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Comparing deliantra/server/common/object.C (file contents):
Revision 1.217 by root, Wed Apr 23 07:13:23 2008 UTC vs.
Revision 1.295 by root, Fri Nov 6 13:03:34 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;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 52 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 56};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
60 0, 58 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
64}; 69};
65 70
66static void 71static void
67write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
68{ 73{
139 144
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 146static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
143{ 148{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 149 /* 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 150 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 151 * different structure or at least keep the lists sorted...
149 */ 152 */
150 153
151 /* For each field in wants, */ 154 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 155 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 156 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 157 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 }
168 158
169 /* If we get here, every field in wants has a matching field in has. */ 159 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 160 return true;
171} 161}
172 162
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 163/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 164static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 165compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 166{
177 /* However, there may be fields in has which aren't partnered in wants, 167 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 168 * so we need to run the comparison *twice*. :(
179 */ 169 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 170 return compare_ob_value_lists_one (ob1, ob2)
171 && compare_ob_value_lists_one (ob2, ob1);
181} 172}
182 173
183/* Function examines the 2 objects given to it, and returns true if 174/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 175 * they can be merged together.
185 * 176 *
200 || ob1->speed != ob2->speed 191 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 192 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
203 return 0; 194 return 0;
204 195
205 /* Do not merge objects if nrof would overflow. First part checks 196 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 197 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 198 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; 199 return 0;
212 200
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* 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 202 * 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 203 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 209
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 212
225 if (ob1->arch->name != ob2->arch->name 213 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 214 || ob1->name != ob2->name
227 || ob1->title != ob2->title 215 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 216 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 217 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 218 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 219 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 220 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 221 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 222 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 223 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 225 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 226 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 227 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 228 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 229 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 238 return 0;
250 239
251 if ((ob1->flag ^ ob2->flag) 240 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 241 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 242 .reset (FLAG_REMOVED)
255 .any ()) 243 .any ())
256 return 0; 244 return 0;
257 245
258 /* This is really a spellbook check - we should in general 246 /* This is really a spellbook check - we should in general
334 322
335// find player who can see this object 323// find player who can see this object
336object * 324object *
337object::visible_to () const 325object::visible_to () const
338{ 326{
339 if (!flag [FLAG_REMOVED]) 327 if (client_visible () && !flag [FLAG_REMOVED])
340 { 328 {
341 // see if we are in a container of sorts 329 // see if we are in a container of sorts
342 if (env) 330 if (env)
343 { 331 {
344 // the player inventory itself is always visible 332 // the player inventory itself is always visible
345 if (env->type == PLAYER) 333 if (env->is_player ())
346 return env; 334 return env;
347 335
348 // else a player could have our env open 336 // else a player could have our env open
349 object *envest = env->outer_env (); 337 object *envest = env->outer_env_or_self ();
350 338
351 // the player itself is always on a map, so we will find him here 339 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 340 // even if our inv is in a player.
353 if (envest->is_on_map ()) 341 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 342 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 343 if (pl->container_ () == env)
356 return pl; 344 return pl;
357 } 345 }
358 else 346 else
359 { 347 {
360 // maybe there is a player standing on the same mapspace 348 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 349 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 350 if (object *pl = ms ().player ())
351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
363 return pl; 353 return pl;
364 } 354 }
365 } 355 }
366 356
367 return 0; 357 return 0;
368} 358}
369 359
370// adjust weight per container type ("of holding") 360// adjust weight per container type ("of holding")
371static sint32 361static sint32
372weight_adjust (object *op, sint32 weight) 362weight_adjust_for (object *op, sint32 weight)
373{ 363{
374 return op->type == CONTAINER 364 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight; 366 : weight;
377} 367}
383static void 373static void
384adjust_weight (object *op, sint32 weight) 374adjust_weight (object *op, sint32 weight)
385{ 375{
386 while (op) 376 while (op)
387 { 377 {
378 // adjust by actual difference to account for rounding errors
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
388 weight = weight_adjust (op, weight); 380 weight = weight_adjust_for (op, op->carrying)
381 - weight_adjust_for (op, op->carrying - weight);
389 382
390 if (!weight) 383 if (!weight)
391 return; 384 return;
392 385
393 op->carrying += weight; 386 op->carrying += weight;
416 op->update_weight (); 409 op->update_weight ();
417 410
418 sum += op->total_weight (); 411 sum += op->total_weight ();
419 } 412 }
420 413
421 sum = weight_adjust (this, sum); 414 sum = weight_adjust_for (this, sum);
422 415
423 if (sum != carrying) 416 if (sum != carrying)
424 { 417 {
425 carrying = sum; 418 carrying = sum;
426 419
442 object_freezer freezer; 435 object_freezer freezer;
443 op->write (freezer); 436 op->write (freezer);
444 return freezer.as_string (); 437 return freezer.as_string ();
445} 438}
446 439
440char *
441object::as_string ()
442{
443 return dump_object (this);
444}
445
447/* 446/*
448 * get_nearest_part(multi-object, object 2) returns the part of the 447 * get_nearest_part(multi-object, object 2) returns the part of the
449 * multi-object 1 which is closest to the second object. 448 * multi-object 1 which is closest to the second object.
450 * If it's not a multi-object, it is returned. 449 * If it's not a multi-object, it is returned.
451 */ 450 */
452object * 451static object *
453get_nearest_part (object *op, const object *pl) 452get_nearest_part (object *op, const object *pl)
454{ 453{
455 object *tmp, *closest; 454 object *tmp, *closest;
456 int last_dist, i; 455 int last_dist, i;
457 456
488 */ 487 */
489object * 488object *
490find_object_name (const char *str) 489find_object_name (const char *str)
491{ 490{
492 shstr_cmp str_ (str); 491 shstr_cmp str_ (str);
493 object *op;
494 492
493 if (str_)
495 for_all_objects (op) 494 for_all_objects (op)
496 if (op->name == str_) 495 if (op->name == str_)
497 break; 496 return op;
498 497
499 return op; 498 return 0;
500} 499}
501 500
502/* 501/*
503 * Sets the owner and sets the skill and exp pointers to owner's current 502 * Sets the owner and sets the skill and exp pointers to owner's current
504 * skill and experience objects. 503 * skill and experience objects.
566 update_stats (); 565 update_stats ();
567 566
568 new_draw_info_format (NDI_UNIQUE, 0, this, 567 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, " 568 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. " 569 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name); 570 "[You need to unapply some items first - use the 'body' command to see "
571 "how many items you cna wera on a specific body part.]", &ob->name);
572 return false; 572 return false;
573 } 573 }
574 574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 } 576 }
602 } 602 }
603 603
604 op->key_values = 0; 604 op->key_values = 0;
605} 605}
606 606
607object & 607/*
608object::operator =(const object &src) 608 * copy_to first frees everything allocated by the dst object,
609 * and then copies the contents of itself into the second
610 * object, allocating what needs to be allocated. Basically, any
611 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
612 * if the first object is freed, the pointers in the new object
613 * will point at garbage.
