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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 1.286 by root, Wed Sep 2 16:54:20 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
139 140
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 142static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
143{ 144{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
149 */ 148 */
150 149
151 /* For each field in wants, */ 150 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 152 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 153 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 154
169 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 156 return true;
171} 157}
172 158
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 160static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 162{
177 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
179 */ 165 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
181} 168}
182 169
183/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 171 * they can be merged together.
185 * 172 *
200 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 188 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
203 return 0; 190 return 0;
204 191
205 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 195 return 0;
212 196
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 205
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 208
225 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 210 || ob1->name != ob2->name
227 || ob1->title != ob2->title 211 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 218 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 234 return 0;
250 235
251 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
255 .any ()) 239 .any ())
256 return 0; 240 return 0;
257 241
258 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
330 314
331 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
332 return 1; 316 return 1;
333} 317}
334 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env_or_self ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
335// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
336static sint32 357static sint32
337weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
338{ 359{
339 return op->type == CONTAINER 360 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight; 362 : weight;
342} 363}
348static void 369static void
349adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
350{ 371{
351 while (op) 372 while (op)
352 { 373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
353 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
354 378
355 if (!weight) 379 if (!weight)
356 return; 380 return;
357 381
358 op->carrying += weight; 382 op->carrying += weight;
359 383
360 if (object *pl = op->visible_to ()) 384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
361 esrv_update_item (UPD_WEIGHT, pl, op); 386 esrv_update_item (UPD_WEIGHT, pl, op);
362 387
363 op = op->env; 388 op = op->env;
364 } 389 }
365} 390}
366 391
380 op->update_weight (); 405 op->update_weight ();
381 406
382 sum += op->total_weight (); 407 sum += op->total_weight ();
383 } 408 }
384 409
385 sum = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
386 411
387 if (sum != carrying) 412 if (sum != carrying)
388 { 413 {
389 carrying = sum; 414 carrying = sum;
390 415
391 if (object *pl = visible_to ()) 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, this); 418 esrv_update_item (UPD_WEIGHT, pl, this);
393 } 419 }
394} 420}
395 421
396/* 422/*
397 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
451 */ 477 */
452object * 478object *
453find_object_name (const char *str) 479find_object_name (const char *str)
454{ 480{
455 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
456 object *op;
457 482
483 if (str_)
458 for_all_objects (op) 484 for_all_objects (op)
459 if (op->name == str_) 485 if (op->name == str_)
460 break; 486 return op;
461 487
462 return op; 488 return 0;
463} 489}
464 490
465/* 491/*
466 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
467 * skill and experience objects. 493 * skill and experience objects.
565 } 591 }
566 592
567 op->key_values = 0; 593 op->key_values = 0;
568} 594}
569 595
570object & 596/*
571object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
572{ 606{
573 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
574 bool is_removed = flag [FLAG_REMOVED];
575
576 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
577
578 flag [FLAG_FREED] = is_freed;
579 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
580 610
581 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
582 if (src.key_values) 612 if (key_values)
583 { 613 {
584 key_value *tail = 0; 614 key_value *tail = 0;
585 key_values = 0; 615 dst->key_values = 0;
586 616
587 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
588 { 618 {
589 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
590 620
591 new_link->next = 0; 621 new_link->next = 0;
592 new_link->key = i->key; 622 new_link->key = i->key;
593 new_link->value = i->value; 623 new_link->value = i->value;
594 624
595 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
596 if (!key_values) 626 if (!dst->key_values)
597 { 627 {
598 key_values = new_link; 628 dst->key_values = new_link;
599 tail = new_link; 629 tail = new_link;
600 } 630 }
601 else 631 else
602 { 632 {
603 tail->next = new_link; 633 tail->next = new_link;
604 tail = new_link; 634 tail = new_link;
605 } 635 }
606 } 636 }
607 } 637 }
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;
622 638
623 if (speed < 0) 639 if (speed < 0)
624 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
625 641
626 dst->set_speed (dst->speed); 642 dst->activate ();
627} 643}
628 644
629void 645void
630object::instantiate () 646object::instantiate ()
631{ 647{
648object * 664object *
649object::clone () 665object::clone ()
650{ 666{
651 object *neu = create (); 667 object *neu = create ();
652 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
653 return neu; 670 return neu;
654} 671}
655 672
656/* 673/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
708 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
709 */ 726 */
710void 727void
711update_object (object *op, int action) 728update_object (object *op, int action)
712{ 729{
713 if (op == NULL) 730 if (!op)
714 { 731 {
715 /* this should never happen */ 732 /* this should never happen */
716 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
717 return; 734 return;
718 } 735 }
719 736
720 if (op->env) 737 if (!op->is_on_map ())
721 { 738 {
722 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
723 * to do in this case. 740 * to do in this case.
