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Comparing deliantra/server/common/object.C (file contents):
Revision 1.212 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.292 by root, Mon Oct 19 21:48:49 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
40 42
41short freearr_x[SIZEOFFREE] = { 43short freearr_x[SIZEOFFREE] = {
139 141
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 142/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 143static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 144compare_ob_value_lists_one (const object *wants, const object *has)
143{ 145{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* 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 147 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
149 */ 149 */
150 150
151 /* For each field in wants, */ 151 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 152 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 153 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 154 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 }
168 155
169 /* If we get here, every field in wants has a matching field in has. */ 156 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 157 return true;
171} 158}
172 159
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 160/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 161static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 162compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 163{
177 /* However, there may be fields in has which aren't partnered in wants, 164 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 165 * so we need to run the comparison *twice*. :(
179 */ 166 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 167 return compare_ob_value_lists_one (ob1, ob2)
168 && compare_ob_value_lists_one (ob2, ob1);
181} 169}
182 170
183/* Function examines the 2 objects given to it, and returns true if 171/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 172 * they can be merged together.
185 * 173 *
200 || ob1->speed != ob2->speed 188 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 189 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 190 || ob1->name != ob2->name)
203 return 0; 191 return 0;
204 192
205 /* Do not merge objects if nrof would overflow. First part checks 193 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 194 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 195 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; 196 return 0;
212 197
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 198 /* 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 199 * 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 200 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 205 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 206
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 209
225 if (ob1->arch->name != ob2->arch->name 210 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 211 || ob1->name != ob2->name
227 || ob1->title != ob2->title 212 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 213 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 214 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 215 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 216 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 217 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 218 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 219 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 220 || ob1->animation_id != ob2->animation_id
221 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 222 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 223 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 224 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 225 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 226 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 235 return 0;
250 236
251 if ((ob1->flag ^ ob2->flag) 237 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 238 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 239 .reset (FLAG_REMOVED)
255 .any ()) 240 .any ())
256 return 0; 241 return 0;
257 242
258 /* This is really a spellbook check - we should in general 243 /* This is really a spellbook check - we should in general
330 315
331 /* Everything passes, must be OK. */ 316 /* Everything passes, must be OK. */
332 return 1; 317 return 1;
333} 318}
334 319
320// find player who can see this object
321object *
322object::visible_to () const
323{
324 if (client_visible () && !flag [FLAG_REMOVED])
325 {
326 // see if we are in a container of sorts
327 if (env)
328 {
329 // the player inventory itself is always visible
330 if (env->is_player ())
331 return env;
332
333 // else a player could have our env open
334 object *envest = env->outer_env_or_self ();
335
336 // the player itself is always on a map, so we will find him here
337 // even if our inv is in a player.
338 if (envest->is_on_map ())
339 if (object *pl = envest->ms ().player ())
340 if (pl->container_ () == env)
341 return pl;
342 }
343 else
344 {
345 // maybe there is a player standing on the same mapspace
346 // this will catch the case where "this" is a player
347 if (object *pl = ms ().player ())
348 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
349 || pl->container_ () == this)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
335// adjust weight per container type ("of holding") 357// adjust weight per container type ("of holding")
336static sint32 358static sint32
337weight_adjust (object *op, sint32 weight) 359weight_adjust_for (object *op, sint32 weight)
338{ 360{
339 return op->type == CONTAINER 361 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight; 363 : weight;
342} 364}
348static void 370static void
349adjust_weight (object *op, sint32 weight) 371adjust_weight (object *op, sint32 weight)
350{ 372{
351 while (op) 373 while (op)
352 { 374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
353 weight = weight_adjust (op, weight); 377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
354 379
355 if (!weight) 380 if (!weight)
356 return; 381 return;
357 382
358 op->carrying += weight; 383 op->carrying += weight;
359 384
360 if (object *pl = op->visible_to ()) 385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
361 esrv_update_item (UPD_WEIGHT, pl, op); 387 esrv_update_item (UPD_WEIGHT, pl, op);
362 388
363 op = op->env; 389 op = op->env;
364 } 390 }
365} 391}
366 392
380 op->update_weight (); 406 op->update_weight ();
381 407
382 sum += op->total_weight (); 408 sum += op->total_weight ();
383 } 409 }
384 410
385 sum = weight_adjust (this, sum); 411 sum = weight_adjust_for (this, sum);
386 412
387 if (sum != carrying) 413 if (sum != carrying)
388 { 414 {
389 carrying = sum; 415 carrying = sum;
390 416
391 if (object *pl = visible_to ()) 417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, this); 419 esrv_update_item (UPD_WEIGHT, pl, this);
393 } 420 }
394} 421}
395 422
396/* 423/*
397 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
403 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
404 431
405 object_freezer freezer; 432 object_freezer freezer;
406 op->write (freezer); 433 op->write (freezer);
407 return freezer.as_string (); 434 return freezer.as_string ();
435}
436
437char *
438object::as_string ()
439{
440 return dump_object (this);
408} 441}
409 442
410/* 443/*
411 * get_nearest_part(multi-object, object 2) returns the part of the 444 * get_nearest_part(multi-object, object 2) returns the part of the
412 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
451 */ 484 */
452object * 485object *
453find_object_name (const char *str) 486find_object_name (const char *str)
454{ 487{
455 shstr_cmp str_ (str); 488 shstr_cmp str_ (str);
456 object *op;
457 489
490 if (str_)
458 for_all_objects (op) 491 for_all_objects (op)
459 if (op->name == str_) 492 if (op->name == str_)
460 break; 493 return op;
461 494
462 return op; 495 return 0;
463} 496}
464 497
465/* 498/*
466 * Sets the owner and sets the skill and exp pointers to owner's current 499 * Sets the owner and sets the skill and exp pointers to owner's current
467 * skill and experience objects. 500 * skill and experience objects.
529 update_stats (); 562 update_stats ();
530 563
531 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
532 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
533 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
534 "[You need to unapply some items first.]", &ob->name); 567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
535 return false; 569 return false;
536 } 570 }
537 571
538 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
539 } 573 }
565 } 599 }
566 600
567 op->key_values = 0; 601 op->key_values = 0;
568} 602}
569 603
570object & 604/*
571object::operator =(const object &src) 605 * copy_to first frees everything allocated by the dst object,
606 * and then copies the contents of itself into the second
607 * object, allocating what needs to be allocated. Basically, any
608 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
609 * if the first object is freed, the pointers in the new object
610 * will point at garbage.