614 */
615void
616object::copy_to (object *dst)
609{ 617{
610 bool is_freed = flag [FLAG_FREED]; 618 dst->remove ();
611 bool is_removed = flag [FLAG_REMOVED];
612
613 *(object_copy *)this = src; 619 *(object_copy *)dst = *this;
614
615 flag [FLAG_FREED] = is_freed;
616 flag [FLAG_REMOVED] = is_removed; 620 dst->flag [FLAG_REMOVED] = true;
617 621
618 /* Copy over key_values, if any. */ 622 /* Copy over key_values, if any. */
619 if (src.key_values) 623 if (key_values)
620 { 624 {
621 key_value *tail = 0; 625 key_value *tail = 0;
622 key_values = 0; 626 dst->key_values = 0;
623 627
624 for (key_value *i = src.key_values; i; i = i->next) 628 for (key_value *i = key_values; i; i = i->next)
625 { 629 {
626 key_value *new_link = new key_value; 630 key_value *new_link = new key_value;
627 631
628 new_link->next = 0; 632 new_link->next = 0;
629 new_link->key = i->key; 633 new_link->key = i->key;
630 new_link->value = i->value; 634 new_link->value = i->value;
631 635
632 /* Try and be clever here, too. */ 636 /* Try and be clever here, too. */
633 if (!key_values) 637 if (!dst->key_values)
634 { 638 {
635 key_values = new_link; 639 dst->key_values = new_link;
636 tail = new_link; 640 tail = new_link;
637 } 641 }
638 else 642 else
639 { 643 {
640 tail->next = new_link; 644 tail->next = new_link;
641 tail = new_link; 645 tail = new_link;
642 } 646 }
643 } 647 }
644 } 648 }
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;
659 649
660 if (speed < 0) 650 if (speed < 0)
661 dst->speed_left -= rndm (); 651 dst->speed_left -= rndm ();
662 652
663 dst->set_speed (dst->speed); 653 dst->activate ();
664} 654}
665 655
666void 656void
667object::instantiate () 657object::instantiate ()
668{ 658{
685object * 675object *
686object::clone () 676object::clone ()
687{ 677{
688 object *neu = create (); 678 object *neu = create ();
689 copy_to (neu); 679 copy_to (neu);
680 neu->map = map; // not copied by copy_to
690 return neu; 681 return neu;
691} 682}
692 683
693/* 684/*
694 * If an object with the IS_TURNABLE() flag needs to be turned due 685 * If an object with the IS_TURNABLE() flag needs to be turned due
745 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
746 */ 737 */
747void 738void
748update_object (object *op, int action) 739update_object (object *op, int action)
749{ 740{
750 if (op == NULL) 741 if (!op)
751 { 742 {
752 /* this should never happen */ 743 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 745 return;
755 } 746 }
756 747
757 if (op->env) 748 if (!op->is_on_map ())
758 { 749 {
759 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
760 * to do in this case. 751 * to do in this case.
761 */ 752 */
762 return; 753 return;
763 } 754 }
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;
770 755
771 /* make sure the object is within map boundaries */ 756 /* 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) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 758 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
785 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
786 { 771 {
787 // this is likely overkill, TODO: revisit (schmorp) 772 // this is likely overkill, TODO: revisit (schmorp)
788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 773 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 774 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 775 || (op->is_player () && !(m.flags_ & P_PLAYER))
791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 776 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 777 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 778 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
794 || (m.move_on | op->move_on ) != m.move_on 779 || (m.move_on | op->move_on ) != m.move_on
795 || (m.move_off | op->move_off ) != m.move_off 780 || (m.move_off | op->move_off ) != m.move_off
796 || (m.move_slow | op->move_slow) != m.move_slow 781 || (m.move_slow | op->move_slow) != m.move_slow
797 /* This isn't perfect, but I don't expect a lot of objects to 782 /* This isn't perfect, but I don't expect a lot of objects to
798 * to have move_allow right now. 783 * have move_allow right now.
799 */ 784 */
800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 785 || ((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) 786 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
802 m.flags_ = 0; 787 m.invalidate ();
803 } 788 }
804 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
805 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
806 * that is being removed. 791 * that is being removed.
807 */ 792 */
808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
809 m.flags_ = 0; 794 m.invalidate ();
810 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
811 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
812 else 797 else
813 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
814 799
818 803
819object::object () 804object::object ()
820{ 805{
821 SET_FLAG (this, FLAG_REMOVED); 806 SET_FLAG (this, FLAG_REMOVED);
822 807
823 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
824 face = blank_face; 809 face = blank_face;
825} 810}
826 811
827object::~object () 812object::~object ()
828{ 813{
858 /* If already on active list, don't do anything */ 843 /* If already on active list, don't do anything */
859 if (active) 844 if (active)
860 return; 845 return;
861 846
862 if (has_active_speed ()) 847 if (has_active_speed ())
848 {
849 if (flag [FLAG_FREED])
850 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
851
863 actives.insert (this); 852 actives.insert (this);
853 }
864} 854}
865 855
866void 856void
867object::activate_recursive () 857object::activate_recursive ()
868{ 858{
929 * drop on that space. 919 * drop on that space.