724 */ 741 */
725 return; 742 return;
726 } 743 }
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;
733 744
734 /* make sure the object is within map boundaries */ 745 /* 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) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
736 { 747 {
737 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
748 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
749 { 760 {
750 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
751 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
752 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
753 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
754 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
755 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
756 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
757 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
758 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
759 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
760 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
761 * to have move_allow right now. 772 * have move_allow right now.
762 */ 773 */
763 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
764 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
765 m.flags_ = 0; 776 m.invalidate ();
766 } 777 }
767 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
768 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
769 * that is being removed. 780 * that is being removed.
770 */ 781 */
771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
772 m.flags_ = 0; 783 m.invalidate ();
773 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
774 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
775 else 786 else
776 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
777 788
781 792
782object::object () 793object::object ()
783{ 794{
784 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
785 796
786 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
787 face = blank_face; 798 face = blank_face;
788} 799}
789 800
790object::~object () 801object::~object ()
791{ 802{
821 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
822 if (active) 833 if (active)
823 return; 834 return;
824 835
825 if (has_active_speed ()) 836 if (has_active_speed ())
837 {
838 if (flag [FLAG_FREED])
839 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
840
826 actives.insert (this); 841 actives.insert (this);
842 }
827} 843}
828 844
829void 845void
830object::activate_recursive () 846object::activate_recursive ()
831{ 847{
880object::destroy_inv (bool drop_to_ground) 896object::destroy_inv (bool drop_to_ground)
881{ 897{
882 // need to check first, because the checks below might segfault 898 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code 899 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty. 900 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory, 901 // corollary: if you create arrows etc. with stuff in its inventory,
886 // cf will crash below with off-map x and y 902 // cf will crash below with off-map x and y
887 if (!inv) 903 if (!inv)
888 return; 904 return;
889 905
890 /* Only if the space blocks everything do we not process - 906 /* Only if the space blocks everything do we not process -
892 * drop on that space. 908 * drop on that space.
893 */ 909 */
894 if (!drop_to_ground 910 if (!drop_to_ground
895 || !map 911 || !map
896 || map->in_memory != MAP_ACTIVE 912 || map->in_memory != MAP_ACTIVE
897 || map->nodrop 913 || map->no_drop
898 || ms ().move_block == MOVE_ALL) 914 || ms ().move_block == MOVE_ALL)
899 { 915 {
900 while (inv) 916 while (inv)
901 {
902 inv->destroy_inv (drop_to_ground);
903 inv->destroy (); 917 inv->destroy ();
904 }
905 } 918 }
906 else 919 else
907 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
908 while (inv) 921 while (inv)
909 { 922 {
927 object *op = new object; 940 object *op = new object;
928 op->link (); 941 op->link ();
929 return op; 942 return op;
930} 943}
931 944
945static struct freed_map : maptile
946{
947 freed_map ()
948 {
949 path = "<freed objects map>";
950 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1;
954 no_reset = 1;
955
956 alloc ();
957 in_memory = MAP_ACTIVE;
958 }
959
960 ~freed_map ()
961 {
962 destroy ();
963 }
964} freed_map; // freed objects are moved here to avoid crashes
965
932void 966void
933object::do_destroy () 967object::do_destroy ()
934{ 968{
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]) 969 if (flag [FLAG_IS_LINKED])
941 remove_button_link (this); 970 remove_link ();
942 971
943 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
944 remove_friendly_object (this); 973 remove_friendly_object (this);
945 974
946 if (!flag [FLAG_REMOVED])
947 remove (); 975 remove ();
948 976
949 destroy_inv (true); 977 attachable::do_destroy ();
950 978
951 deactivate (); 979 deactivate ();
952 unlink (); 980 unlink ();
953 981
954 flag [FLAG_FREED] = 1; 982 flag [FLAG_FREED] = 1;
955 983
956 // hack to ensure that freed objects still have a valid map 984 // 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; 985 map = &freed_map;
975 x = 1; 986 x = 1;
976 y = 1; 987 y = 1;
977 }
978 988
979 if (more) 989 if (more)
980 { 990 {
981 more->destroy (); 991 more->destroy ();
982 more = 0; 992 more = 0;
990 attacked_by = 0; 1000 attacked_by = 0;
991 current_weapon = 0; 1001 current_weapon = 0;
992} 1002}
993 1003
994void 1004void
995object::destroy (bool destroy_inventory) 1005object::destroy ()
996{ 1006{
997 if (destroyed ()) 1007 if (destroyed ())
998 return; 1008 return;
999 1009
1000 if (destroy_inventory) 1010 if (!is_head () && !head->destroyed ())
1011 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy ();
1014 return;
1015 }
1016
1001 destroy_inv (false); 1017 destroy_inv (false);
1002 1018
1003 if (is_head ()) 1019 if (is_head ())
1004 if (sound_destroy) 1020 if (sound_destroy)
1005 play_sound (sound_destroy); 1021 play_sound (sound_destroy);
1006 else if (flag [FLAG_MONSTER]) 1022 else if (flag [FLAG_MONSTER])
1020object::do_remove () 1036object::do_remove ()
1021{ 1037{
1022 object *tmp, *last = 0; 1038 object *tmp, *last = 0;
1023 object *otmp; 1039 object *otmp;
1024 1040
1025 if (QUERY_FLAG (this, FLAG_REMOVED)) 1041 if (flag [FLAG_REMOVED])
1026 return; 1042 return;
1027 1043
1028 SET_FLAG (this, FLAG_REMOVED);
1029 INVOKE_OBJECT (REMOVE, this); 1044 INVOKE_OBJECT (REMOVE, this);
1045
1046 flag [FLAG_REMOVED] = true;
1030 1047
1031 if (more) 1048 if (more)
1032 more->remove (); 1049 more->remove ();
1033 1050
1034 /* 1051 /*
1035 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
1036 * inventory. 1053 * inventory.
