) 1646 if (object *pl = tmp->visible_to ())
1655 esrv_update_item (UPD_NROF, pl, tmp); 1647 esrv_update_item (UPD_NROF, pl, tmp);
1656 1648
1657 adjust_weight (this, op->total_weight ()); 1649 adjust_weight (this, op->total_weight ());
1658 1650
1659 op->destroy (1); 1651 op->destroy ();
1660 op = tmp; 1652 op = tmp;
1661 goto inserted; 1653 goto inserted;
1662 } 1654 }
1663 1655
1664 op->owner = 0; // it's his/hers now. period. 1656 op->owner = 0; // it's his/hers now. period.
1682 1674
1683 adjust_weight (this, op->total_weight ()); 1675 adjust_weight (this, op->total_weight ());
1684 1676
1685inserted: 1677inserted:
1686 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1687 if (op->glow_radius && map && map->darkness) 1679 if (op->glow_radius && is_on_map ())
1680 {
1681 update_stats ();
1688 update_all_los (map, x, y); 1682 update_all_los (map, x, y);
1689 1683 }
1684 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1690 // if this is a player's inventory, update stats 1685 // if this is a player's inventory, update stats
1691 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1692 update_stats (); 1686 update_stats ();
1693 1687
1694 INVOKE_OBJECT (INSERT, this); 1688 INVOKE_OBJECT (INSERT, this);
1695 1689
1696 return op; 1690 return op;
1717 * on top. 1711 * on top.
1718 */ 1712 */
1719int 1713int
1720check_move_on (object *op, object *originator) 1714check_move_on (object *op, object *originator)
1721{ 1715{
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1717 return 0;
1718
1722 object *tmp; 1719 object *tmp;
1723 maptile *m = op->map; 1720 maptile *m = op->map;
1724 int x = op->x, y = op->y; 1721 int x = op->x, y = op->y;
1725 1722
1726 MoveType move_on, move_slow, move_block; 1723 mapspace &ms = m->at (x, y);
1727 1724
1728 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1725 ms.update ();
1729 return 0;
1730 1726
1731 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1727 MoveType move_on = ms.move_on;
1732 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1728 MoveType move_slow = ms.move_slow;
1733 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1729 MoveType move_block = ms.move_block;
1734 1730
1735 /* if nothing on this space will slow op down or be applied, 1731 /* if nothing on this space will slow op down or be applied,
1736 * no need to do checking below. have to make sure move_type 1732 * no need to do checking below. have to make sure move_type
1737 * is set, as lots of objects don't have it set - we treat that 1733 * is set, as lots of objects don't have it set - we treat that
1738 * as walking. 1734 * as walking.
1749 return 0; 1745 return 0;
1750 1746
1751 /* The objects have to be checked from top to bottom. 1747 /* The objects have to be checked from top to bottom.
1752 * Hence, we first go to the top: 1748 * Hence, we first go to the top:
1753 */ 1749 */
1754 1750 for (object *next, *tmp = ms.top; tmp; tmp = next)
1755 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1756 {
1757 /* Trim the search when we find the first other spell effect
1758 * this helps performance so that if a space has 50 spell objects,
1759 * we don't need to check all of them.
1760 */
1761 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1762 break;
1763 } 1751 {
1752 next = tmp->below;
1764 1753
1765 for (; tmp; tmp = tmp->below)
1766 {
1767 if (tmp == op) 1754 if (tmp == op)
1768 continue; /* Can't apply yourself */ 1755 continue; /* Can't apply yourself */
1769 1756
1770 /* Check to see if one of the movement types should be slowed down. 1757 /* Check to see if one of the movement types should be slowed down.
