--- deliantra/server/common/object.C 2008/04/30 08:29:31 1.223
+++ deliantra/server/common/object.C 2010/03/26 00:05:45 1.313
@@ -1,22 +1,23 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * Deliantra is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 of the License, or (at your
+ * option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see .
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
* The authors can be reached via e-mail to
*/
@@ -27,17 +28,19 @@
#include
#include
#include
-#include
#include
UUID UUID::cur;
static uint64_t seq_next_save;
static const uint64 UUID_GAP = 1<<19;
+uint32_t mapspace::smellcount = 10000;
objectvec objects;
activevec actives;
+//+GPL
+
short freearr_x[SIZEOFFREE] = {
0,
0, 1, 1, 1, 0, -1, -1, -1,
@@ -50,12 +53,6 @@
-2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
-3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
};
-int maxfree[SIZEOFFREE] = {
- 0,
- 9, 10, 13, 14, 17, 18, 21, 22,
- 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
- 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
-};
int freedir[SIZEOFFREE] = {
0,
1, 2, 3, 4, 5, 6, 7, 8,
@@ -63,6 +60,13 @@
1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
};
+static int maxfree[SIZEOFFREE] = {
+ 0,
+ 9, 10, 13, 14, 17, 18, 21, 22,
+ 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
+ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
+};
+
static void
write_uuid (uval64 skip, bool sync)
{
@@ -74,7 +78,7 @@
}
static void
-read_uuid (void)
+read_uuid ()
{
char filename[MAX_BUF];
@@ -98,7 +102,7 @@
_exit (1);
}
- UUID::BUF buf;
+ char buf [UUID::MAX_LEN];
buf[0] = 0;
fgets (buf, sizeof (buf), fp);
@@ -137,37 +141,87 @@
read_uuid ();
}
-/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
-static bool
-compare_ob_value_lists_one (const object *wants, const object *has)
+bool
+UUID::parse (const char *s)
{
- key_value *wants_field;
+ if (*s++ != '<' || *s++ != '1' || *s++ != '.')
+ return false;
- /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
- * objects with lists are rare, and lists stay short. If not, use a
- * different structure or at least keep the lists sorted...
- */
+ seq = 0;
- /* For each field in wants, */
- for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
+ while (*s != '>')
{
- key_value *has_field;
+ if (*s < '0')
+ return false;
- /* Look for a field in has with the same key. */
- has_field = get_ob_key_link (has, wants_field->key);
+ // this gives nice branchless code with gcc
+ assert ('0' < 'a' && '0' == 48 && 'a' == 97);
+ int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
- if (!has_field)
- return 0; /* No field with that name. */
+ seq = (seq << 4) | digit;
- /* Found the matching field. */
- if (has_field->value != wants_field->value)
- return 0; /* Values don't match, so this half of the comparison is false. */
+ ++s;
+ }
+
+ return true;
+}
+
+char *
+UUID::append (char *buf) const
+{
+ *buf++ = '<';
+ *buf++ = '1';
+ *buf++ = '.';
+
+ uint64_t seq = this->seq;
+ const int bits = 64;
+ char nz = 0;
+ static const char tohex [] = "0123456789abcdef";
+
+ // assert (len >= 3 + bits / 4 + 1 + 1);
+ for (int i = bits / 4; --i; )
+ {
+ uint8_t digit = seq >> (bits - 4);
- /* If we get here, we found a match. Now for the next field in wants. */
+ *buf = tohex [digit];
+ nz |= digit;
+ buf += nz ? 1 : 0;
+ seq <<= 4;
}
+ // last digit is special - always emit
+ uint8_t digit = seq >> (bits - 4);
+ *buf++ = tohex [digit];
+
+ *buf++ = '>';
+
+ return buf;
+}
+
+char *
+UUID::c_str () const
+{
+ static char buf [MAX_LEN];
+ *append (buf) = 0;
+ return buf;
+}
+
+/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
+static bool
+compare_ob_value_lists_one (const object *wants, const object *has)
+{
+ /* n-squared behaviour (see kv_get), but I'm hoping both
+ * objects with lists are rare, and lists stay short. If not, use a
+ * different structure or at least keep the lists sorted...
+ */
+
+ /* For each field in wants, */
+ for (key_value *kv = wants->key_values; kv; kv = kv->next)
+ if (has->kv_get (kv->key) != kv->value)
+ return false;
+
/* If we get here, every field in wants has a matching field in has. */
- return 1;
+ return true;
}
/* Returns TRUE if ob1 has the same key_values as ob2. */
@@ -177,7 +231,8 @@
/* However, there may be fields in has which aren't partnered in wants,
* so we need to run the comparison *twice*. :(
*/
- return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
+ return compare_ob_value_lists_one (ob1, ob2)
+ && compare_ob_value_lists_one (ob2, ob1);
}
/* Function examines the 2 objects given to it, and returns true if
@@ -194,20 +249,17 @@
*/
bool object::can_merge_slow (object *ob1, object *ob2)
{
- /* A couple quicksanity checks */
+ /* A couple quick sanity checks */
if (ob1 == ob2
|| ob1->type != ob2->type
- || ob1->speed != ob2->speed
|| ob1->value != ob2->value
- || ob1->name != ob2->name)
+ || ob1->name != ob2->name
+ || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
return 0;
- /* Do not merge objects if nrof would overflow. First part checks
- * for unsigned overflow (2c), second part checks whether the result
- * would fit into a 32 bit signed int, which is often used to hold
- * nrof values.