611 */
612void
613object::copy_to (object *dst)
572{ 614{
573 bool is_freed = flag [FLAG_FREED]; 615 dst->remove ();
574 bool is_removed = flag [FLAG_REMOVED];
575
576 *(object_copy *)this = src; 616 *(object_copy *)dst = *this;
577
578 flag [FLAG_FREED] = is_freed;
579 flag [FLAG_REMOVED] = is_removed; 617 dst->flag [FLAG_REMOVED] = true;
580 618
581 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
582 if (src.key_values) 620 if (key_values)
583 { 621 {
584 key_value *tail = 0; 622 key_value *tail = 0;
585 key_values = 0; 623 dst->key_values = 0;
586 624
587 for (key_value *i = src.key_values; i; i = i->next) 625 for (key_value *i = key_values; i; i = i->next)
588 { 626 {
589 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
590 628
591 new_link->next = 0; 629 new_link->next = 0;
592 new_link->key = i->key; 630 new_link->key = i->key;
593 new_link->value = i->value; 631 new_link->value = i->value;
594 632
595 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
596 if (!key_values) 634 if (!dst->key_values)
597 { 635 {
598 key_values = new_link; 636 dst->key_values = new_link;
599 tail = new_link; 637 tail = new_link;
600 } 638 }
601 else 639 else
602 { 640 {
603 tail->next = new_link; 641 tail->next = new_link;
604 tail = new_link; 642 tail = new_link;
605 } 643 }
606 } 644 }
607 } 645 }
608}
609
610/*
611 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619object::copy_to (object *dst)
620{
621 *dst = *this;
622 646
623 if (speed < 0) 647 if (speed < 0)
624 dst->speed_left -= rndm (); 648 dst->speed_left -= rndm ();
625 649
626 dst->set_speed (dst->speed); 650 dst->activate ();
627} 651}
628 652
629void 653void
630object::instantiate () 654object::instantiate ()
631{ 655{
648object * 672object *
649object::clone () 673object::clone ()
650{ 674{
651 object *neu = create (); 675 object *neu = create ();
652 copy_to (neu); 676 copy_to (neu);
677 neu->map = map; // not copied by copy_to
653 return neu; 678 return neu;
654} 679}
655 680
656/* 681/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 682 * If an object with the IS_TURNABLE() flag needs to be turned due
708 * UP_OBJ_FACE: only the objects face has changed. 733 * UP_OBJ_FACE: only the objects face has changed.
709 */ 734 */
710void 735void
711update_object (object *op, int action) 736update_object (object *op, int action)
712{ 737{
713 if (op == NULL) 738 if (!op)
714 { 739 {
715 /* this should never happen */ 740 /* this should never happen */
716 LOG (llevDebug, "update_object() called for NULL object.\n"); 741 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
717 return; 742 return;
718 } 743 }
719 744
720 if (op->env) 745 if (!op->is_on_map ())
721 { 746 {
722 /* Animation is currently handled by client, so nothing 747 /* Animation is currently handled by client, so nothing
723 * to do in this case. 748 * to do in this case.
724 */ 749 */
725 return; 750 return;
726 } 751 }
727
728 /* If the map is saving, don't do anything as everything is
729 * going to get freed anyways.
730 */
731 if (!op->map || op->map->in_memory == MAP_SAVING)
732 return;
733 752
734 /* make sure the object is within map boundaries */ 753 /* make sure the object is within map boundaries */
735 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 754 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
736 { 755 {
737 LOG (llevError, "update_object() called for object out of map!\n"); 756 LOG (llevError, "update_object() called for object out of map!\n");
748 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
749 { 768 {
750 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
751 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
752 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
753 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
754 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
755 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
756 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
757 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
758 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
759 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
760 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
761 * to have move_allow right now. 780 * have move_allow right now.
762 */ 781 */
763 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
764 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
765 m.flags_ = 0; 784 m.invalidate ();
766 } 785 }
767 /* if the object is being removed, we can't make intelligent 786 /* if the object is being removed, we can't make intelligent
768 * decisions, because remove_ob can't really pass the object 787 * decisions, because remove_ob can't really pass the object
769 * that is being removed. 788 * that is being removed.
770 */ 789 */
771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
772 m.flags_ = 0; 791 m.invalidate ();
773 else if (action == UP_OBJ_FACE) 792 else if (action == UP_OBJ_FACE)
774 /* Nothing to do for that case */ ; 793 /* Nothing to do for that case */ ;
775 else 794 else
776 LOG (llevError, "update_object called with invalid action: %d\n", action); 795 LOG (llevError, "update_object called with invalid action: %d\n", action);
777 796
781 800
782object::object () 801object::object ()
783{ 802{
784 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
785 804
786 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
787 face = blank_face; 806 face = blank_face;
788} 807}
789 808
790object::~object () 809object::~object ()
791{ 810{
821 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
822 if (active) 841 if (active)
823 return; 842 return;
824 843
825 if (has_active_speed ()) 844 if (has_active_speed ())
845 {
846 if (flag [FLAG_FREED])
847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
848
826 actives.insert (this); 849 actives.insert (this);
850 }
827} 851}
828 852
829void 853void
830object::activate_recursive () 854object::activate_recursive ()
831{ 855{
880object::destroy_inv (bool drop_to_ground) 904object::destroy_inv (bool drop_to_ground)
881{ 905{
882 // need to check first, because the checks below might segfault 906 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code 907 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty. 908 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory, 909 // corollary: if you create arrows etc. with stuff in its inventory,
886 // cf will crash below with off-map x and y 910 // cf will crash below with off-map x and y
887 if (!inv) 911 if (!inv)
888 return; 912 return;
889 913
890 /* Only if the space blocks everything do we not process - 914 /* Only if the space blocks everything do we not process -
892 * drop on that space. 916 * drop on that space.