930 */ 920 */
931 if (!drop_to_ground 921 if (!drop_to_ground
932 || !map 922 || !map
933 || map->in_memory != MAP_ACTIVE 923 || map->in_memory != MAP_ACTIVE
934 || map->nodrop 924 || map->no_drop
935 || ms ().move_block == MOVE_ALL) 925 || ms ().move_block == MOVE_ALL)
936 { 926 {
937 while (inv) 927 while (inv)
938 {
939 inv->destroy_inv (false);
940 inv->destroy (); 928 inv->destroy ();
941 }
942 } 929 }
943 else 930 else
944 { /* Put objects in inventory onto this space */ 931 { /* Put objects in inventory onto this space */
945 while (inv) 932 while (inv)
946 { 933 {
950 || op->flag [FLAG_NO_DROP] 937 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE 938 || op->type == RUNE
952 || op->type == TRAP 939 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE] 940 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH]) 941 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (true); 942 op->destroy ();
956 else 943 else
957 map->insert (op, x, y); 944 map->insert (op, x, y);
958 } 945 }
959 } 946 }
960} 947}
964 object *op = new object; 951 object *op = new object;
965 op->link (); 952 op->link ();
966 return op; 953 return op;
967} 954}
968 955
956static struct freed_map : maptile
957{
958 freed_map ()
959 {
960 path = "<freed objects map>";
961 name = "/internal/freed_objects_map";
962 width = 3;
963 height = 3;
964 no_drop = 1;
965 no_reset = 1;
966
967 alloc ();
968 in_memory = MAP_ACTIVE;
969 }
970
971 ~freed_map ()
972 {
973 destroy ();
974 }
975} freed_map; // freed objects are moved here to avoid crashes
976
969void 977void
970object::do_destroy () 978object::do_destroy ()
971{ 979{
972 if (flag [FLAG_IS_LINKED]) 980 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this); 981 remove_link ();
974 982
975 if (flag [FLAG_FRIENDLY]) 983 if (flag [FLAG_FRIENDLY])
976 remove_friendly_object (this); 984 remove_friendly_object (this);
977 985
978 remove (); 986 remove ();
983 unlink (); 991 unlink ();
984 992
985 flag [FLAG_FREED] = 1; 993 flag [FLAG_FREED] = 1;
986 994
987 // hack to ensure that freed objects still have a valid map 995 // 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; 996 map = &freed_map;
1006 x = 1; 997 x = 1;
1007 y = 1; 998 y = 1;
1008 }
1009 999
1010 if (more) 1000 if (more)
1011 { 1001 {
1012 more->destroy (); 1002 more->destroy ();
1013 more = 0; 1003 more = 0;
1021 attacked_by = 0; 1011 attacked_by = 0;
1022 current_weapon = 0; 1012 current_weapon = 0;
1023} 1013}
1024 1014
1025void 1015void
1026object::destroy (bool destroy_inventory) 1016object::destroy ()
1027{ 1017{
1028 if (destroyed ()) 1018 if (destroyed ())
1029 return; 1019 return;
1030 1020
1031 destroy_inv (!destroy_inventory); 1021 if (!is_head () && !head->destroyed ())
1022 {
1023 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1024 head->destroy ();
1025 return;
1026 }
1027
1028 destroy_inv (false);
1032 1029
1033 if (is_head ()) 1030 if (is_head ())
1034 if (sound_destroy) 1031 if (sound_destroy)
1035 play_sound (sound_destroy); 1032 play_sound (sound_destroy);
1036 else if (flag [FLAG_MONSTER]) 1033 else if (flag [FLAG_MONSTER])
1047 * the previous environment. 1044 * the previous environment.
1048 */ 1045 */
1049void 1046void
1050object::do_remove () 1047object::do_remove ()
1051{ 1048{
1052 object *tmp, *last = 0;
1053 object *otmp;
1054
1055 if (flag [FLAG_REMOVED]) 1049 if (flag [FLAG_REMOVED])
1056 return; 1050 return;
1057 1051
1058 INVOKE_OBJECT (REMOVE, this); 1052 INVOKE_OBJECT (REMOVE, this);
1059
1060 if (object *pl = visible_to ())
1061 esrv_del_item (pl->contr, count);
1062 1053
1063 flag [FLAG_REMOVED] = true; 1054 flag [FLAG_REMOVED] = true;
1064 1055
1065 if (more) 1056 if (more)
1066 more->remove (); 1057 more->remove ();
1069 * In this case, the object to be removed is in someones 1060 * In this case, the object to be removed is in someones
1070 * inventory. 1061 * inventory.
1071 */ 1062 */
1072 if (env) 1063 if (env)
1073 { 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
1074 adjust_weight (env, -total_weight ()); 1070 adjust_weight (env, -total_weight ());
1075 1071
1076 *(above ? &above->below : &env->inv) = below; 1072 object *pl = in_player ();
1077
1078 if (below)
1079 below->above = above;
1080 1073
1081 /* we set up values so that it could be inserted into 1074 /* we set up values so that it could be inserted into
1082 * 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
1083 * to the caller to decide what we want to do. 1076 * to the caller to decide what we want to do.
1084 */ 1077 */
1085 map = env->map; 1078 map = env->map;
1086 x = env->x; 1079 x = env->x;
1087 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
1088 above = 0; 1086 above = 0;
1089 below = 0; 1087 below = 0;
1090 env = 0; 1088 env = 0;
1091 1089
1092 /* 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
1093 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1094 * to save cpu time. 1092 * to save cpu time.
1095 */ 1093 */
1096 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 {
1097 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 }
1098 } 1102 }
1099 else if (map) 1103 else if (map)
1100 { 1104 {
1101 if (type == PLAYER)
1102 {
1103 // leaving a spot always closes any open container on the ground
1104 if (container && !container->env)
1105 // this causes spurious floorbox updates, but it ensures
1106 // that the CLOSE event is being sent.
1107 close_container ();
1108
1109 --map->players;
1110 map->touch ();
1111 }
1112
1113 map->dirty = true; 1105 map->dirty = true;
1114 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1115 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
1116 /* link the object above us */ 1133 /* link the object above us */
1117 if (above) 1134 // re-link, make sure compiler can easily use cmove
1118 above->below = below; 1135 *(above ? &above->below : &ms.top) = below;
1119 else 1136 *(below ? &below->above : &ms.bot) = above;
1120 ms.top = below; /* we were top, set new top */
1121
1122 /* Relink the object below us, if there is one */
1123 if (below)
1124 below->above = above;
1125 else
1126 {
1127 /* Nothing below, which means we need to relink map object for this space
1128 * use translated coordinates in case some oddness with map tiling is
1129 * evident
1130 */
1131 if (GET_MAP_OB (map, x, y) != this)
1132 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 ());
1133
1134 ms.bot = above; /* goes on above it. */
1135 }
1136 1137
1137 above = 0; 1138 above = 0;
1138 below = 0; 1139 below = 0;
1139 1140
1141 ms.invalidate ();
1142
1140 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1141 return; 1144 return;
1142 1145
1143 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1144 1147
1145 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1146 { 1149 {
1147 if (pl->container == this) 1150 if (pl->container_ () == this)
1148 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1149 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1150 * appropriately. 1153 * appropriately.
1151 */ 1154 */
1152 pl->close_container (); 1155 pl->close_container ();
1153 1156
1157 //TODO: the floorbox prev/next might need updating
1154 esrv_del_item (pl, count); 1158 //esrv_del_item (pl->contr, count);
1159 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns)
1161 pl->contr->ns->floorbox_update ();
1155 } 1162 }
1156 1163
1164 if (check_walk_off)
1157 for (tmp = ms.bot; tmp; tmp = tmp->above) 1165 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1158 { 1166 {
1167 above = tmp->above;
1168
1159 /* No point updating the players look faces if he is the object 1169 /* No point updating the players look faces if he is the object
1160 * being removed. 1170 * being removed.
1161 */ 1171 */
1162 1172
1163 /* See if object moving off should effect something */ 1173 /* See if object moving off should effect something */
1164 if (check_walk_off
1165 && ((move_type & tmp->move_off) 1174 if ((move_type & tmp->move_off)
1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1175 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1167 {
1168 move_apply (tmp, this, 0); 1176 move_apply (tmp, this, 0);
1169
1170 if (destroyed ())
1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1172 } 1177 }
1173 1178
1174 last = tmp; 1179 if (affects_los ())
1175 }
1176
1177 /* last == NULL if there are no objects on this space */
1178 //TODO: this makes little sense, why only update the topmost object?