1037 */ 1054 */
1038 if (env) 1055 if (env)
1039 { 1056 {
1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1058 if (object *pl = visible_to ())
1059 esrv_del_item (pl->contr, count);
1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061
1040 adjust_weight (env, -total_weight ()); 1062 adjust_weight (env, -total_weight ());
1041 1063
1042 *(above ? &above->below : &env->inv) = below; 1064 object *pl = in_player ();
1043
1044 if (below)
1045 below->above = above;
1046 1065
1047 /* we set up values so that it could be inserted into 1066 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up 1067 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do. 1068 * to the caller to decide what we want to do.
1050 */ 1069 */
1051 map = env->map; 1070 map = env->map;
1052 x = env->x; 1071 x = env->x;
1053 y = env->y; 1072 y = env->y;
1073
1074 // make sure cmov optimisation is applicable
1075 *(above ? &above->below : &env->inv) = below;
1076 *(below ? &below->above : &above ) = above; // &above is just a dummy
1077
1054 above = 0; 1078 above = 0;
1055 below = 0; 1079 below = 0;
1056 env = 0; 1080 env = 0;
1057 1081
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1082 /* NO_FIX_PLAYER is set when a great many changes are being
1059 * made to players inventory. If set, avoiding the call 1083 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 1084 * to save cpu time.
1061 */ 1085 */
1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1086 if (pl)
1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1088 {
1063 otmp->update_stats (); 1089 pl->update_stats ();
1090
1091 if (glow_radius && pl->is_on_map ())
1092 update_all_los (pl->map, pl->x, pl->y);
1093 }
1064 } 1094 }
1065 else if (map) 1095 else if (map)
1066 { 1096 {
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; 1097 map->dirty = true;
1080 mapspace &ms = this->ms (); 1098 mapspace &ms = this->ms ();
1081 1099
1100 if (object *pl = ms.player ())
1101 {
1102 if (is_player ())
1103 {
1104 if (!flag [FLAG_WIZPASS])
1105 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1106
1107 // leaving a spot always closes any open container on the ground
1108 if (container && !container->env)
1109 // this causes spurious floorbox updates, but it ensures
1110 // that the CLOSE event is being sent.
1111 close_container ();
1112
1113 --map->players;
1114 map->touch ();
1115 }
1116 else if (pl->container == this)
1117 {
1118 // removing a container should close it
1119 close_container ();
1120 }
1121
1122 esrv_del_item (pl->contr, count);
1123 }
1124
1082 /* link the object above us */ 1125 /* link the object above us */
1083 if (above) 1126 // re-link, make sure compiler can easily use cmove
1084 above->below = below; 1127 *(above ? &above->below : &ms.top) = below;
1085 else 1128 *(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 1129
1103 above = 0; 1130 above = 0;
1104 below = 0; 1131 below = 0;
1132
1133 ms.invalidate ();
1105 1134
1106 if (map->in_memory == MAP_SAVING) 1135 if (map->in_memory == MAP_SAVING)
1107 return; 1136 return;
1108 1137
1109 int check_walk_off = !flag [FLAG_NO_APPLY]; 1138 int check_walk_off = !flag [FLAG_NO_APPLY];
1115 * removed (most likely destroyed), update the player view 1144 * removed (most likely destroyed), update the player view
1116 * appropriately. 1145 * appropriately.