893 */ 917 */
894 if (!drop_to_ground 918 if (!drop_to_ground
895 || !map 919 || !map
896 || map->in_memory != MAP_ACTIVE 920 || map->in_memory != MAP_ACTIVE
897 || map->nodrop 921 || map->no_drop
898 || ms ().move_block == MOVE_ALL) 922 || ms ().move_block == MOVE_ALL)
899 { 923 {
900 while (inv) 924 while (inv)
901 {
902 inv->destroy_inv (drop_to_ground);
903 inv->destroy (); 925 inv->destroy ();
904 }
905 } 926 }
906 else 927 else
907 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
908 while (inv) 929 while (inv)
909 { 930 {
927 object *op = new object; 948 object *op = new object;
928 op->link (); 949 op->link ();
929 return op; 950 return op;
930} 951}
931 952
953static struct freed_map : maptile
954{
955 freed_map ()
956 {
957 path = "<freed objects map>";
958 name = "/internal/freed_objects_map";
959 width = 3;
960 height = 3;
961 no_drop = 1;
962 no_reset = 1;
963
964 alloc ();
965 in_memory = MAP_ACTIVE;
966 }
967
968 ~freed_map ()
969 {
970 destroy ();
971 }
972} freed_map; // freed objects are moved here to avoid crashes
973
932void 974void
933object::do_destroy () 975object::do_destroy ()
934{ 976{
935 if (object *pl = visible_to ())
936 esrv_del_item (pl->contr, count);
937
938 attachable::do_destroy ();
939
940 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
941 remove_button_link (this); 978 remove_link ();
942 979
943 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
944 remove_friendly_object (this); 981 remove_friendly_object (this);
945 982
946 if (!flag [FLAG_REMOVED])
947 remove (); 983 remove ();
948 984
949 destroy_inv (true); 985 attachable::do_destroy ();
950 986
951 deactivate (); 987 deactivate ();
952 unlink (); 988 unlink ();
953 989
954 flag [FLAG_FREED] = 1; 990 flag [FLAG_FREED] = 1;
955 991
956 // hack to ensure that freed objects still have a valid map 992 // hack to ensure that freed objects still have a valid map
957 {
958 static maptile *freed_map; // freed objects are moved here to avoid crashes
959
960 if (!freed_map)
961 {
962 freed_map = new maptile;
963
964 freed_map->path = "<freed objects map>";
965 freed_map->name = "/internal/freed_objects_map";
966 freed_map->width = 3;
967 freed_map->height = 3;
968 freed_map->nodrop = 1;
969
970 freed_map->alloc ();
971 freed_map->in_memory = MAP_ACTIVE;
972 }
973
974 map = freed_map; 993 map = &freed_map;
975 x = 1; 994 x = 1;
976 y = 1; 995 y = 1;
977 }
978 996
979 if (more) 997 if (more)
980 { 998 {
981 more->destroy (); 999 more->destroy ();
982 more = 0; 1000 more = 0;
990 attacked_by = 0; 1008 attacked_by = 0;
991 current_weapon = 0; 1009 current_weapon = 0;
992} 1010}
993 1011
994void 1012void
995object::destroy (bool destroy_inventory) 1013object::destroy ()
996{ 1014{
997 if (destroyed ()) 1015 if (destroyed ())
998 return; 1016 return;
999 1017
1000 if (destroy_inventory) 1018 if (!is_head () && !head->destroyed ())
1019 {
1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1021 head->destroy ();
1022 return;
1023 }
1024
1001 destroy_inv (false); 1025 destroy_inv (false);
1002 1026
1003 if (is_head ()) 1027 if (is_head ())
1004 if (sound_destroy) 1028 if (sound_destroy)
1005 play_sound (sound_destroy); 1029 play_sound (sound_destroy);
1006 else if (flag [FLAG_MONSTER]) 1030 else if (flag [FLAG_MONSTER])
1020object::do_remove () 1044object::do_remove ()
1021{ 1045{
1022 object *tmp, *last = 0; 1046 object *tmp, *last = 0;
1023 object *otmp; 1047 object *otmp;
1024 1048
1025 if (QUERY_FLAG (this, FLAG_REMOVED)) 1049 if (flag [FLAG_REMOVED])
1026 return; 1050 return;
1027 1051
1028 SET_FLAG (this, FLAG_REMOVED);
1029 INVOKE_OBJECT (REMOVE, this); 1052 INVOKE_OBJECT (REMOVE, this);
1053
1054 flag [FLAG_REMOVED] = true;
1030 1055
1031 if (more) 1056 if (more)
1032 more->remove (); 1057 more->remove ();
1033 1058
1034 /* 1059 /*
1035 * In this case, the object to be removed is in someones 1060 * In this case, the object to be removed is in someones
1036 * inventory. 1061 * inventory.
1037 */ 1062 */
1038 if (env) 1063 if (env)
1039 { 1064 {
1065 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1066 if (object *pl = visible_to ())
1067 esrv_del_item (pl->contr, count);
1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1069
1040 adjust_weight (env, -total_weight ()); 1070 adjust_weight (env, -total_weight ());
1041 1071
1042 *(above ? &above->below : &env->inv) = below; 1072 object *pl = in_player ();
1043
1044 if (below)
1045 below->above = above;
1046 1073
1047 /* we set up values so that it could be inserted into 1074 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up 1075 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do. 1076 * to the caller to decide what we want to do.
1050 */ 1077 */
1051 map = env->map; 1078 map = env->map;
1052 x = env->x; 1079 x = env->x;
1053 y = env->y; 1080 y = env->y;
1081
1082 // make sure cmov optimisation is applicable
1083 *(above ? &above->below : &env->inv) = below;
1084 *(below ? &below->above : &above ) = above; // &above is just a dummy
1085
1054 above = 0; 1086 above = 0;
1055 below = 0; 1087 below = 0;
1056 env = 0; 1088 env = 0;
1057 1089
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1059 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 1092 * to save cpu time.
1061 */ 1093 */
1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1063 otmp->update_stats (); 1097 pl->update_stats ();
1098
1099 if (glow_radius && pl->is_on_map ())
1100 update_all_los (pl->map, pl->x, pl->y);
1101 }
1064 } 1102 }
1065 else if (map) 1103 else if (map)
1066 { 1104 {
1067 if (type == PLAYER)
1068 {
1069 // leaving a spot always closes any open container on the ground
1070 if (container && !container->env)
1071 // this causes spurious floorbox updates, but it ensures
1072 // that the CLOSE event is being sent.
1073 close_container ();
1074
1075 --map->players;
1076 map->touch ();
1077 }
1078
1079 map->dirty = true; 1105 map->dirty = true;
1080 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1081 1107
1108 if (object *pl = ms.player ())
1109 {
1110 if (is_player ())
1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1115 // leaving a spot always closes any open container on the ground
1116 if (container && !container->env)
1117 // this causes spurious floorbox updates, but it ensures
1118 // that the CLOSE event is being sent.
1119 close_container ();
1120
1121 --map->players;
1122 map->touch ();
1123 }
1124 else if (pl->container_ () == this)
1125 {
1126 // removing a container should close it
1127 close_container ();
1128 }
1129
1130 esrv_del_item (pl->contr, count);
1131 }
1132
1082 /* link the object above us */ 1133 /* link the object above us */
1083 if (above) 1134 // re-link, make sure compiler can easily use cmove
1084 above->below = below; 1135 *(above ? &above->below : &ms.top) = below;
1085 else 1136 *(below ? &below->above : &ms.bot) = above;
1086 ms.top = below; /* we were top, set new top */
1087
1088 /* Relink the object below us, if there is one */
1089 if (below)
1090 below->above = above;
1091 else
1092 {
1093 /* Nothing below, which means we need to relink map object for this space
1094 * use translated coordinates in case some oddness with map tiling is
1095 * evident
1096 */
1097 if (GET_MAP_OB (map, x, y) != this)
1098 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 ());
1099
1100 ms.bot = above; /* goes on above it. */
1101 }
1102 1137
1103 above = 0; 1138 above = 0;
1104 below = 0; 1139 below = 0;
1105 1140
1141 ms.invalidate ();
1142
1106 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1107 return; 1144 return;
1108 1145
1109 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1110 1147
1111 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1112 { 1149 {
1113 if (pl->container == this) 1150 if (pl->container_ () == this)
1114 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1115 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1116 * appropriately. 1153 * appropriately.
1117 */ 1154 */
1118 pl->close_container (); 1155 pl->close_container ();
1119 1156
1157 //TODO: the floorbox prev/next might need updating
1158 //esrv_del_item (pl->contr, count);
1159 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns)
1120 pl->contr->ns->floorbox_update (); 1161 pl->contr->ns->floorbox_update ();
1121 } 1162 }
1122 1163
1123 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (tmp = ms.bot; tmp; tmp = tmp->above)
1124 { 1165 {
1125 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1138 } 1179 }
1139 1180
1140 last = tmp; 1181 last = tmp;
1141 } 1182 }
1142 1183
1143 /* last == NULL if there are no objects on this space */ 1184 if (affects_los ())
1144 //TODO: this makes little sense, why only update the topmost object?