1179 if (!last)
1180 map->at (x, y).flags_ = 0;
1181 else
1182 update_object (last, UP_OBJ_REMOVE);
1183
1184 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1185 update_all_los (map, x, y); 1180 update_all_los (map, x, y);
1186 } 1181 }
1187} 1182}
1188 1183
1189/* 1184/*
1213 esrv_update_item (UPD_NROF, pl, top); 1208 esrv_update_item (UPD_NROF, pl, top);
1214 1209
1215 op->weight = 0; // cancel the addition above 1210 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already 1211 op->carrying = 0; // must be 0 already
1217 1212
1218 op->destroy (1); 1213 op->destroy ();
1219 1214
1220 return top; 1215 return top;
1221 } 1216 }
1222 1217
1223 return 0; 1218 return 0;
1251 * job preparing multi-part monsters. 1246 * job preparing multi-part monsters.
1252 */ 1247 */
1253object * 1248object *
1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1249insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1255{ 1250{
1251 op->remove ();
1252
1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1257 { 1254 {
1258 tmp->x = x + tmp->arch->x; 1255 tmp->x = x + tmp->arch->x;
1259 tmp->y = y + tmp->arch->y; 1256 tmp->y = y + tmp->arch->y;
1260 } 1257 }
1283 * just 'op' otherwise 1280 * just 'op' otherwise
1284 */ 1281 */
1285object * 1282object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1284{
1288 assert (!op->flag [FLAG_FREED]);
1289
1290 object *top, *floor = NULL;
1291
1292 op->remove (); 1285 op->remove ();
1286
1287 if (m == &freed_map)//D TODO: remove soon
1288 {//D
1289 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1290 }//D
1293 1291
1294 /* Ideally, the caller figures this out. However, it complicates a lot 1292 /* Ideally, the caller figures this out. However, it complicates a lot
1295 * of areas of callers (eg, anything that uses find_free_spot would now 1293 * of areas of callers (eg, anything that uses find_free_spot would now
1296 * need extra work 1294 * need extra work
1297 */ 1295 */
1296 maptile *newmap = m;
1298 if (!xy_normalise (m, op->x, op->y)) 1297 if (!xy_normalise (newmap, op->x, op->y))
1299 { 1298 {
1300 op->destroy (1); 1299 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1301 return 0; 1300 return 0;
1302 } 1301 }
1303 1302
1304 if (object *more = op->more) 1303 if (object *more = op->more)
1305 if (!insert_ob_in_map (more, m, originator, flag)) 1304 if (!insert_ob_in_map (more, m, originator, flag))
1306 return 0; 1305 return 0;
1307 1306
1308 CLEAR_FLAG (op, FLAG_REMOVED); 1307 op->flag [FLAG_REMOVED] = false;
1309 1308 op->env = 0;
1310 op->map = m; 1309 op->map = newmap;
1310
1311 mapspace &ms = op->ms (); 1311 mapspace &ms = op->ms ();
1312 1312
1313 /* this has to be done after we translate the coordinates. 1313 /* this has to be done after we translate the coordinates.
1314 */ 1314 */
1315 if (op->nrof && !(flag & INS_NO_MERGE)) 1315 if (op->nrof && !(flag & INS_NO_MERGE))
1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1317 if (object::can_merge (op, tmp)) 1317 if (object::can_merge (op, tmp))
1318 { 1318 {
1319 // TODO: we actually want to update tmp, not op,
1320 // but some caller surely breaks when we return tmp
1321 // from here :/
1319 op->nrof += tmp->nrof; 1322 op->nrof += tmp->nrof;
1320 tmp->destroy (1); 1323 tmp->destroy ();
1321 } 1324 }
1322 1325
1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1324 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1327 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1325 1328
1332 { 1335 {
1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1334 abort (); 1337 abort ();
1335 } 1338 }
1336 1339
1340 if (!originator->is_on_map ())
1341 {
1342 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1343 op->debug_desc (), originator->debug_desc ());
1344 abort ();
1345 }
1346
1337 op->above = originator; 1347 op->above = originator;
1338 op->below = originator->below; 1348 op->below = originator->below;
1339
1340 if (op->below)
1341 op->below->above = op;
1342 else
1343 ms.bot = op;
1344
1345 /* since *below* originator, no need to update top */
1346 originator->below = op; 1349 originator->below = op;
1350
1351 *(op->below ? &op->below->above : &ms.bot) = op;
1347 } 1352 }
1348 else 1353 else
1349 { 1354 {
1350 top = ms.bot; 1355 object *floor = 0;
1356 object *top = ms.top;
1351 1357
1352 /* If there are other objects, then */ 1358 /* If there are other objects, then */
1353 if (top) 1359 if (top)
1354 { 1360 {
1355 object *last = 0;
1356
1357 /* 1361 /*
1358 * If there are multiple objects on this space, we do some trickier handling. 1362 * If there are multiple objects on this space, we do some trickier handling.
1359 * We've already dealt with merging if appropriate. 1363 * We've already dealt with merging if appropriate.
1360 * Generally, we want to put the new object on top. But if 1364 * Generally, we want to put the new object on top. But if
1361 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1365 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1364 * once we get to them. This reduces the need to traverse over all of 1368 * once we get to them. This reduces the need to traverse over all of
1365 * them when adding another one - this saves quite a bit of cpu time 1369 * them when adding another one - this saves quite a bit of cpu time
1366 * when lots of spells are cast in one area. Currently, it is presumed 1370 * when lots of spells are cast in one area. Currently, it is presumed
1367 * that flying non pickable objects are spell objects. 1371 * that flying non pickable objects are spell objects.
1368 */ 1372 */
1369 for (top = ms.bot; top; top = top->above) 1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1370 { 1374 {
1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1372 floor = top; 1376 floor = tmp;
1373 1377
1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1378 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1375 { 1379 {
1376 /* We insert above top, so we want this object below this */ 1380 /* We insert above top, so we want this object below this */
1377 top = top->below; 1381 top = tmp->below;
1378 break; 1382 break;
1379 } 1383 }
1380 1384
1381 last = top; 1385 top = tmp;
1382 } 1386 }
1383
1384 /* Don't want top to be NULL, so set it to the last valid object */
1385 top = last;
1386 1387
1387 /* We let update_position deal with figuring out what the space 1388 /* We let update_position deal with figuring out what the space
1388 * looks like instead of lots of conditions here. 1389 * looks like instead of lots of conditions here.
1389 * makes things faster, and effectively the same result. 1390 * makes things faster, and effectively the same result.