1117 */ 1146 */
1118 pl->close_container (); 1147 pl->close_container ();
1119 1148
1149 //TODO: the floorbox prev/next might need updating
1150 //esrv_del_item (pl->contr, count);
1151 //TODO: update floorbox to preserve ordering
1152 if (pl->contr->ns)
1120 pl->contr->ns->floorbox_update (); 1153 pl->contr->ns->floorbox_update ();
1121 } 1154 }
1122 1155
1123 for (tmp = ms.bot; tmp; tmp = tmp->above) 1156 for (tmp = ms.bot; tmp; tmp = tmp->above)
1124 { 1157 {
1125 /* No point updating the players look faces if he is the object 1158 /* No point updating the players look faces if he is the object
1138 } 1171 }
1139 1172
1140 last = tmp; 1173 last = tmp;
1141 } 1174 }
1142 1175
1143 /* last == NULL if there are no objects on this space */ 1176 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); 1177 update_all_los (map, x, y);
1152 } 1178 }
1153} 1179}
1154 1180
1155/* 1181/*
1169 if (!top) 1195 if (!top)
1170 for (top = op; top && top->above; top = top->above) 1196 for (top = op; top && top->above; top = top->above)
1171 ; 1197 ;
1172 1198
1173 for (; top; top = top->below) 1199 for (; top; top = top->below)
1174 {
1175 if (top == op)
1176 continue;
1177
1178 if (object::can_merge (op, top)) 1200 if (object::can_merge (op, top))
1179 { 1201 {
1180 top->nrof += op->nrof; 1202 top->nrof += op->nrof;
1181 1203
1182/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1204 if (object *pl = top->visible_to ())
1183 op->weight = 0; /* Don't want any adjustements now */ 1205 esrv_update_item (UPD_NROF, pl, top);
1206
1207 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already
1209
1184 op->destroy (); 1210 op->destroy ();
1211
1185 return top; 1212 return top;
1186 } 1213 }
1187 }
1188 1214
1189 return 0; 1215 return 0;
1190} 1216}
1191 1217
1192void 1218void
1217 * job preparing multi-part monsters. 1243 * job preparing multi-part monsters.
1218 */ 1244 */
1219object * 1245object *
1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221{ 1247{
1248 op->remove ();
1249
1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 { 1251 {
1224 tmp->x = x + tmp->arch->x; 1252 tmp->x = x + tmp->arch->x;
1225 tmp->y = y + tmp->arch->y; 1253 tmp->y = y + tmp->arch->y;
1226 } 1254 }
1249 * just 'op' otherwise 1277 * just 'op' otherwise
1250 */ 1278 */
1251object * 1279object *
1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1281{
1254 assert (!op->flag [FLAG_FREED]);
1255
1256 object *top, *floor = NULL;
1257
1258 op->remove (); 1282 op->remove ();
1283
1284 if (m == &freed_map)//D TODO: remove soon
1285 {//D
1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1287 }//D
1259 1288
1260 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* 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 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1262 * need extra work 1291 * need extra work
1263 */ 1292 */
1293 maptile *newmap = m;
1264 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1265 { 1295 {
1266 op->destroy (); 1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1267 return 0; 1297 return 0;
1268 } 1298 }
1269 1299
1270 if (object *more = op->more) 1300 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag)) 1301 if (!insert_ob_in_map (more, m, originator, flag))
1272 return 0; 1302 return 0;
1273 1303
1274 CLEAR_FLAG (op, FLAG_REMOVED); 1304 op->flag [FLAG_REMOVED] = false;
1275 1305 op->env = 0;
1276 op->map = m; 1306 op->map = newmap;
1307
1277 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1278 1309
1279 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1280 */ 1311 */
1281 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1283 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1284 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1285 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1286 tmp->destroy (1); 1320 tmp->destroy ();
1287 } 1321 }
1288 1322
1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1290 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1291 1325
1298 { 1332 {
1299 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1300 abort (); 1334 abort ();
1301 } 1335 }
1302 1336
1337 if (!originator->is_on_map ())
1338 {
1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1343
1303 op->above = originator; 1344 op->above = originator;
1304 op->below = originator->below; 1345 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; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1313 } 1349 }
1314 else 1350 else
1315 { 1351 {
1316 top = ms.bot; 1352 object *floor = 0;
1353 object *top = ms.top;
1317 1354
1318 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1319 if (top) 1356 if (top)
1320 { 1357 {
1321 object *last = 0;
1322
1323 /* 1358 /*
1324 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1325 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1326 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1327 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * 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 1365 * 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 1366 * 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 1367 * when lots of spells are cast in one area. Currently, it is presumed
1333 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1334 */ 1369 */
1335 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1336 { 1371 {
1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1338 floor = top; 1373 floor = tmp;
1339 1374
1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1341 { 1376 {
1342 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1343 top = top->below; 1378 top = tmp->below;
1344 break; 1379 break;
1345 } 1380 }
1346 1381
1347 last = top; 1382 top = tmp;
1348 } 1383 }
1349
1350 /* Don't want top to be NULL, so set it to the last valid object */
1351 top = last;
1352 1384
1353 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1354 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1355 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1356 */ 1388 */