1145 if (!last)
1146 map->at (x, y).flags_ = 0;
1147 else
1148 update_object (last, UP_OBJ_REMOVE);
1149
1150 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1151 update_all_los (map, x, y); 1185 update_all_los (map, x, y);
1152 } 1186 }
1153} 1187}
1154 1188
1155/* 1189/*
1169 if (!top) 1203 if (!top)
1170 for (top = op; top && top->above; top = top->above) 1204 for (top = op; top && top->above; top = top->above)
1171 ; 1205 ;
1172 1206
1173 for (; top; top = top->below) 1207 for (; top; top = top->below)
1174 {
1175 if (top == op)
1176 continue;
1177
1178 if (object::can_merge (op, top)) 1208 if (object::can_merge (op, top))
1179 { 1209 {
1180 top->nrof += op->nrof; 1210 top->nrof += op->nrof;
1181 1211
1182/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212 if (object *pl = top->visible_to ())
1183 op->weight = 0; /* Don't want any adjustements now */ 1213 esrv_update_item (UPD_NROF, pl, top);
1214
1215 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already
1217
1184 op->destroy (); 1218 op->destroy ();
1219
1185 return top; 1220 return top;
1186 } 1221 }
1187 }
1188 1222
1189 return 0; 1223 return 0;
1190} 1224}
1191 1225
1192void 1226void
1217 * job preparing multi-part monsters. 1251 * job preparing multi-part monsters.
1218 */ 1252 */
1219object * 1253object *
1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221{ 1255{
1256 op->remove ();
1257
1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1258 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 { 1259 {
1224 tmp->x = x + tmp->arch->x; 1260 tmp->x = x + tmp->arch->x;
1225 tmp->y = y + tmp->arch->y; 1261 tmp->y = y + tmp->arch->y;
1226 } 1262 }
1249 * just 'op' otherwise 1285 * just 'op' otherwise
1250 */ 1286 */
1251object * 1287object *
1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1288insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1289{
1254 assert (!op->flag [FLAG_FREED]);
1255
1256 object *top, *floor = NULL;
1257
1258 op->remove (); 1290 op->remove ();
1291
1292 if (m == &freed_map)//D TODO: remove soon
1293 {//D
1294 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1295 }//D
1259 1296
1260 /* Ideally, the caller figures this out. However, it complicates a lot 1297 /* Ideally, the caller figures this out. However, it complicates a lot
1261 * of areas of callers (eg, anything that uses find_free_spot would now 1298 * of areas of callers (eg, anything that uses find_free_spot would now
1262 * need extra work 1299 * need extra work
1263 */ 1300 */
1301 maptile *newmap = m;
1264 if (!xy_normalise (m, op->x, op->y)) 1302 if (!xy_normalise (newmap, op->x, op->y))
1265 { 1303 {
1266 op->destroy (); 1304 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1267 return 0; 1305 return 0;
1268 } 1306 }
1269 1307
1270 if (object *more = op->more) 1308 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag)) 1309 if (!insert_ob_in_map (more, m, originator, flag))
1272 return 0; 1310 return 0;
1273 1311
1274 CLEAR_FLAG (op, FLAG_REMOVED); 1312 op->flag [FLAG_REMOVED] = false;
1275 1313 op->env = 0;
1276 op->map = m; 1314 op->map = newmap;
1315
1277 mapspace &ms = op->ms (); 1316 mapspace &ms = op->ms ();
1278 1317
1279 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1280 */ 1319 */
1281 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1283 if (object::can_merge (op, tmp)) 1322 if (object::can_merge (op, tmp))
1284 { 1323 {
1324 // TODO: we actually want to update tmp, not op,
1325 // but some caller surely breaks when we return tmp
1326 // from here :/
1285 op->nrof += tmp->nrof; 1327 op->nrof += tmp->nrof;
1286 tmp->destroy (1); 1328 tmp->destroy ();
1287 } 1329 }
1288 1330
1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1290 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1332 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1291 1333
1298 { 1340 {
1299 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1341 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1300 abort (); 1342 abort ();
1301 } 1343 }
1302 1344
1345 if (!originator->is_on_map ())
1346 {
1347 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1348 op->debug_desc (), originator->debug_desc ());
1349 abort ();
1350 }
1351
1303 op->above = originator; 1352 op->above = originator;
1304 op->below = originator->below; 1353 op->below = originator->below;
1305
1306 if (op->below)
1307 op->below->above = op;
1308 else
1309 ms.bot = op;
1310
1311 /* since *below* originator, no need to update top */
1312 originator->below = op; 1354 originator->below = op;
1355
1356 *(op->below ? &op->below->above : &ms.bot) = op;
1313 } 1357 }
1314 else 1358 else
1315 { 1359 {
1316 top = ms.bot; 1360 object *floor = 0;
1361 object *top = ms.top;
1317 1362
1318 /* If there are other objects, then */ 1363 /* If there are other objects, then */
1319 if (top) 1364 if (top)
1320 { 1365 {
1321 object *last = 0;
1322
1323 /* 1366 /*
1324 * If there are multiple objects on this space, we do some trickier handling. 1367 * If there are multiple objects on this space, we do some trickier handling.
1325 * We've already dealt with merging if appropriate. 1368 * We've already dealt with merging if appropriate.
1326 * Generally, we want to put the new object on top. But if 1369 * Generally, we want to put the new object on top. But if
1327 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1370 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1330 * once we get to them. This reduces the need to traverse over all of 1373 * once we get to them. This reduces the need to traverse over all of
1331 * them when adding another one - this saves quite a bit of cpu time 1374 * them when adding another one - this saves quite a bit of cpu time
1332 * when lots of spells are cast in one area. Currently, it is presumed 1375 * when lots of spells are cast in one area. Currently, it is presumed
1333 * that flying non pickable objects are spell objects. 1376 * that flying non pickable objects are spell objects.
1334 */ 1377 */
1335 for (top = ms.bot; top; top = top->above) 1378 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1336 { 1379 {
1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1380 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1338 floor = top; 1381 floor = tmp;
1339 1382
1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1383 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1341 { 1384 {
1342 /* We insert above top, so we want this object below this */ 1385 /* We insert above top, so we want this object below this */
1343 top = top->below; 1386 top = tmp->below;
1344 break; 1387 break;
1345 } 1388 }
1346 1389
1347 last = top; 1390 top = tmp;
1348 } 1391 }
1349
1350 /* Don't want top to be NULL, so set it to the last valid object */
1351 top = last;
1352 1392
1353 /* We let update_position deal with figuring out what the space 1393 /* We let update_position deal with figuring out what the space
1354 * looks like instead of lots of conditions here. 1394 * looks like instead of lots of conditions here.
1355 * makes things faster, and effectively the same result. 1395 * makes things faster, and effectively the same result.