1390 */ 1391 */
1397 */ 1398 */
1398 if (!(flag & INS_ON_TOP) 1399 if (!(flag & INS_ON_TOP)
1399 && ms.flags () & P_BLOCKSVIEW 1400 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility)) 1401 && (op->face && !faces [op->face].visibility))
1401 { 1402 {
1403 object *last;
1404
1402 for (last = top; last != floor; last = last->below) 1405 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1404 break; 1407 break;
1405 1408
1406 /* Check to see if we found the object that blocks view, 1409 /* Check to see if we found the object that blocks view,
1414 } /* If objects on this space */ 1417 } /* If objects on this space */
1415 1418
1416 if (flag & INS_ABOVE_FLOOR_ONLY) 1419 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor; 1420 top = floor;
1418 1421
1419 /* Top is the object that our object (op) is going to get inserted above. 1422 // insert object above top, or bottom-most if top = 0
1420 */
1421
1422 /* First object on this space */
1423 if (!top) 1423 if (!top)
1424 { 1424 {
1425 op->below = 0;
1425 op->above = ms.bot; 1426 op->above = ms.bot;
1426
1427 if (op->above)
1428 op->above->below = op;
1429
1430 op->below = 0;
1431 ms.bot = op; 1427 ms.bot = op;
1428
1429 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1430 }
1433 else 1431 else
1434 { /* get inserted into the stack above top */ 1432 {
1435 op->above = top->above; 1433 op->above = top->above;
1436
1437 if (op->above)
1438 op->above->below = op; 1434 top->above = op;
1439 1435
1440 op->below = top; 1436 op->below = top;
1441 top->above = op; 1437 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1438 }
1439 }
1443 1440
1444 if (!op->above) 1441 if (op->is_player ())
1445 ms.top = op;
1446 } /* else not INS_BELOW_ORIGINATOR */
1447
1448 if (op->type == PLAYER)
1449 { 1442 {
1450 op->contr->do_los = 1; 1443 op->contr->do_los = 1;
1451 ++op->map->players; 1444 ++op->map->players;
1452 op->map->touch (); 1445 op->map->touch ();
1453 } 1446 }
1454 1447
1455 op->map->dirty = true; 1448 op->map->dirty = true;
1456 1449
1457 if (object *pl = ms.player ()) 1450 if (object *pl = ms.player ())
1451 //TODO: the floorbox prev/next might need updating
1458 esrv_send_item (pl, op); 1452 //esrv_send_item (pl, op);
1453 //TODO: update floorbox to preserve ordering
1454 if (pl->contr->ns)
1455 pl->contr->ns->floorbox_update ();
1459 1456
1460 /* If this object glows, it may affect lighting conditions that are 1457 /* If this object glows, it may affect lighting conditions that are
1461 * visible to others on this map. But update_all_los is really 1458 * visible to others on this map. But update_all_los is really
1462 * an inefficient way to do this, as it means los for all players 1459 * an inefficient way to do this, as it means los for all players
1463 * on the map will get recalculated. The players could very well 1460 * on the map will get recalculated. The players could very well
1464 * be far away from this change and not affected in any way - 1461 * be far away from this change and not affected in any way -
1465 * this should get redone to only look for players within range, 1462 * this should get redone to only look for players within range,
1466 * or just updating the P_UPTODATE for spaces within this area 1463 * or just updating the P_UPTODATE for spaces within this area
1467 * of effect may be sufficient. 1464 * of effect may be sufficient.
1468 */ 1465 */
1469 if (op->map->darkness && (op->glow_radius != 0)) 1466 if (op->affects_los ())
1467 {
1468 op->ms ().invalidate ();
1470 update_all_los (op->map, op->x, op->y); 1469 update_all_los (op->map, op->x, op->y);
1470 }
1471 1471
1472 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1472 /* updates flags (blocked, alive, no magic, etc) for this map space */
1473 update_object (op, UP_OBJ_INSERT); 1473 update_object (op, UP_OBJ_INSERT);
1474 1474
1475 INVOKE_OBJECT (INSERT, op); 1475 INVOKE_OBJECT (INSERT, op);
1482 * blocked() and wall() work properly), and these flags are updated by 1482 * blocked() and wall() work properly), and these flags are updated by
1483 * update_object(). 1483 * update_object().
1484 */ 1484 */
1485 1485
1486 /* if this is not the head or flag has been passed, don't check walk on status */ 1486 /* if this is not the head or flag has been passed, don't check walk on status */
1487 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1487 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1488 { 1488 {
1489 if (check_move_on (op, originator)) 1489 if (check_move_on (op, originator))
1490 return 0; 1490 return 0;
1491 1491
1492 /* If we are a multi part object, lets work our way through the check 1492 /* If we are a multi part object, lets work our way through the check
1503/* this function inserts an object in the map, but if it 1503/* this function inserts an object in the map, but if it
1504 * finds an object of its own type, it'll remove that one first. 1504 * finds an object of its own type, it'll remove that one first.
1505 * op is the object to insert it under: supplies x and the map. 1505 * op is the object to insert it under: supplies x and the map.
1506 */ 1506 */
1507void 1507void
1508replace_insert_ob_in_map (const char *arch_string, object *op) 1508replace_insert_ob_in_map (shstr_tmp archname, object *op)
1509{ 1509{
1510 /* first search for itself and remove any old instances */ 1510 /* first search for itself and remove any old instances */
1511 1511
1512 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1512 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1513 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1513 if (tmp->arch->archname == archname) /* same archetype */
1514 tmp->destroy (1); 1514 tmp->destroy ();
1515 1515
1516 object *tmp = arch_to_object (archetype::find (arch_string)); 1516 object *tmp = arch_to_object (archetype::find (archname));
1517 1517
1518 tmp->x = op->x; 1518 tmp->x = op->x;
1519 tmp->y = op->y; 1519 tmp->y = op->y;
1520 1520
1521 insert_ob_in_map (tmp, op->map, op, 0); 1521 insert_ob_in_map (tmp, op->map, op, 0);
1543 if (!nr) 1543 if (!nr)
1544 return true; 1544 return true;
1545 1545
1546 nr = min (nr, nrof); 1546 nr = min (nr, nrof);
1547 1547
1548 if (nrof > nr)
1549 {
1548 nrof -= nr; 1550 nrof -= nr;
1549
1550 if (nrof)
1551 {
1552 adjust_weight (env, -weight * nr); // carrying == 0 1551 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1553 1552
1554 if (object *pl = visible_to ()) 1553 if (object *pl = visible_to ())
1555 esrv_update_item (UPD_NROF, pl, this); 1554 esrv_update_item (UPD_NROF, pl, this);
1556 1555
1557 return true; 1556 return true;
1558 } 1557 }
1559 else 1558 else
1560 { 1559 {
1561 destroy (1); 1560 destroy ();
1562 return false; 1561 return false;
1563 } 1562 }
1564} 1563}
1565 1564
1566/* 1565/*
1583 } 1582 }
1584 else 1583 else
1585 { 1584 {
1586 decrease (nr); 1585 decrease (nr);
1587 1586
1588 object *op = object_create_clone (this); 1587 object *op = deep_clone ();
1589 op->nrof = nr; 1588 op->nrof = nr;
1590 return op; 1589 return op;
1591 } 1590 }
1592} 1591}
1593 1592
1643 if (object *pl = tmp->visible_to ()) 1642 if (object *pl = tmp->visible_to ())
1644 esrv_update_item (UPD_NROF, pl, tmp); 1643 esrv_update_item (UPD_NROF, pl, tmp);
1645 1644
1646 adjust_weight (this, op->total_weight ()); 1645 adjust_weight (this, op->total_weight ());
1647 1646
1648 op->destroy (1); 1647 op->destroy ();
1649 op = tmp; 1648 op = tmp;
1650 goto inserted; 1649 goto inserted;
1651 } 1650 }
1652 1651
1653 op->owner = 0; // it's his/hers now. period. 1652 op->owner = 0; // it's his/hers now. period.