1363 */ 1395 */
1364 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1365 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility)) 1398 && (op->face && !faces [op->face].visibility))
1367 { 1399 {
1400 object *last;
1401
1368 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1370 break; 1404 break;
1371 1405
1372 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1380 } /* If objects on this space */ 1414 } /* If objects on this space */
1381 1415
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1417 top = floor;
1384 1418
1385 /* Top is the object that our object (op) is going to get inserted above. 1419 // insert object above top, or bottom-most if top = 0
1386 */
1387
1388 /* First object on this space */
1389 if (!top) 1420 if (!top)
1390 { 1421 {
1422 op->below = 0;
1391 op->above = ms.bot; 1423 op->above = ms.bot;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = 0;
1397 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1427 }
1399 else 1428 else
1400 { /* get inserted into the stack above top */ 1429 {
1401 op->above = top->above; 1430 op->above = top->above;
1402
1403 if (op->above)
1404 op->above->below = op; 1431 top->above = op;
1405 1432
1406 op->below = top; 1433 op->below = top;
1407 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1408 } 1435 }
1436 }
1409 1437
1410 if (!op->above) 1438 if (op->is_player ())
1411 ms.top = op;
1412 } /* else not INS_BELOW_ORIGINATOR */
1413
1414 if (op->type == PLAYER)
1415 { 1439 {
1416 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1417 ++op->map->players; 1441 ++op->map->players;
1418 op->map->touch (); 1442 op->map->touch ();
1419 } 1443 }
1420 1444
1421 op->map->dirty = true; 1445 op->map->dirty = true;
1422 1446
1423 if (object *pl = ms.player ()) 1447 if (object *pl = ms.player ())
1448 //TODO: the floorbox prev/next might need updating
1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1451 if (pl->contr->ns)
1424 pl->contr->ns->floorbox_update (); 1452 pl->contr->ns->floorbox_update ();
1425 1453
1426 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1427 * visible to others on this map. But update_all_los is really 1455 * 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 1456 * 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 1457 * on the map will get recalculated. The players could very well
1430 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1431 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1432 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1433 * of effect may be sufficient. 1461 * of effect may be sufficient.
1434 */ 1462 */
1435 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1436 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1437 1468
1438 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1439 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1440 1471
1441 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1469/* this function inserts an object in the map, but if it 1500/* 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. 1501 * 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. 1502 * op is the object to insert it under: supplies x and the map.
1472 */ 1503 */
1473void 1504void
1474replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1475{ 1506{
1476 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1477 1508
1478 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1479 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1480 tmp->destroy (1); 1511 tmp->destroy ();
1481 1512
1482 object *tmp = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1483 1514
1484 tmp->x = op->x; 1515 tmp->x = op->x;
1485 tmp->y = op->y; 1516 tmp->y = op->y;
1486 1517
1487 insert_ob_in_map (tmp, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1492{ 1523{
1493 if (where->env) 1524 if (where->env)
1494 return where->env->insert (this); 1525 return where->env->insert (this);
1495 else 1526 else
1496 return where->map->insert (this, where->x, where->y, originator, flags); 1527 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} 1528}
1533 1529
1534/* 1530/*
1535 * decrease(object, number) decreases a specified number from 1531 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1544 if (!nr) 1540 if (!nr)
1545 return true; 1541 return true;
1546 1542
1547 nr = min (nr, nrof); 1543 nr = min (nr, nrof);
1548 1544
1545 if (nrof > nr)
1546 {
1549 nrof -= nr; 1547 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0 1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1554 1549
1555 if (object *pl = visible_to ()) 1550 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this); 1551 esrv_update_item (UPD_NROF, pl, this);
1557 1552
1558 return true; 1553 return true;
1559 } 1554 }
1560 else 1555 else
1561 { 1556 {
1562 destroy (1); 1557 destroy ();
1563 return false; 1558 return false;
1564 } 1559 }
1565} 1560}
1566 1561
1567/* 1562/*
1584 } 1579 }
1585 else 1580 else
1586 { 1581 {
1587 decrease (nr); 1582 decrease (nr);
1588 1583
1589 object *op = object_create_clone (this); 1584 object *op = deep_clone ();
1590 op->nrof = nr; 1585 op->nrof = nr;
1591 return op; 1586 return op;
1592 } 1587 }
1593} 1588}
1594 1589
1638 if (object::can_merge (tmp, op)) 1633 if (object::can_merge (tmp, op))
1639 { 1634 {
1640 /* return the original object and remove inserted object 1635 /* return the original object and remove inserted object
1641 (client needs the original object) */ 1636 (client needs the original object) */
1642 tmp->nrof += op->nrof; 1637 tmp->nrof += op->nrof;
1638
1639 if (object *pl = tmp->visible_to ())
1640 esrv_update_item (UPD_NROF, pl, tmp);
1641
1643 adjust_weight (this, op->total_weight ()); 1642 adjust_weight (this, op->total_weight ());
1644 1643
1645 op->destroy (1); 1644 op->destroy ();
1646 op = tmp; 1645 op = tmp;
1647 goto inserted; 1646 goto inserted;
1648 } 1647 }
1649 1648
1650 op->owner = 0; // it's his/hers now. period. 1649 op->owner = 0; // it's his/hers now. period.