1356 */ 1396 */
1363 */ 1403 */
1364 if (!(flag & INS_ON_TOP) 1404 if (!(flag & INS_ON_TOP)
1365 && ms.flags () & P_BLOCKSVIEW 1405 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility)) 1406 && (op->face && !faces [op->face].visibility))
1367 { 1407 {
1408 object *last;
1409
1368 for (last = top; last != floor; last = last->below) 1410 for (last = top; last != floor; last = last->below)
1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1411 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1370 break; 1412 break;
1371 1413
1372 /* Check to see if we found the object that blocks view, 1414 /* Check to see if we found the object that blocks view,
1380 } /* If objects on this space */ 1422 } /* If objects on this space */
1381 1423
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1424 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1425 top = floor;
1384 1426
1385 /* Top is the object that our object (op) is going to get inserted above. 1427 // insert object above top, or bottom-most if top = 0
1386 */
1387
1388 /* First object on this space */
1389 if (!top) 1428 if (!top)
1390 { 1429 {
1430 op->below = 0;
1391 op->above = ms.bot; 1431 op->above = ms.bot;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = 0;
1397 ms.bot = op; 1432 ms.bot = op;
1433
1434 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1435 }
1399 else 1436 else
1400 { /* get inserted into the stack above top */ 1437 {
1401 op->above = top->above; 1438 op->above = top->above;
1402
1403 if (op->above)
1404 op->above->below = op; 1439 top->above = op;
1405 1440
1406 op->below = top; 1441 op->below = top;
1407 top->above = op; 1442 *(op->above ? &op->above->below : &ms.top) = op;
1408 } 1443 }
1444 }
1409 1445
1410 if (!op->above) 1446 if (op->is_player ())
1411 ms.top = op;
1412 } /* else not INS_BELOW_ORIGINATOR */
1413
1414 if (op->type == PLAYER)
1415 { 1447 {
1416 op->contr->do_los = 1; 1448 op->contr->do_los = 1;
1417 ++op->map->players; 1449 ++op->map->players;
1418 op->map->touch (); 1450 op->map->touch ();
1419 } 1451 }
1420 1452
1421 op->map->dirty = true; 1453 op->map->dirty = true;
1422 1454
1423 if (object *pl = ms.player ()) 1455 if (object *pl = ms.player ())
1456 //TODO: the floorbox prev/next might need updating
1457 //esrv_send_item (pl, op);
1458 //TODO: update floorbox to preserve ordering
1459 if (pl->contr->ns)
1424 pl->contr->ns->floorbox_update (); 1460 pl->contr->ns->floorbox_update ();
1425 1461
1426 /* If this object glows, it may affect lighting conditions that are 1462 /* If this object glows, it may affect lighting conditions that are
1427 * visible to others on this map. But update_all_los is really 1463 * visible to others on this map. But update_all_los is really
1428 * an inefficient way to do this, as it means los for all players 1464 * an inefficient way to do this, as it means los for all players
1429 * on the map will get recalculated. The players could very well 1465 * on the map will get recalculated. The players could very well
1430 * be far away from this change and not affected in any way - 1466 * be far away from this change and not affected in any way -
1431 * this should get redone to only look for players within range, 1467 * this should get redone to only look for players within range,
1432 * or just updating the P_UPTODATE for spaces within this area 1468 * or just updating the P_UPTODATE for spaces within this area
1433 * of effect may be sufficient. 1469 * of effect may be sufficient.
1434 */ 1470 */
1435 if (op->map->darkness && (op->glow_radius != 0)) 1471 if (op->affects_los ())
1472 {
1473 op->ms ().invalidate ();
1436 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1475 }
1437 1476
1438 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1477 /* updates flags (blocked, alive, no magic, etc) for this map space */
1439 update_object (op, UP_OBJ_INSERT); 1478 update_object (op, UP_OBJ_INSERT);
1440 1479
1441 INVOKE_OBJECT (INSERT, op); 1480 INVOKE_OBJECT (INSERT, op);
1448 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1449 * update_object(). 1488 * update_object().
1450 */ 1489 */
1451 1490
1452 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* if this is not the head or flag has been passed, don't check walk on status */
1453 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1454 { 1493 {
1455 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1456 return 0; 1495 return 0;
1457 1496
1458 /* If we are a multi part object, lets work our way through the check 1497 /* If we are a multi part object, lets work our way through the check
1469/* this function inserts an object in the map, but if it 1508/* this function inserts an object in the map, but if it
1470 * finds an object of its own type, it'll remove that one first. 1509 * finds an object of its own type, it'll remove that one first.
1471 * op is the object to insert it under: supplies x and the map. 1510 * op is the object to insert it under: supplies x and the map.
1472 */ 1511 */
1473void 1512void
1474replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (shstr_tmp archname, object *op)
1475{ 1514{
1476 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1477 1516
1478 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1479 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1518 if (tmp->arch->archname == archname) /* same archetype */
1480 tmp->destroy (1); 1519 tmp->destroy ();
1481 1520
1482 object *tmp = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (archname));
1483 1522
1484 tmp->x = op->x; 1523 tmp->x = op->x;
1485 tmp->y = op->y; 1524 tmp->y = op->y;
1486 1525
1487 insert_ob_in_map (tmp, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1492{ 1531{
1493 if (where->env) 1532 if (where->env)
1494 return where->env->insert (this); 1533 return where->env->insert (this);
1495 else 1534 else
1496 return where->map->insert (this, where->x, where->y, originator, flags); 1535 return where->map->insert (this, where->x, where->y, originator, flags);
1497}
1498
1499// find player who can see this object
1500object *
1501object::visible_to () const
1502{
1503 if (!flag [FLAG_REMOVED])
1504 {
1505 // see if we are in a container of sorts
1506 if (env)
1507 {
1508 // the player inventory itself is always visible
1509 if (env->type == PLAYER)
1510 return env;
1511
1512 // else a player could have our env open
1513 object *envest = env->outer_env ();
1514
1515 // the player itself is always on a map, so we will find him here
1516 // even if our inv is in a player.
1517 if (envest->is_on_map ())
1518 if (object *pl = envest->ms ().player ())
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530
1531 return 0;
1532} 1536}
1533 1537
1534/* 1538/*
1535 * decrease(object, number) decreases a specified number from 1539 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1540 * the amount of an object. If the amount reaches 0, the object
1544 if (!nr) 1548 if (!nr)
1545 return true; 1549 return true;
1546 1550
1547 nr = min (nr, nrof); 1551 nr = min (nr, nrof);
1548 1552
1553 if (nrof > nr)
1554 {
1549 nrof -= nr; 1555 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0 1556 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1554 1557
1555 if (object *pl = visible_to ()) 1558 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this); 1559 esrv_update_item (UPD_NROF, pl, this);
1557 1560
1558 return true; 1561 return true;
1559 } 1562 }
1560 else 1563 else
1561 { 1564 {
1562 destroy (1); 1565 destroy ();
1563 return false; 1566 return false;
1564 } 1567 }
1565} 1568}
1566 1569
1567/* 1570/*
1584 } 1587 }
1585 else 1588 else
1586 { 1589 {
1587 decrease (nr); 1590 decrease (nr);
1588 1591
1589 object *op = object_create_clone (this); 1592 object *op = deep_clone ();
1590 op->nrof = nr; 1593 op->nrof = nr;
1591 return op; 1594 return op;
1592 } 1595 }
1593} 1596}
1594 1597
1638 if (object::can_merge (tmp, op)) 1641 if (object::can_merge (tmp, op))
1639 { 1642 {
1640 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1641 (client needs the original object) */ 1644 (client needs the original object) */
1642 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1646
1647 if (object *pl = tmp->visible_to ())
1648 esrv_update_item (UPD_NROF, pl, tmp);
1649
1643 adjust_weight (this, op->total_weight ()); 1650 adjust_weight (this, op->total_weight ());
1644 1651
1645 op->destroy (1); 1652 op->destroy ();
1646 op = tmp; 1653 op = tmp;
1647 goto inserted; 1654 goto inserted;
1648 } 1655 }
1649 1656
1650 op->owner = 0; // it's his/hers now. period. 1657 op->owner = 0; // it's his/hers now. period.