1771 * Second check makes sure that the movement types not being slowed 1758 * Second check makes sure that the movement types not being slowed
1776 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1763 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1777 { 1764 {
1778 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1779 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1780 { 1767 {
1781
1782 float
1783 diff = tmp->move_slow_penalty * fabs (op->speed); 1768 float diff = tmp->move_slow_penalty * fabs (op->speed);
1784 1769
1785 if (op->type == PLAYER) 1770 if (op->is_player ())
1786 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1787 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1788 diff /= 4.0; 1773 diff /= 4.0;
1789 1774
1790 op->speed_left -= diff; 1775 op->speed_left -= diff;
1791 } 1776 }
1792 } 1777 }
1825 LOG (llevError, "Present_arch called outside map.\n"); 1810 LOG (llevError, "Present_arch called outside map.\n");
1826 return NULL; 1811 return NULL;
1827 } 1812 }
1828 1813
1829 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)
1830 if (tmp->arch == at) 1815 if (tmp->arch->archname == at->archname)
1831 return tmp; 1816 return tmp;
1832 1817
1833 return NULL; 1818 return NULL;
1834} 1819}
1835 1820
1899 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1900 */ 1885 */
1901object * 1886object *
1902present_arch_in_ob (const archetype *at, const object *op) 1887present_arch_in_ob (const archetype *at, const object *op)
1903{ 1888{
1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1905 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1906 return tmp; 1891 return tmp;
1907 1892
1908 return NULL; 1893 return NULL;
1909} 1894}
1910 1895
1998 * head of the object should correspond for the entire object. 1983 * head of the object should correspond for the entire object.
1999 */ 1984 */
2000 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1985 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2001 continue; 1986 continue;
2002 1987
2003 if (ob->blocked (m, pos.x, pos.y)) 1988 if (ob->blocked (pos.m, pos.x, pos.y))
2004 continue; 1989 continue;
2005 1990
2006 altern [index++] = i; 1991 altern [index++] = i;
2007 } 1992 }
2008 1993
2076 * there is capable of. 2061 * there is capable of.
2077 */ 2062 */
2078int 2063int
2079find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2080{ 2065{
2081 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2082
2083 sint16 nx, ny;
2084 object *tmp;
2085 maptile *mp;
2086
2087 MoveType blocked, move_type; 2067 MoveType move_type;
2088 2068
2089 if (exclude && exclude->head_ () != exclude) 2069 if (exclude && exclude->head_ () != exclude)
2090 { 2070 {
2091 exclude = exclude->head; 2071 exclude = exclude->head;
2092 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2095 { 2075 {
2096 /* 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. */
2097 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2098 } 2078 }
2099 2079
2100 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2101 { 2081 {
2102 mp = m; 2082 mapxy pos (m, x, y);
2103 nx = x + freearr_x[i]; 2083 pos.move (i);
2104 ny = y + freearr_y[i];
2105 2084
2106 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2107
2108 if (mflags & P_OUT_OF_MAP)
2109 max = maxfree[i]; 2086 max = maxfree[i];
2110 else 2087 else
2111 { 2088 {
2112 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2113 2090
2114 blocked = ms.move_block;
2115
2116 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2117 max = maxfree[i]; 2092 max = maxfree [i];
2118 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2119 { 2094 {
2120 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2121 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2122 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2123 break;
2124
2125 if (tmp)
2126 return freedir[i]; 2098 return freedir [i];
2127 } 2099 }
2128 } 2100 }
2129 } 2101 }
2130 2102
2131 return 0; 2103 return 0;
2206 * 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
2207 * 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.
2208 * 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
2209 * functions. 2181 * functions.