1671 1670
1672 adjust_weight (this, op->total_weight ()); 1671 adjust_weight (this, op->total_weight ());
1673 1672
1674inserted: 1673inserted:
1675 /* reset the light list and los of the players on the map */ 1674 /* reset the light list and los of the players on the map */
1676 if (op->glow_radius && map && map->darkness) 1675 if (op->glow_radius && is_on_map ())
1676 {
1677 update_stats ();
1677 update_all_los (map, x, y); 1678 update_all_los (map, x, y);
1678 1679 }
1680 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1679 // if this is a player's inventory, update stats 1681 // if this is a player's inventory, update stats
1680 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1681 update_stats (); 1682 update_stats ();
1682 1683
1683 INVOKE_OBJECT (INSERT, this); 1684 INVOKE_OBJECT (INSERT, this);
1684 1685
1685 return op; 1686 return op;
1706 * on top. 1707 * on top.
1707 */ 1708 */
1708int 1709int
1709check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1710{ 1711{
1712 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1713 return 0;
1714
1711 object *tmp; 1715 object *tmp;
1712 maptile *m = op->map; 1716 maptile *m = op->map;
1713 int x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1714 1718
1715 MoveType move_on, move_slow, move_block; 1719 mapspace &ms = m->at (x, y);
1716 1720
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 ms.update ();
1718 return 0;
1719 1722
1720 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1723 MoveType move_on = ms.move_on;
1721 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1724 MoveType move_slow = ms.move_slow;
1722 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1725 MoveType move_block = ms.move_block;
1723 1726
1724 /* if nothing on this space will slow op down or be applied, 1727 /* if nothing on this space will slow op down or be applied,
1725 * no need to do checking below. have to make sure move_type 1728 * no need to do checking below. have to make sure move_type
1726 * is set, as lots of objects don't have it set - we treat that 1729 * is set, as lots of objects don't have it set - we treat that
1727 * as walking. 1730 * as walking.
1738 return 0; 1741 return 0;
1739 1742
1740 /* The objects have to be checked from top to bottom. 1743 /* The objects have to be checked from top to bottom.
1741 * Hence, we first go to the top: 1744 * Hence, we first go to the top:
1742 */ 1745 */
1743 1746 for (object *next, *tmp = ms.top; tmp; tmp = next)
1744 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1745 {
1746 /* Trim the search when we find the first other spell effect
1747 * this helps performance so that if a space has 50 spell objects,
1748 * we don't need to check all of them.
1749 */
1750 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1751 break;
1752 } 1747 {
1748 next = tmp->below;
1753 1749
1754 for (; tmp; tmp = tmp->below)
1755 {
1756 if (tmp == op) 1750 if (tmp == op)
1757 continue; /* Can't apply yourself */ 1751 continue; /* Can't apply yourself */
1758 1752
1759 /* Check to see if one of the movement types should be slowed down. 1753 /* Check to see if one of the movement types should be slowed down.
1760 * Second check makes sure that the movement types not being slowed 1754 * Second check makes sure that the movement types not being slowed
1765 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1759 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1766 { 1760 {
1767 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1768 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1769 { 1763 {
1770
1771 float
1772 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 float diff = tmp->move_slow_penalty * fabs (op->speed);
1773 1765
1774 if (op->type == PLAYER) 1766 if (op->is_player ())
1775 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1776 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1777 diff /= 4.0; 1769 diff /= 4.0;
1778 1770
1779 op->speed_left -= diff; 1771 op->speed_left -= diff;
1780 } 1772 }
1781 } 1773 }
1814 LOG (llevError, "Present_arch called outside map.\n"); 1806 LOG (llevError, "Present_arch called outside map.\n");
1815 return NULL; 1807 return NULL;
1816 } 1808 }
1817 1809
1818 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1819 if (tmp->arch == at) 1811 if (tmp->arch->archname == at->archname)
1820 return tmp; 1812 return tmp;
1821 1813
1822 return NULL; 1814 return NULL;
1823} 1815}
1824 1816
1888 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1889 */ 1881 */
1890object * 1882object *
1891present_arch_in_ob (const archetype *at, const object *op) 1883present_arch_in_ob (const archetype *at, const object *op)
1892{ 1884{
1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1894 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1895 return tmp; 1887 return tmp;
1896 1888
1897 return NULL; 1889 return NULL;
1898} 1890}
1899 1891
1987 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
1988 */ 1980 */
1989 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1990 continue; 1982 continue;
1991 1983
1992 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
1993 continue; 1985 continue;
1994 1986
1995 altern [index++] = i; 1987 altern [index++] = i;
1996 } 1988 }
1997 1989
2065 * there is capable of. 2057 * there is capable of.
2066 */ 2058 */
2067int 2059int
2068find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2069{ 2061{
2070 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2071
2072 sint16 nx, ny;
2073 object *tmp;
2074 maptile *mp;
2075
2076 MoveType blocked, move_type; 2063 MoveType move_type;
2077 2064
2078 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2079 { 2066 {
2080 exclude = exclude->head; 2067 exclude = exclude->head;
2081 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2084 { 2071 {
2085 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2086 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2087 } 2074 }
2088 2075
2089 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2090 { 2077 {
2091 mp = m; 2078 mapxy pos (m, x, y);
2092 nx = x + freearr_x[i]; 2079 pos.move (i);
2093 ny = y + freearr_y[i];
2094 2080
2095 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2096
2097 if (mflags & P_OUT_OF_MAP)
2098 max = maxfree[i]; 2082 max = maxfree[i];
2099 else 2083 else
2100 { 2084 {
2101 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2102 2086
2103 blocked = ms.move_block;
2104
2105 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2106 max = maxfree[i]; 2088 max = maxfree [i];
2107 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2108 { 2090 {
2109 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2110 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2111 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2112 break;
2113
2114 if (tmp)
2115 return freedir[i]; 2094 return freedir [i];
2116 } 2095 }
2117 } 2096 }
2118 } 2097 }
2119 2098
2120 return 0; 2099 return 0;
2195 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2196 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2197 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2198 * functions. 2177 * functions.