1661 1668
1662 inv = op; 1669 inv = op;
1663 1670
1664 op->flag [FLAG_REMOVED] = 0; 1671 op->flag [FLAG_REMOVED] = 0;
1665 1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1666 adjust_weight (this, op->total_weight ()); 1676 adjust_weight (this, op->total_weight ());
1667 1677
1668inserted: 1678inserted:
1669 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness) 1680 if (op->glow_radius && is_on_map ())
1681 {
1682 update_stats ();
1671 update_all_los (map, x, y); 1683 update_all_los (map, x, y);
1672 1684 }
1673 if (object *otmp = in_player ()) 1685 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1686 // if this is a player's inventory, update stats
1675 otmp->update_stats (); 1687 update_stats ();
1676 1688
1677 INVOKE_OBJECT (INSERT, this); 1689 INVOKE_OBJECT (INSERT, this);
1678 1690
1679 return op; 1691 return op;
1680} 1692}
1700 * on top. 1712 * on top.
1701 */ 1713 */
1702int 1714int
1703check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1704{ 1716{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1705 object *tmp; 1720 object *tmp;
1706 maptile *m = op->map; 1721 maptile *m = op->map;
1707 int x = op->x, y = op->y; 1722 int x = op->x, y = op->y;
1708 1723
1709 MoveType move_on, move_slow, move_block; 1724 mapspace &ms = m->at (x, y);
1710 1725
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1726 ms.update ();
1712 return 0;
1713 1727
1714 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1728 MoveType move_on = ms.move_on;
1715 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1729 MoveType move_slow = ms.move_slow;
1716 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1730 MoveType move_block = ms.move_block;
1717 1731
1718 /* if nothing on this space will slow op down or be applied, 1732 /* if nothing on this space will slow op down or be applied,
1719 * no need to do checking below. have to make sure move_type 1733 * no need to do checking below. have to make sure move_type
1720 * is set, as lots of objects don't have it set - we treat that 1734 * is set, as lots of objects don't have it set - we treat that
1721 * as walking. 1735 * as walking.
1732 return 0; 1746 return 0;
1733 1747
1734 /* The objects have to be checked from top to bottom. 1748 /* The objects have to be checked from top to bottom.
1735 * Hence, we first go to the top: 1749 * Hence, we first go to the top:
1736 */ 1750 */
1737 1751 for (object *next, *tmp = ms.top; tmp; tmp = next)
1738 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1739 {
1740 /* Trim the search when we find the first other spell effect
1741 * this helps performance so that if a space has 50 spell objects,
1742 * we don't need to check all of them.
1743 */
1744 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1745 break;
1746 } 1752 {
1753 next = tmp->below;
1747 1754
1748 for (; tmp; tmp = tmp->below)
1749 {
1750 if (tmp == op) 1755 if (tmp == op)
1751 continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1752 1757
1753 /* Check to see if one of the movement types should be slowed down. 1758 /* Check to see if one of the movement types should be slowed down.
1754 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1759 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1760 { 1765 {
1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1763 { 1768 {
1764
1765 float
1766 diff = tmp->move_slow_penalty * fabs (op->speed); 1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1767 1770
1768 if (op->type == PLAYER) 1771 if (op->is_player ())
1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1771 diff /= 4.0; 1774 diff /= 4.0;
1772 1775
1773 op->speed_left -= diff; 1776 op->speed_left -= diff;
1774 } 1777 }
1775 } 1778 }
1808 LOG (llevError, "Present_arch called outside map.\n"); 1811 LOG (llevError, "Present_arch called outside map.\n");
1809 return NULL; 1812 return NULL;
1810 } 1813 }
1811 1814
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1813 if (tmp->arch == at) 1816 if (tmp->arch->archname == at->archname)
1814 return tmp; 1817 return tmp;
1815 1818
1816 return NULL; 1819 return NULL;
1817} 1820}
1818 1821
1882 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1883 */ 1886 */
1884object * 1887object *
1885present_arch_in_ob (const archetype *at, const object *op) 1888present_arch_in_ob (const archetype *at, const object *op)
1886{ 1889{
1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1890 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1888 if (tmp->arch == at) 1891 if (tmp->arch->archname == at->archname)
1889 return tmp; 1892 return tmp;
1890 1893
1891 return NULL; 1894 return NULL;
1892} 1895}
1893 1896
1981 * head of the object should correspond for the entire object. 1984 * head of the object should correspond for the entire object.
1982 */ 1985 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1986 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue; 1987 continue;
1985 1988
1986 if (ob->blocked (m, pos.x, pos.y)) 1989 if (ob->blocked (pos.m, pos.x, pos.y))
1987 continue; 1990 continue;
1988 1991
1989 altern [index++] = i; 1992 altern [index++] = i;
1990 } 1993 }
1991 1994
2059 * there is capable of. 2062 * there is capable of.
2060 */ 2063 */
2061int 2064int
2062find_dir (maptile *m, int x, int y, object *exclude) 2065find_dir (maptile *m, int x, int y, object *exclude)
2063{ 2066{
2064 int i, max = SIZEOFFREE, mflags; 2067 int max = SIZEOFFREE, mflags;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type; 2068 MoveType move_type;
2071 2069
2072 if (exclude && exclude->head_ () != exclude) 2070 if (exclude && exclude->head_ () != exclude)
2073 { 2071 {
2074 exclude = exclude->head; 2072 exclude = exclude->head;
2075 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2078 { 2076 {
2079 /* If we don't have anything, presume it can use all movement types. */ 2077 /* If we don't have anything, presume it can use all movement types. */
2080 move_type = MOVE_ALL; 2078 move_type = MOVE_ALL;
2081 } 2079 }
2082 2080
2083 for (i = 1; i < max; i++) 2081 for (int i = 1; i < max; i++)
2084 { 2082 {
2085 mp = m; 2083 mapxy pos (m, x, y);
2086 nx = x + freearr_x[i]; 2084 pos.move (i);
2087 ny = y + freearr_y[i];
2088 2085
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 if (!pos.normalise ())
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i]; 2087 max = maxfree[i];
2093 else 2088 else
2094 { 2089 {
2095 mapspace &ms = mp->at (nx, ny); 2090 mapspace &ms = *pos;
2096 2091
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type) 2092 if ((move_type & ms.move_block) == move_type)
2100 max = maxfree[i]; 2093 max = maxfree [i];
2101 else if (mflags & P_IS_ALIVE) 2094 else if (ms.flags () & P_IS_ALIVE)
2102 { 2095 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i]; 2099 return freedir [i];
2110 } 2100 }
2111 } 2101 }
2112 } 2102 }
2113 2103
2114 return 0; 2104 return 0;
2189 * This basically means that if direction is 15, then it could either go 2179 * This basically means that if direction is 15, then it could either go
2190 * direction 4, 14, or 16 to get back to where we are. 2180 * direction 4, 14, or 16 to get back to where we are.