2210 */ 2182 */
2211int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2212 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2213 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2214 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2215 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2216 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2312int 2284int
2313can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2314{ 2286{
2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2317 !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));
2318} 2290}
2319 2291
2320/* 2292/*
2321 * create clone from object to another 2293 * create clone from object to another
2322 */ 2294 */
2323object * 2295object *
2324object_create_clone (object *asrc) 2296object::deep_clone ()
2325{ 2297{
2326 object *dst = 0, *tmp, *src, *prev, *item; 2298 assert (("deep_clone called on non-head object", is_head ()));
2327 2299
2328 if (!asrc) 2300 object *dst = clone ();
2329 return 0;
2330 2301
2331 src = asrc->head_ (); 2302 object *prev = dst;
2332
2333 prev = 0;
2334 for (object *part = src; part; part = part->more) 2303 for (object *part = this->more; part; part = part->more)
2335 { 2304 {
2336 tmp = part->clone (); 2305 object *tmp = part->clone ();
2337 tmp->x -= src->x;
2338 tmp->y -= src->y;
2339
2340 if (!part->head)
2341 {
2342 dst = tmp;
2343 tmp->head = 0;
2344 }
2345 else
2346 tmp->head = dst; 2306 tmp->head = dst;
2347
2348 tmp->more = 0;
2349
2350 if (prev)
2351 prev->more = tmp; 2307 prev->more = tmp;
2352
2353 prev = tmp; 2308 prev = tmp;
2354 } 2309 }
2355 2310
2356 for (item = src->inv; item; item = item->below) 2311 for (object *item = inv; item; item = item->below)
2357 insert_ob_in_ob (object_create_clone (item), dst); 2312 insert_ob_in_ob (item->deep_clone (), dst);
2358 2313
2359 return dst; 2314 return dst;
2360} 2315}
2361 2316
2362/* This returns the first object in who's inventory that 2317/* This returns the first object in who's inventory that
2371 return tmp; 2326 return tmp;
2372 2327
2373 return 0; 2328 return 0;
2374} 2329}
2375 2330
2376/* If ob has a field named key, return the link from the list, 2331shstr_tmp
2377 * otherwise return NULL. 2332object::kv_get (shstr_tmp key) const
2378 *
2379 * key must be a passed in shared string - otherwise, this won't
2380 * do the desired thing.
2381 */
2382key_value *
2383get_ob_key_link (const object *ob, const char *key)
2384{ 2333{
2385 for (key_value *link = ob->key_values; link; link = link->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2386 if (link->key == key) 2335 if (kv->key == key)
2387 return link;
2388
2389 return 0;
2390}
2391
2392/*
2393 * Returns the value of op has an extra_field for key, or NULL.
2394 *
2395 * The argument doesn't need to be a shared string.
2396 *
2397 * The returned string is shared.
2398 */
2399const char *
2400get_ob_key_value (const object *op, const char *const key)
2401{
2402 key_value *link;
2403 shstr_cmp canonical_key (key);
2404
2405 if (!canonical_key)
2406 {
2407 /* 1. There being a field named key on any object
2408 * implies there'd be a shared string to find.
2409 * 2. Since there isn't, no object has this field.
2410 * 3. Therefore, *this* object doesn't have this field.
2411 */
2412 return 0;
2413 }
2414
2415 /* This is copied from get_ob_key_link() above -
2416 * only 4 lines, and saves the function call overhead.
2417 */
2418 for (link = op->key_values; link; link = link->next)
2419 if (link->key == canonical_key)
2420 return link->value; 2336 return kv->value;
2421 2337
2422 return 0; 2338 return shstr ();
2423} 2339}
2424 2340
2425/* 2341void
2426 * Updates the canonical_key in op to value. 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2427 *
2428 * canonical_key is a shared string (value doesn't have to be).
2429 *
2430 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2431 * keys.
2432 *
2433 * Returns TRUE on success.