2199 */ 2178 */
2200int reduction_dir[SIZEOFFREE][3] = { 2179static const int reduction_dir[SIZEOFFREE][3] = {
2201 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2202 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2203 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2204 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2205 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2301int 2280int
2302can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2303{ 2282{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2307} 2286}
2308 2287
2309/* 2288/*
2310 * create clone from object to another 2289 * create clone from object to another
2311 */ 2290 */
2312object * 2291object *
2313object_create_clone (object *asrc) 2292object::deep_clone ()
2314{ 2293{
2315 object *dst = 0, *tmp, *src, *prev, *item; 2294 assert (("deep_clone called on non-head object", is_head ()));
2316 2295
2317 if (!asrc) 2296 object *dst = clone ();
2318 return 0;
2319 2297
2320 src = asrc->head_ (); 2298 object *prev = dst;
2321
2322 prev = 0;
2323 for (object *part = src; part; part = part->more) 2299 for (object *part = this->more; part; part = part->more)
2324 { 2300 {
2325 tmp = part->clone (); 2301 object *tmp = part->clone ();
2326 tmp->x -= src->x;
2327 tmp->y -= src->y;
2328
2329 if (!part->head)
2330 {
2331 dst = tmp;
2332 tmp->head = 0;
2333 }
2334 else
2335 tmp->head = dst; 2302 tmp->head = dst;
2336
2337 tmp->more = 0;
2338
2339 if (prev)
2340 prev->more = tmp; 2303 prev->more = tmp;
2341
2342 prev = tmp; 2304 prev = tmp;
2343 } 2305 }
2344 2306
2345 for (item = src->inv; item; item = item->below) 2307 for (object *item = inv; item; item = item->below)
2346 insert_ob_in_ob (object_create_clone (item), dst); 2308 insert_ob_in_ob (item->deep_clone (), dst);
2347 2309
2348 return dst; 2310 return dst;
2349} 2311}
2350 2312
2351/* This returns the first object in who's inventory that 2313/* This returns the first object in who's inventory that
2360 return tmp; 2322 return tmp;
2361 2323
2362 return 0; 2324 return 0;
2363} 2325}
2364 2326
2365/* If ob has a field named key, return the link from the list, 2327shstr_tmp
2366 * otherwise return NULL. 2328object::kv_get (shstr_tmp key) const
2367 *
2368 * key must be a passed in shared string - otherwise, this won't
2369 * do the desired thing.
2370 */
2371key_value *
2372get_ob_key_link (const object *ob, const char *key)
2373{ 2329{
2374 for (key_value *link = ob->key_values; link; link = link->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2375 if (link->key == key) 2331 if (kv->key == key)
2376 return link;
2377
2378 return 0;
2379}
2380
2381/*
2382 * Returns the value of op has an extra_field for key, or NULL.
2383 *
2384 * The argument doesn't need to be a shared string.
2385 *
2386 * The returned string is shared.
2387 */
2388const char *
2389get_ob_key_value (const object *op, const char *const key)
2390{
2391 key_value *link;
2392 shstr_cmp canonical_key (key);
2393
2394 if (!canonical_key)
2395 {
2396 /* 1. There being a field named key on any object
2397 * implies there'd be a shared string to find.
2398 * 2. Since there isn't, no object has this field.
2399 * 3. Therefore, *this* object doesn't have this field.
2400 */
2401 return 0;
2402 }
2403
2404 /* This is copied from get_ob_key_link() above -
2405 * only 4 lines, and saves the function call overhead.
2406 */
2407 for (link = op->key_values; link; link = link->next)
2408 if (link->key == canonical_key)
2409 return link->value; 2332 return kv->value;
2410 2333
2411 return 0; 2334 return shstr ();
2412} 2335}
2413 2336
2414/* 2337void
2415 * Updates the canonical_key in op to value. 2338object::kv_set (shstr_tmp key, shstr_tmp value)
2416 *
2417 * canonical_key is a shared string (value doesn't have to be).
2418 *
2419 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2420 * keys.
2421 *
2422 * Returns TRUE on success.
2423 */
2424int
2425set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2426{ 2339{
2427 key_value *field = NULL, *last = NULL; 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2428 2341 if (kv->key == key)
2429 for (field = op->key_values; field != NULL; field = field->next)
2430 {
2431 if (field->key != canonical_key)
2432 { 2342 {
2433 last = field; 2343 kv->value = value;
2434 continue; 2344 return;
2435 } 2345 }
2436 2346
2437 if (value) 2347 key_value *kv = new key_value;
2438 field->value = value; 2348
2439 else 2349 kv->next = key_values;
2350 kv->key = key;
2351 kv->value = value;
2352
2353 key_values = kv;
2354}
2355
2356void
2357object::kv_del (shstr_tmp key)
2358{
2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2360 if ((*kvp)->key == key)
2440 { 2361 {
2441 /* Basically, if the archetype has this key set, 2362 key_value *kv = *kvp;
2442 * we need to store the null value so when we save 2363 *kvp = (*kvp)->next;
2443 * it, we save the empty value so that when we load, 2364 delete kv;
2444 * we get this value back again. 2365 return;
2445 */
2446 if (get_ob_key_link (op->arch, canonical_key))
2447 field->value = 0;
2448 else
2449 {
2450 if (last)
2451 last->next = field->next;
2452 else
2453 op->key_values = field->next;
2454
2455 delete field;
2456 }
2457 } 2366 }
2458 return TRUE;
2459 }
2460 /* IF we get here, key doesn't exist */
2461
2462 /* No field, we'll have to add it. */
2463
2464 if (!add_key)
2465 return FALSE;
2466
2467 /* There isn't any good reason to store a null
2468 * value in the key/value list. If the archetype has
2469 * this key, then we should also have it, so shouldn't
2470 * be here. If user wants to store empty strings,
2471 * should pass in ""
2472 */
2473 if (value == NULL)
2474 return TRUE;
2475
2476 field = new key_value;
2477
2478 field->key = canonical_key;
2479 field->value = value;
2480 /* Usual prepend-addition. */
2481 field->next = op->key_values;
2482 op->key_values = field;
2483
2484 return TRUE;
2485}
2486
2487/*
2488 * Updates the key in op to value.
2489 *
2490 * If add_key is FALSE, this will only update existing keys,
2491 * and not add new ones.
2492 * In general, should be little reason FALSE is ever passed in for add_key
2493 *
2494 * Returns TRUE on success.