2191 * Moved from spell_util.c to object.c with the other related direction 2181 * Moved from spell_util.c to object.c with the other related direction
2192 * functions. 2182 * functions.
2193 */ 2183 */
2194int reduction_dir[SIZEOFFREE][3] = { 2184const int reduction_dir[SIZEOFFREE][3] = {
2195 {0, 0, 0}, /* 0 */ 2185 {0, 0, 0}, /* 0 */
2196 {0, 0, 0}, /* 1 */ 2186 {0, 0, 0}, /* 1 */
2197 {0, 0, 0}, /* 2 */ 2187 {0, 0, 0}, /* 2 */
2198 {0, 0, 0}, /* 3 */ 2188 {0, 0, 0}, /* 3 */
2199 {0, 0, 0}, /* 4 */ 2189 {0, 0, 0}, /* 4 */
2295int 2285int
2296can_pick (const object *who, const object *item) 2286can_pick (const object *who, const object *item)
2297{ 2287{
2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2300 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2301} 2291}
2302 2292
2303/* 2293/*
2304 * create clone from object to another 2294 * create clone from object to another
2305 */ 2295 */
2306object * 2296object *
2307object_create_clone (object *asrc) 2297object::deep_clone ()
2308{ 2298{
2309 object *dst = 0, *tmp, *src, *prev, *item; 2299 assert (("deep_clone called on non-head object", is_head ()));
2310 2300
2311 if (!asrc) 2301 object *dst = clone ();
2312 return 0;
2313 2302
2314 src = asrc->head_ (); 2303 object *prev = dst;
2315
2316 prev = 0;
2317 for (object *part = src; part; part = part->more) 2304 for (object *part = this->more; part; part = part->more)
2318 { 2305 {
2319 tmp = part->clone (); 2306 object *tmp = part->clone ();
2320 tmp->x -= src->x;
2321 tmp->y -= src->y;
2322
2323 if (!part->head)
2324 {
2325 dst = tmp;
2326 tmp->head = 0;
2327 }
2328 else
2329 tmp->head = dst; 2307 tmp->head = dst;
2330
2331 tmp->more = 0;
2332
2333 if (prev)
2334 prev->more = tmp; 2308 prev->more = tmp;
2335
2336 prev = tmp; 2309 prev = tmp;
2337 } 2310 }
2338 2311
2339 for (item = src->inv; item; item = item->below) 2312 for (object *item = inv; item; item = item->below)
2340 insert_ob_in_ob (object_create_clone (item), dst); 2313 insert_ob_in_ob (item->deep_clone (), dst);
2341 2314
2342 return dst; 2315 return dst;
2343} 2316}
2344 2317
2345/* This returns the first object in who's inventory that 2318/* This returns the first object in who's inventory that
2354 return tmp; 2327 return tmp;
2355 2328
2356 return 0; 2329 return 0;
2357} 2330}
2358 2331
2359/* If ob has a field named key, return the link from the list, 2332shstr_tmp
2360 * otherwise return NULL. 2333object::kv_get (shstr_tmp key) const
2361 *
2362 * key must be a passed in shared string - otherwise, this won't
2363 * do the desired thing.
2364 */
2365key_value *
2366get_ob_key_link (const object *ob, const char *key)
2367{ 2334{
2368 for (key_value *link = ob->key_values; link; link = link->next) 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (link->key == key) 2336 if (kv->key == key)
2370 return link;
2371
2372 return 0;
2373}
2374
2375/*
2376 * Returns the value of op has an extra_field for key, or NULL.
2377 *
2378 * The argument doesn't need to be a shared string.
2379 *
2380 * The returned string is shared.
2381 */
2382const char *
2383get_ob_key_value (const object *op, const char *const key)
2384{
2385 key_value *link;
2386 shstr_cmp canonical_key (key);
2387
2388 if (!canonical_key)
2389 {
2390 /* 1. There being a field named key on any object
2391 * implies there'd be a shared string to find.
2392 * 2. Since there isn't, no object has this field.
2393 * 3. Therefore, *this* object doesn't have this field.
2394 */
2395 return 0;
2396 }
2397
2398 /* This is copied from get_ob_key_link() above -
2399 * only 4 lines, and saves the function call overhead.
2400 */
2401 for (link = op->key_values; link; link = link->next)
2402 if (link->key == canonical_key)
2403 return link->value; 2337 return kv->value;
2404 2338
2405 return 0; 2339 return shstr ();
2406} 2340}
2407 2341
2408/* 2342void
2409 * Updates the canonical_key in op to value. 2343object::kv_set (shstr_tmp key, shstr_tmp value)
2410 *
2411 * canonical_key is a shared string (value doesn't have to be).
2412 *
2413 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2414 * keys.
2415 *
2416 * Returns TRUE on success.
2417 */
2418int
2419set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2420{ 2344{
2421 key_value *field = NULL, *last = NULL; 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2422 2346 if (kv->key == key)
2423 for (field = op->key_values; field != NULL; field = field->next)
2424 {
2425 if (field->key != canonical_key)
2426 { 2347 {
2427 last = field; 2348 kv->value = value;
2428 continue; 2349 return;
2429 } 2350 }
2430 2351
2431 if (value) 2352 key_value *kv = new key_value;
2432 field->value = value; 2353
2433 else 2354 kv->next = key_values;
2355 kv->key = key;
2356 kv->value = value;
2357
2358 key_values = kv;
2359}
2360
2361void
2362object::kv_del (shstr_tmp key)
2363{
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key)
2434 { 2366 {
2435 /* Basically, if the archetype has this key set, 2367 key_value *kv = *kvp;
2436 * we need to store the null value so when we save 2368 *kvp = (*kvp)->next;
2437 * it, we save the empty value so that when we load, 2369 delete kv;
2438 * we get this value back again. 2370 return;
2439 */
2440 if (get_ob_key_link (op->arch, canonical_key))
2441 field->value = 0;
2442 else
2443 {
2444 if (last)
2445 last->next = field->next;
2446 else
2447 op->key_values = field->next;
2448
2449 delete field;
2450 }
2451 } 2371 }
2452 return TRUE;
2453 }
2454 /* IF we get here, key doesn't exist */
2455
2456 /* No field, we'll have to add it. */
2457
2458 if (!add_key)
2459 return FALSE;
2460
2461 /* There isn't any good reason to store a null
2462 * value in the key/value list. If the archetype has
2463 * this key, then we should also have it, so shouldn't
2464 * be here. If user wants to store empty strings,
2465 * should pass in ""
2466 */
2467 if (value == NULL)
2468 return TRUE;
2469
2470 field = new key_value;
2471
2472 field->key = canonical_key;
2473 field->value = value;
2474 /* Usual prepend-addition. */
2475 field->next = op->key_values;
2476 op->key_values = field;
2477
2478 return TRUE;
2479}
2480
2481/*
2482 * Updates the key in op to value.