1661 1660
1662 inv = op; 1661 inv = op;
1663 1662
1664 op->flag [FLAG_REMOVED] = 0; 1663 op->flag [FLAG_REMOVED] = 0;
1665 1664
1665 if (object *pl = op->visible_to ())
1666 esrv_send_item (pl, op);
1667
1666 adjust_weight (this, op->total_weight ()); 1668 adjust_weight (this, op->total_weight ());
1667 1669
1668inserted: 1670inserted:
1669 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness) 1672 if (op->glow_radius && is_on_map ())
1673 {
1674 update_stats ();
1671 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1672 1676 }
1673 if (object *otmp = in_player ()) 1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1678 // if this is a player's inventory, update stats
1675 otmp->update_stats (); 1679 update_stats ();
1676 1680
1677 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1678 1682
1679 return op; 1683 return op;
1680} 1684}
1763 { 1767 {
1764 1768
1765 float 1769 float
1766 diff = tmp->move_slow_penalty * fabs (op->speed); 1770 diff = tmp->move_slow_penalty * fabs (op->speed);
1767 1771
1768 if (op->type == PLAYER) 1772 if (op->is_player ())
1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1771 diff /= 4.0; 1775 diff /= 4.0;
1772 1776
1773 op->speed_left -= diff; 1777 op->speed_left -= diff;
1808 LOG (llevError, "Present_arch called outside map.\n"); 1812 LOG (llevError, "Present_arch called outside map.\n");
1809 return NULL; 1813 return NULL;
1810 } 1814 }
1811 1815
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1813 if (tmp->arch == at) 1817 if (tmp->arch->archname == at->archname)
1814 return tmp; 1818 return tmp;
1815 1819
1816 return NULL; 1820 return NULL;
1817} 1821}
1818 1822
1882 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1883 */ 1887 */
1884object * 1888object *
1885present_arch_in_ob (const archetype *at, const object *op) 1889present_arch_in_ob (const archetype *at, const object *op)
1886{ 1890{
1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1888 if (tmp->arch == at) 1892 if (tmp->arch->archname == at->archname)
1889 return tmp; 1893 return tmp;
1890 1894
1891 return NULL; 1895 return NULL;
1892} 1896}
1893 1897
1981 * head of the object should correspond for the entire object. 1985 * head of the object should correspond for the entire object.
1982 */ 1986 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue; 1988 continue;
1985 1989
1986 if (ob->blocked (m, pos.x, pos.y)) 1990 if (ob->blocked (pos.m, pos.x, pos.y))
1987 continue; 1991 continue;
1988 1992
1989 altern [index++] = i; 1993 altern [index++] = i;
1990 } 1994 }
1991 1995
2059 * there is capable of. 2063 * there is capable of.
2060 */ 2064 */
2061int 2065int
2062find_dir (maptile *m, int x, int y, object *exclude) 2066find_dir (maptile *m, int x, int y, object *exclude)
2063{ 2067{
2064 int i, max = SIZEOFFREE, mflags; 2068 int max = SIZEOFFREE, mflags;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type; 2069 MoveType move_type;
2071 2070
2072 if (exclude && exclude->head_ () != exclude) 2071 if (exclude && exclude->head_ () != exclude)
2073 { 2072 {
2074 exclude = exclude->head; 2073 exclude = exclude->head;
2075 move_type = exclude->move_type; 2074 move_type = exclude->move_type;
2078 { 2077 {
2079 /* If we don't have anything, presume it can use all movement types. */ 2078 /* If we don't have anything, presume it can use all movement types. */
2080 move_type = MOVE_ALL; 2079 move_type = MOVE_ALL;
2081 } 2080 }
2082 2081
2083 for (i = 1; i < max; i++) 2082 for (int i = 1; i < max; i++)
2084 { 2083 {
2085 mp = m; 2084 mapxy pos (m, x, y);
2086 nx = x + freearr_x[i]; 2085 pos.move (i);
2087 ny = y + freearr_y[i];
2088 2086
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 if (!pos.normalise ())
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i]; 2088 max = maxfree[i];
2093 else 2089 else
2094 { 2090 {
2095 mapspace &ms = mp->at (nx, ny); 2091 mapspace &ms = *pos;
2096 2092
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type) 2093 if ((move_type & ms.move_block) == move_type)
2100 max = maxfree[i]; 2094 max = maxfree [i];
2101 else if (mflags & P_IS_ALIVE) 2095 else if (ms.flags () & P_IS_ALIVE)
2102 { 2096 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2097 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2098 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2099 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i]; 2100 return freedir [i];
2110 } 2101 }
2111 } 2102 }
2112 } 2103 }
2113 2104
2114 return 0; 2105 return 0;
2189 * This basically means that if direction is 15, then it could either go 2180 * 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. 2181 * 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 2182 * Moved from spell_util.c to object.c with the other related direction
2192 * functions. 2183 * functions.