2434 */
2435int
2436set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2437{ 2343{
2438 key_value *field = NULL, *last = NULL; 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2439 2345 if (kv->key == key)
2440 for (field = op->key_values; field != NULL; field = field->next)
2441 {
2442 if (field->key != canonical_key)
2443 { 2346 {
2444 last = field; 2347 kv->value = value;
2445 continue; 2348 return;
2446 } 2349 }
2447 2350
2448 if (value) 2351 key_value *kv = new key_value;
2449 field->value = value; 2352
2450 else 2353 kv->next = key_values;
2354 kv->key = key;
2355 kv->value = value;
2356
2357 key_values = kv;
2358}
2359
2360void
2361object::kv_del (shstr_tmp key)
2362{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key)
2451 { 2365 {
2452 /* Basically, if the archetype has this key set, 2366 key_value *kv = *kvp;
2453 * we need to store the null value so when we save 2367 *kvp = (*kvp)->next;
2454 * it, we save the empty value so that when we load, 2368 delete kv;
2455 * we get this value back again. 2369 return;
2456 */
2457 if (get_ob_key_link (op->arch, canonical_key))
2458 field->value = 0;
2459 else
2460 {
2461 if (last)
2462 last->next = field->next;
2463 else
2464 op->key_values = field->next;
2465
2466 delete field;
2467 }
2468 } 2370 }
2469 return TRUE;
2470 }
2471 /* IF we get here, key doesn't exist */
2472
2473 /* No field, we'll have to add it. */
2474
2475 if (!add_key)
2476 return FALSE;
2477
2478 /* There isn't any good reason to store a null
2479 * value in the key/value list. If the archetype has
2480 * this key, then we should also have it, so shouldn't
2481 * be here. If user wants to store empty strings,
2482 * should pass in ""
2483 */
2484 if (value == NULL)
2485 return TRUE;
2486
2487 field = new key_value;
2488
2489 field->key = canonical_key;
2490 field->value = value;
2491 /* Usual prepend-addition. */
2492 field->next = op->key_values;
2493 op->key_values = field;
2494
2495 return TRUE;
2496}
2497
2498/*
2499 * Updates the key in op to value.
2500 *
2501 * If add_key is FALSE, this will only update existing keys,
2502 * and not add new ones.
2503 * In general, should be little reason FALSE is ever passed in for add_key
2504 *
2505 * Returns TRUE on success.
2506 */
2507int
2508set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2509{
2510 shstr key_ (key);
2511
2512 return set_ob_key_value_s (op, key_, value, add_key);
2513} 2371}
2514 2372
2515object::depth_iterator::depth_iterator (object *container) 2373object::depth_iterator::depth_iterator (object *container)
2516: iterator_base (container) 2374: iterator_base (container)
2517{ 2375{
2567{ 2425{
2568 char flagdesc[512]; 2426 char flagdesc[512];
2569 char info2[256 * 4]; 2427 char info2[256 * 4];
2570 char *p = info; 2428 char *p = info;
2571 2429
2572 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}",
2573 count, 2431 count,
2574 uuid.c_str (), 2432 uuid.c_str (),
2575 &name, 2433 &name,
2576 title ? "\",title:\"" : "", 2434 title ? ",title:\"" : "",
2577 title ? (const char *)title : "", 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2578 flag_desc (flagdesc, 512), type); 2437 flag_desc (flagdesc, 512), type);
2579 2438
2580 if (!flag[FLAG_REMOVED] && env) 2439 if (!flag[FLAG_REMOVED] && env)
2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2582 2441
2615object::open_container (object *new_container) 2474object::open_container (object *new_container)
2616{ 2475{
2617 if (container == new_container) 2476 if (container == new_container)
2618 return; 2477 return;
2619 2478
2620 if (object *old_container = container) 2479 object *old_container = container;
2480
2481 if (old_container)
2621 { 2482 {
2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2623 return; 2484 return;
2624 2485
2625#if 0 2486#if 0
2627 if (object *closer = old_container->inv) 2488 if (object *closer = old_container->inv)
2628 if (closer->type == CLOSE_CON) 2489 if (closer->type == CLOSE_CON)
2629 closer->destroy (); 2490 closer->destroy ();
2630#endif 2491#endif
2631 2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2632 old_container->flag [FLAG_APPLIED] = false; 2496 old_container->flag [FLAG_APPLIED] = false;
2633 container = 0; 2497 container = 0;
2634 2498
2499 // client needs item update to make it work, client bug requires this to be separate