2483 *
2484 * If add_key is FALSE, this will only update existing keys,
2485 * and not add new ones.
2486 * In general, should be little reason FALSE is ever passed in for add_key
2487 *
2488 * Returns TRUE on success.
2489 */
2490int
2491set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2492{
2493 shstr key_ (key);
2494
2495 return set_ob_key_value_s (op, key_, value, add_key);
2496} 2372}
2497 2373
2498object::depth_iterator::depth_iterator (object *container) 2374object::depth_iterator::depth_iterator (object *container)
2499: iterator_base (container) 2375: iterator_base (container)
2500{ 2376{
2550{ 2426{
2551 char flagdesc[512]; 2427 char flagdesc[512];
2552 char info2[256 * 4]; 2428 char info2[256 * 4];
2553 char *p = info; 2429 char *p = info;
2554 2430
2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2431 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2556 count, 2432 count,
2557 uuid.c_str (), 2433 uuid.c_str (),
2558 &name, 2434 &name,
2559 title ? "\",title:\"" : "", 2435 title ? ",title:\"" : "",
2560 title ? (const char *)title : "", 2436 title ? (const char *)title : "",
2437 title ? "\"" : "",
2561 flag_desc (flagdesc, 512), type); 2438 flag_desc (flagdesc, 512), type);
2562 2439
2563 if (!this->flag[FLAG_REMOVED] && env) 2440 if (!flag[FLAG_REMOVED] && env)
2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2441 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2565 2442
2566 if (map) 2443 if (map)
2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2444 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2568 2445
2598object::open_container (object *new_container) 2475object::open_container (object *new_container)
2599{ 2476{
2600 if (container == new_container) 2477 if (container == new_container)
2601 return; 2478 return;
2602 2479
2603 if (object *old_container = container) 2480 object *old_container = container;
2481
2482 if (old_container)
2604 { 2483 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2484 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return; 2485 return;
2607 2486
2608#if 0 2487#if 0
2610 if (object *closer = old_container->inv) 2489 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON) 2490 if (closer->type == CLOSE_CON)
2612 closer->destroy (); 2491 closer->destroy ();
2613#endif 2492#endif
2614 2493
2494 // make sure the container is available
2495 esrv_send_item (this, old_container);
2496
2615 old_container->flag [FLAG_APPLIED] = 0; 2497 old_container->flag [FLAG_APPLIED] = false;
2616 container = 0; 2498 container = 0;
2617 2499
2500 // client needs item update to make it work, client bug requires this to be separate
2618 esrv_update_item (UPD_FLAGS, this, old_container); 2501 esrv_update_item (UPD_FLAGS, this, old_container);
2502
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2620 play_sound (sound_find ("chest_close")); 2504 play_sound (sound_find ("chest_close"));
2621 } 2505 }
2622 2506
2623 if (new_container) 2507 if (new_container)
2624 { 2508 {
2634 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2518 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2635 new_container->insert (closer); 2519 new_container->insert (closer);
2636 } 2520 }
2637#endif 2521#endif
2638 2522
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2640 2524
2525 // make sure the container is available, client bug requires this to be separate
2526 esrv_send_item (this, new_container);
2527
2641 new_container->flag [FLAG_APPLIED] = 1; 2528 new_container->flag [FLAG_APPLIED] = true;
2642 container = new_container; 2529 container = new_container;
2643 2530
2531 // client needs flag change
2644 esrv_update_item (UPD_FLAGS, this, new_container); 2532 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container); 2533 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open")); 2534 play_sound (sound_find ("chest_open"));
2647 } 2535 }
2536// else if (!old_container->env && contr && contr->ns)
2537// contr->ns->floorbox_reset ();
2648} 2538}
2649 2539
2650object * 2540object *
2651object::force_find (const shstr name) 2541object::force_find (shstr_tmp name)
2652{ 2542{
2653 /* cycle through his inventory to look for the MARK we want to 2543 /* cycle through his inventory to look for the MARK we want to
2654 * place 2544 * place
2655 */ 2545 */
2656 for (object *tmp = inv; tmp; tmp = tmp->below) 2546 for (object *tmp = inv; tmp; tmp = tmp->below)
2659 2549
2660 return 0; 2550 return 0;
2661} 2551}
2662 2552
2663void 2553void
2554object::force_set_timer (int duration)
2555{
2556 this->duration = 1;
2557 this->speed_left = -1.f;
2558
2559 this->set_speed (duration ? 1.f / duration : 0.f);
2560}
2561
2562object *
2664object::force_add (const shstr name, int duration) 2563object::force_add (shstr_tmp name, int duration)
2665{ 2564{
2666 if (object *force = force_find (name)) 2565 if (object *force = force_find (name))
2667 force->destroy (); 2566 force->destroy ();
2668 2567
2669 object *force = get_archetype (FORCE_NAME); 2568 object *force = get_archetype (FORCE_NAME);
2670 2569
2671 force->slaying = name; 2570 force->slaying = name;
2672 force->stats.food = 1;
2673 force->speed_left = -1.f;
2674 2571
2675 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->force_set_timer (duration);
2676 force->flag [FLAG_IS_USED_UP] = true; 2573
2677 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2678 2575
2679 insert (force); 2576 return insert (force);
2680} 2577}
2681 2578
2682void 2579void
2683object::play_sound (faceidx sound) 2580object::play_sound (faceidx sound) const
2684{ 2581{
2685 if (!sound) 2582 if (!sound)
2686 return; 2583 return;
2687 2584
2688 if (flag [FLAG_REMOVED]) 2585 if (is_on_map ())
2586 map->play_sound (sound, x, y);
2587 else if (object *pl = in_player ())
2588 pl->contr->play_sound (sound);
2589}
2590
2591void
2592object::say_msg (const char *msg) const
2593{
2594 if (is_on_map ())
2595 map->say_msg (msg, x, y);
2596 else if (object *pl = in_player ())
2597 pl->contr->play_sound (sound);
2598}
2599
2600void
2601object::make_noise ()
2602{
2603 // we do not model noise in the map, so instead put
2604 // a temporary light into the noise source
2605 // could use the map instead, but that's less reliable for our
2606 // goal, which is to make invisibility a bit harder to exploit
2607
2608 // currently only works sensibly for players
2609 if (!is_player ())
2689 return; 2610 return;
2690 2611
2691 if (env) 2612 // find old force, or create new one
2692 { 2613 object *force = force_find (shstr_noise_force);
2693 if (object *pl = in_player ()) 2614
2694 pl->contr->play_sound (sound); 2615 if (force)
2695 } 2616 force->speed_left = -1.f; // patch old speed up
2696 else 2617 else
2697 map->play_sound (sound, x, y); 2618 {
2698} 2619 force = archetype::get (shstr_noise_force);
2699 2620
2621 force->slaying = shstr_noise_force;
2622 force->stats.food = 1;
2623 force->speed_left = -1.f;
2624
2625 force->set_speed (1.f / 4.f);
2626 force->flag [FLAG_IS_USED_UP] = true;
2627 force->flag [FLAG_APPLIED] = true;
2628
2629 insert (force);
2630 }
2631}
2632

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