2193 */ 2184 */
2194int reduction_dir[SIZEOFFREE][3] = { 2185const int reduction_dir[SIZEOFFREE][3] = {
2195 {0, 0, 0}, /* 0 */ 2186 {0, 0, 0}, /* 0 */
2196 {0, 0, 0}, /* 1 */ 2187 {0, 0, 0}, /* 1 */
2197 {0, 0, 0}, /* 2 */ 2188 {0, 0, 0}, /* 2 */
2198 {0, 0, 0}, /* 3 */ 2189 {0, 0, 0}, /* 3 */
2199 {0, 0, 0}, /* 4 */ 2190 {0, 0, 0}, /* 4 */
2295int 2286int
2296can_pick (const object *who, const object *item) 2287can_pick (const object *who, const object *item)
2297{ 2288{
2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2289 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2290 (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)); 2291 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2301} 2292}
2302 2293
2303/* 2294/*
2304 * create clone from object to another 2295 * create clone from object to another
2305 */ 2296 */
2306object * 2297object *
2307object_create_clone (object *asrc) 2298object::deep_clone ()
2308{ 2299{
2309 object *dst = 0, *tmp, *src, *prev, *item; 2300 assert (("deep_clone called on non-head object", is_head ()));
2310 2301
2311 if (!asrc) 2302 object *dst = clone ();
2312 return 0;
2313 2303
2314 src = asrc->head_ (); 2304 object *prev = dst;
2315
2316 prev = 0;
2317 for (object *part = src; part; part = part->more) 2305 for (object *part = this->more; part; part = part->more)
2318 { 2306 {
2319 tmp = part->clone (); 2307 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; 2308 tmp->head = dst;
2330
2331 tmp->more = 0;
2332
2333 if (prev)
2334 prev->more = tmp; 2309 prev->more = tmp;
2335
2336 prev = tmp; 2310 prev = tmp;
2337 } 2311 }
2338 2312
2339 for (item = src->inv; item; item = item->below) 2313 for (object *item = inv; item; item = item->below)
2340 insert_ob_in_ob (object_create_clone (item), dst); 2314 insert_ob_in_ob (item->deep_clone (), dst);
2341 2315
2342 return dst; 2316 return dst;
2343} 2317}
2344 2318
2345/* This returns the first object in who's inventory that 2319/* This returns the first object in who's inventory that
2354 return tmp; 2328 return tmp;
2355 2329
2356 return 0; 2330 return 0;
2357} 2331}
2358 2332
2359/* If ob has a field named key, return the link from the list, 2333shstr_tmp
2360 * otherwise return NULL. 2334object::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{ 2335{
2368 for (key_value *link = ob->key_values; link; link = link->next) 2336 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (link->key == key) 2337 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; 2338 return kv->value;
2404 2339
2405 return 0; 2340 return shstr ();
2406} 2341}
2407 2342
2408/* 2343void
2409 * Updates the canonical_key in op to value. 2344object::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{ 2345{
2421 key_value *field = NULL, *last = NULL; 2346 for (key_value *kv = key_values; kv; kv = kv->next)
2422 2347 if (kv->key == key)
2423 for (field = op->key_values; field != NULL; field = field->next)
2424 {
2425 if (field->key != canonical_key)
2426 { 2348 {
2427 last = field; 2349 kv->value = value;
2428 continue; 2350 return;
2429 } 2351 }
2430 2352
2431 if (value) 2353 key_value *kv = new key_value;
2432 field->value = value; 2354
2433 else 2355 kv->next = key_values;
2356 kv->key = key;
2357 kv->value = value;
2358
2359 key_values = kv;
2360}
2361
2362void
2363object::kv_del (shstr_tmp key)
2364{
2365 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2366 if ((*kvp)->key == key)
2434 { 2367 {
2435 /* Basically, if the archetype has this key set, 2368 key_value *kv = *kvp;
2436 * we need to store the null value so when we save 2369 *kvp = (*kvp)->next;
2437 * it, we save the empty value so that when we load, 2370 delete kv;
2438 * we get this value back again. 2371 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 } 2372 }
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} 2373}
2497 2374
2498object::depth_iterator::depth_iterator (object *container) 2375object::depth_iterator::depth_iterator (object *container)
2499: iterator_base (container) 2376: iterator_base (container)
2500{ 2377{
2550{ 2427{
2551 char flagdesc[512]; 2428 char flagdesc[512];
2552 char info2[256 * 4]; 2429 char info2[256 * 4];
2553 char *p = info; 2430 char *p = info;
2554 2431
2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2432 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2556 count, 2433 count,
2557 uuid.c_str (), 2434 uuid.c_str (),
2558 &name, 2435 &name,
2559 title ? "\",title:\"" : "", 2436 title ? ",title:\"" : "",
2560 title ? (const char *)title : "", 2437 title ? (const char *)title : "",
2438 title ? "\"" : "",
2561 flag_desc (flagdesc, 512), type); 2439 flag_desc (flagdesc, 512), type);
2562 2440
2563 if (!this->flag[FLAG_REMOVED] && env) 2441 if (!flag[FLAG_REMOVED] && env)
2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2442 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2565 2443