2495 */
2496int
2497set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2498{
2499 shstr key_ (key);
2500
2501 return set_ob_key_value_s (op, key_, value, add_key);
2502} 2367}
2503 2368
2504object::depth_iterator::depth_iterator (object *container) 2369object::depth_iterator::depth_iterator (object *container)
2505: iterator_base (container) 2370: iterator_base (container)
2506{ 2371{
2556{ 2421{
2557 char flagdesc[512]; 2422 char flagdesc[512];
2558 char info2[256 * 4]; 2423 char info2[256 * 4];
2559 char *p = info; 2424 char *p = info;
2560 2425
2561 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2426 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2562 count, 2427 count,
2563 uuid.c_str (), 2428 uuid.c_str (),
2564 &name, 2429 &name,
2565 title ? "\",title:\"" : "", 2430 title ? ",title:\"" : "",
2566 title ? (const char *)title : "", 2431 title ? (const char *)title : "",
2432 title ? "\"" : "",
2567 flag_desc (flagdesc, 512), type); 2433 flag_desc (flagdesc, 512), type);
2568 2434
2569 if (!flag[FLAG_REMOVED] && env) 2435 if (!flag[FLAG_REMOVED] && env)
2570 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2436 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2571 2437
2604object::open_container (object *new_container) 2470object::open_container (object *new_container)
2605{ 2471{
2606 if (container == new_container) 2472 if (container == new_container)
2607 return; 2473 return;
2608 2474
2609 if (object *old_container = container) 2475 object *old_container = container;
2476
2477 if (old_container)
2610 { 2478 {
2611 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2479 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2612 return; 2480 return;
2613 2481
2614#if 0 2482#if 0
2616 if (object *closer = old_container->inv) 2484 if (object *closer = old_container->inv)
2617 if (closer->type == CLOSE_CON) 2485 if (closer->type == CLOSE_CON)
2618 closer->destroy (); 2486 closer->destroy ();
2619#endif 2487#endif
2620 2488
2489 // make sure the container is available
2490 esrv_send_item (this, old_container);
2491
2621 old_container->flag [FLAG_APPLIED] = false; 2492 old_container->flag [FLAG_APPLIED] = false;
2622 container = 0; 2493 container = 0;
2623 2494
2495 // client needs item update to make it work, client bug requires this to be separate
2624 esrv_update_item (UPD_FLAGS, this, old_container); 2496 esrv_update_item (UPD_FLAGS, this, old_container);
2497
2625 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2498 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2626 play_sound (sound_find ("chest_close")); 2499 play_sound (sound_find ("chest_close"));
2627 } 2500 }
2628 2501
2629 if (new_container) 2502 if (new_container)
2630 { 2503 {
2640 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2513 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2641 new_container->insert (closer); 2514 new_container->insert (closer);
2642 } 2515 }
2643#endif 2516#endif
2644 2517
2645 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2518 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2519
2520 // make sure the container is available, client bug requires this to be separate
2521 esrv_send_item (this, new_container);
2646 2522
2647 new_container->flag [FLAG_APPLIED] = true; 2523 new_container->flag [FLAG_APPLIED] = true;
2648 container = new_container; 2524 container = new_container;
2649 2525
2526 // client needs flag change
2650 esrv_update_item (UPD_FLAGS, this, new_container); 2527 esrv_update_item (UPD_FLAGS, this, new_container);
2651 esrv_send_inventory (this, new_container); 2528 esrv_send_inventory (this, new_container);
2652 play_sound (sound_find ("chest_open")); 2529 play_sound (sound_find ("chest_open"));
2653 } 2530 }
2531// else if (!old_container->env && contr && contr->ns)
2532// contr->ns->floorbox_reset ();
2654} 2533}
2655 2534
2656object * 2535object *
2657object::force_find (const shstr name) 2536object::force_find (shstr_tmp name)
2658{ 2537{
2659 /* cycle through his inventory to look for the MARK we want to 2538 /* cycle through his inventory to look for the MARK we want to
2660 * place 2539 * place
2661 */ 2540 */
2662 for (object *tmp = inv; tmp; tmp = tmp->below) 2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2664 return splay (tmp); 2543 return splay (tmp);
2665 2544
2666 return 0; 2545 return 0;
2667} 2546}
2668 2547
2548//-GPL
2549
2669void 2550void
2551object::force_set_timer (int duration)
2552{
2553 this->duration = 1;
2554 this->speed_left = -1.f;
2555
2556 this->set_speed (duration ? 1.f / duration : 0.f);
2557}
2558
2559object *
2670object::force_add (const shstr name, int duration) 2560object::force_add (shstr_tmp name, int duration)
2671{ 2561{
2672 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2673 force->destroy (); 2563 force->destroy ();
2674 2564
2675 object *force = get_archetype (FORCE_NAME); 2565 object *force = get_archetype (FORCE_NAME);
2676 2566
2677 force->slaying = name; 2567 force->slaying = name;
2678 force->stats.food = 1; 2568 force->force_set_timer (duration);
2679 force->speed_left = -1.f;
2680
2681 force->set_speed (duration ? 1.f / duration : 0.f);
2682 force->flag [FLAG_IS_USED_UP] = true;
2683 force->flag [FLAG_APPLIED] = true; 2569 force->flag [FLAG_APPLIED] = true;
2684 2570
2685 insert (force); 2571 return insert (force);
2686} 2572}
2687 2573
2688void 2574void
2689object::play_sound (faceidx sound) 2575object::play_sound (faceidx sound) const
2690{ 2576{
2691 if (!sound) 2577 if (!sound)
2692 return; 2578 return;
2693 2579
2694 if (flag [FLAG_REMOVED]) 2580 if (is_on_map ())
2581 map->play_sound (sound, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::say_msg (const char *msg) const
2588{
2589 if (is_on_map ())
2590 map->say_msg (msg, x, y);
2591 else if (object *pl = in_player ())
2592 pl->contr->play_sound (sound);
2593}
2594
2595void
2596object::make_noise ()
2597{
2598 // we do not model noise in the map, so instead put
2599 // a temporary light into the noise source
2600 // could use the map instead, but that's less reliable for our
2601 // goal, which is to make invisibility a bit harder to exploit
2602
2603 // currently only works sensibly for players
2604 if (!is_player ())
2695 return; 2605 return;
2696 2606
2697 if (env) 2607 // find old force, or create new one
2698 { 2608 object *force = force_find (shstr_noise_force);
2699 if (object *pl = in_player ()) 2609
2700 pl->contr->play_sound (sound); 2610 if (force)
2701 } 2611 force->speed_left = -1.f; // patch old speed up
2702 else 2612 else
2703 map->play_sound (sound, x, y); 2613 {
2704} 2614 force = archetype::get (shstr_noise_force);
2705 2615
2616 force->slaying = shstr_noise_force;
2617 force->stats.food = 1;
2618 force->speed_left = -1.f;
2619
2620 force->set_speed (1.f / 4.f);
2621 force->flag [FLAG_IS_USED_UP] = true;
2622 force->flag [FLAG_APPLIED] = true;
2623
2624 insert (force);
2625 }
2626}
2627

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