2635 esrv_update_item (UPD_FLAGS, this, old_container); 2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2636 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 ());
2637 play_sound (sound_find ("chest_close")); 2503 play_sound (sound_find ("chest_close"));
2638 } 2504 }
2639 2505
2640 if (new_container) 2506 if (new_container)
2641 { 2507 {
2651 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2652 new_container->insert (closer); 2518 new_container->insert (closer);
2653 } 2519 }
2654#endif 2520#endif
2655 2521
2656 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 ());
2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2657 2526
2658 new_container->flag [FLAG_APPLIED] = true; 2527 new_container->flag [FLAG_APPLIED] = true;
2659 container = new_container; 2528 container = new_container;
2660 2529
2530 // client needs flag change
2661 esrv_update_item (UPD_FLAGS, this, new_container); 2531 esrv_update_item (UPD_FLAGS, this, new_container);
2662 esrv_send_inventory (this, new_container); 2532 esrv_send_inventory (this, new_container);
2663 play_sound (sound_find ("chest_open")); 2533 play_sound (sound_find ("chest_open"));
2664 } 2534 }
2535// else if (!old_container->env && contr && contr->ns)
2536// contr->ns->floorbox_reset ();
2665} 2537}
2666 2538
2667object * 2539object *
2668object::force_find (const shstr name) 2540object::force_find (shstr_tmp name)
2669{ 2541{
2670 /* 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
2671 * place 2543 * place
2672 */ 2544 */
2673 for (object *tmp = inv; tmp; tmp = tmp->below) 2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2676 2548
2677 return 0; 2549 return 0;
2678} 2550}
2679 2551
2680void 2552void
2553object::force_set_timer (int duration)
2554{
2555 this->duration = 1;
2556 this->speed_left = -1.f;
2557
2558 this->set_speed (duration ? 1.f / duration : 0.f);
2559}
2560
2561object *
2681object::force_add (const shstr name, int duration) 2562object::force_add (shstr_tmp name, int duration)
2682{ 2563{
2683 if (object *force = force_find (name)) 2564 if (object *force = force_find (name))
2684 force->destroy (); 2565 force->destroy ();
2685 2566
2686 object *force = get_archetype (FORCE_NAME); 2567 object *force = get_archetype (FORCE_NAME);
2687 2568
2688 force->slaying = name; 2569 force->slaying = name;
2689 force->stats.food = 1;
2690 force->speed_left = -1.f;
2691 2570
2692 force->set_speed (duration ? 1.f / duration : 0.f); 2571 force->force_set_timer (duration);
2693 force->flag [FLAG_IS_USED_UP] = true; 2572
2694 force->flag [FLAG_APPLIED] = true; 2573 force->flag [FLAG_APPLIED] = true;
2695 2574
2696 insert (force); 2575 return insert (force);
2697} 2576}
2698 2577
2699void 2578void
2700object::play_sound (faceidx sound) 2579object::play_sound (faceidx sound) const
2701{ 2580{
2702 if (!sound) 2581 if (!sound)
2703 return; 2582 return;
2704 2583
2705 if (flag [FLAG_REMOVED]) 2584 if (is_on_map ())
2585 map->play_sound (sound, x, y);
2586 else if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588}
2589
2590void
2591object::say_msg (const char *msg) const
2592{
2593 if (is_on_map ())
2594 map->say_msg (msg, x, y);
2595 else if (object *pl = in_player ())
2596 pl->contr->play_sound (sound);
2597}
2598
2599void
2600object::make_noise ()
2601{
2602 // we do not model noise in the map, so instead put
2603 // a temporary light into the noise source
2604 // could use the map instead, but that's less reliable for our
2605 // goal, which is to make invisibility a bit harder to exploit
2606
2607 // currently only works sensibly for players
2608 if (!is_player ())
2706 return; 2609 return;
2707 2610
2708 if (env) 2611 // find old force, or create new one
2709 { 2612 object *force = force_find (shstr_noise_force);
2710 if (object *pl = in_player ()) 2613
2711 pl->contr->play_sound (sound); 2614 if (force)
2712 } 2615 force->speed_left = -1.f; // patch old speed up
2713 else 2616 else
2714 map->play_sound (sound, x, y); 2617 {
2715} 2618 force = archetype::get (shstr_noise_force);
2716 2619
2620 force->slaying = shstr_noise_force;
2621 force->stats.food = 1;
2622 force->speed_left = -1.f;
2623
2624 force->set_speed (1.f / 4.f);
2625 force->flag [FLAG_IS_USED_UP] = true;
2626 force->flag [FLAG_APPLIED] = true;
2627
2628 insert (force);
2629 }
2630}
2631

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