2566 if (map) 2444 if (map)
2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2445 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2568 2446
2598object::open_container (object *new_container) 2476object::open_container (object *new_container)
2599{ 2477{
2600 if (container == new_container) 2478 if (container == new_container)
2601 return; 2479 return;
2602 2480
2603 if (object *old_container = container) 2481 object *old_container = container;
2482
2483 if (old_container)
2604 { 2484 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2485 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return; 2486 return;
2607 2487
2608#if 0 2488#if 0
2610 if (object *closer = old_container->inv) 2490 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON) 2491 if (closer->type == CLOSE_CON)
2612 closer->destroy (); 2492 closer->destroy ();
2613#endif 2493#endif
2614 2494
2495 // make sure the container is available
2496 esrv_send_item (this, old_container);
2497
2615 old_container->flag [FLAG_APPLIED] = 0; 2498 old_container->flag [FLAG_APPLIED] = false;
2616 container = 0; 2499 container = 0;
2617 2500
2501 // client needs item update to make it work, client bug requires this to be separate
2618 esrv_update_item (UPD_FLAGS, this, old_container); 2502 esrv_update_item (UPD_FLAGS, this, old_container);
2503
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2504 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2620 play_sound (sound_find ("chest_close")); 2505 play_sound (sound_find ("chest_close"));
2621 } 2506 }
2622 2507
2623 if (new_container) 2508 if (new_container)
2624 { 2509 {
2634 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2519 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2635 new_container->insert (closer); 2520 new_container->insert (closer);
2636 } 2521 }
2637#endif 2522#endif
2638 2523
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2524 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2640 2525
2526 // make sure the container is available, client bug requires this to be separate
2527 esrv_send_item (this, new_container);
2528
2641 new_container->flag [FLAG_APPLIED] = 1; 2529 new_container->flag [FLAG_APPLIED] = true;
2642 container = new_container; 2530 container = new_container;
2643 2531
2532 // client needs flag change
2644 esrv_update_item (UPD_FLAGS, this, new_container); 2533 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container); 2534 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open")); 2535 play_sound (sound_find ("chest_open"));
2647 } 2536 }
2537// else if (!old_container->env && contr && contr->ns)
2538// contr->ns->floorbox_reset ();
2648} 2539}
2649 2540
2650object * 2541object *
2651object::force_find (const shstr name) 2542object::force_find (shstr_tmp name)
2652{ 2543{
2653 /* cycle through his inventory to look for the MARK we want to 2544 /* cycle through his inventory to look for the MARK we want to
2654 * place 2545 * place
2655 */ 2546 */
2656 for (object *tmp = inv; tmp; tmp = tmp->below) 2547 for (object *tmp = inv; tmp; tmp = tmp->below)
2658 return splay (tmp); 2549 return splay (tmp);
2659 2550
2660 return 0; 2551 return 0;
2661} 2552}
2662 2553
2663void 2554object *
2664object::force_add (const shstr name, int duration) 2555object::force_add (shstr_tmp name, int duration)
2665{ 2556{
2666 if (object *force = force_find (name)) 2557 if (object *force = force_find (name))
2667 force->destroy (); 2558 force->destroy ();
2668 2559
2669 object *force = get_archetype (FORCE_NAME); 2560 object *force = get_archetype (FORCE_NAME);
2674 2565
2675 force->set_speed (duration ? 1.f / duration : 0.f); 2566 force->set_speed (duration ? 1.f / duration : 0.f);
2676 force->flag [FLAG_IS_USED_UP] = true; 2567 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true; 2568 force->flag [FLAG_APPLIED] = true;
2678 2569
2679 insert (force); 2570 return insert (force);
2680} 2571}
2681 2572
2682void 2573void
2683object::play_sound (faceidx sound) 2574object::play_sound (faceidx sound) const
2684{ 2575{
2685 if (!sound) 2576 if (!sound)
2686 return; 2577 return;
2687 2578
2688 if (flag [FLAG_REMOVED]) 2579 if (is_on_map ())
2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2689 return; 2604 return;
2690 2605
2691 if (env) 2606 // find old force, or create new one
2692 { 2607 object *force = force_find (shstr_noise_force);
2693 if (object *pl = in_player ()) 2608
2694 pl->contr->play_sound (sound); 2609 if (force)
2695 } 2610 force->speed_left = -1.f; // patch old speed up
2696 else 2611 else
2697 map->play_sound (sound, x, y); 2612 {
2698} 2613 force = archetype::get (shstr_noise_force);
2699 2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

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