- */
- if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
+ /* Do not merge objects if nrof would overflow, assume nrof
+ * is always 0 .. 2**31-1 */
+ if (ob1->nrof > 0x7fffffff - ob2->nrof)
return 0;
/* If the objects have been identified, set the BEEN_APPLIED flag.
@@ -222,7 +274,7 @@
if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
SET_FLAG (ob2, FLAG_BEEN_APPLIED);
- if (ob1->arch->name != ob2->arch->name
+ if (ob1->arch->archname != ob2->arch->archname
|| ob1->name != ob2->name
|| ob1->title != ob2->title
|| ob1->msg != ob2->msg
@@ -233,8 +285,9 @@
|| ob1->skill != ob2->skill
|| ob1->value != ob2->value
|| ob1->animation_id != ob2->animation_id
+ || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
|| ob1->client_type != ob2->client_type
- || ob1->materialname != ob2->materialname
+ || ob1->material != ob2->material
|| ob1->lore != ob2->lore
|| ob1->subtype != ob2->subtype
|| ob1->move_type != ob2->move_type
@@ -243,14 +296,13 @@
|| ob1->move_on != ob2->move_on
|| ob1->move_off != ob2->move_off
|| ob1->move_slow != ob2->move_slow
- || ob1->move_slow_penalty != ob2->move_slow_penalty
+ || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
|| memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
|| memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
return 0;
if ((ob1->flag ^ ob2->flag)
.reset (FLAG_INV_LOCKED)
- .reset (FLAG_CLIENT_SENT)
.reset (FLAG_REMOVED)
.any ())
return 0;
@@ -342,17 +394,17 @@
if (env)
{
// the player inventory itself is always visible
- if (env->type == PLAYER)
+ if (env->is_player ())
return env;
// else a player could have our env open
- object *envest = env->outer_env ();
+ object *envest = env->outer_env_or_self ();
// the player itself is always on a map, so we will find him here
// even if our inv is in a player.
if (envest->is_on_map ())
if (object *pl = envest->ms ().player ())
- if (pl->container == env)
+ if (pl->container_ () == env)
return pl;
}
else
@@ -360,7 +412,8 @@
// maybe there is a player standing on the same mapspace
// this will catch the case where "this" is a player
if (object *pl = ms ().player ())
- if (!pl->container || this == pl->container)
+ if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
+ || pl->container_ () == this)
return pl;
}
}
@@ -370,7 +423,7 @@
// adjust weight per container type ("of holding")
static sint32
-weight_adjust (object *op, sint32 weight)
+weight_adjust_for (object *op, sint32 weight)
{
return op->type == CONTAINER
? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
@@ -386,7 +439,10 @@
{
while (op)
{
- weight = weight_adjust (op, weight);
+ // adjust by actual difference to account for rounding errors
+ // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
+ weight = weight_adjust_for (op, op->carrying)
+ - weight_adjust_for (op, op->carrying - weight);
if (!weight)
return;
@@ -419,7 +475,7 @@
sum += op->total_weight ();
}
- sum = weight_adjust (this, sum);
+ sum = weight_adjust_for (this, sum);
if (sum != carrying)
{
@@ -445,27 +501,10 @@
return freezer.as_string ();
}
-/*
- * get_nearest_part(multi-object, object 2) returns the part of the
- * multi-object 1 which is closest to the second object.
- * If it's not a multi-object, it is returned.
- */
-object *
-get_nearest_part (object *op, const object *pl)
+char *
+object::as_string ()
{
- object *tmp, *closest;
- int last_dist, i;
-
- if (!op->more)
- return op;
-
- for (last_dist = distance (op, pl), closest = op, tmp = op->more;
- tmp;
- tmp = tmp->more)
- if ((i = distance (tmp, pl)) < last_dist)
- closest = tmp, last_dist = i;
-
- return closest;
+ return dump_object (this);
}
/*
@@ -483,6 +522,21 @@
}
/*
+ * Returns the object which has the uuid equal to the argument.
+ * MOAR VERRRY slow.
+ */
+
+object *
+find_object_uuid (UUID i)
+{
+ for_all_objects (op)
+ if (op->uuid == i)
+ return op;
+
+ return 0;
+}
+
+/*
* Returns the first object which has a name equal to the argument.
* Used only by the patch command, but not all that useful.
* Enables features like "patch food 999"
@@ -491,13 +545,13 @@
find_object_name (const char *str)
{
shstr_cmp str_ (str);
- object *op;
- for_all_objects (op)
- if (op->name == str_)
- break;
+ if (str_)
+ for_all_objects (op)
+ if (op->name == str_)
+ return op;
- return op;
+ return 0;
}
/*
@@ -569,7 +623,8 @@
new_draw_info_format (NDI_UNIQUE, 0, this,
"You try to balance all your items at once, "
"but the %s is just too much for your body. "
- "[You need to unapply some items first.]", &ob->name);
+ "[You need to unapply some items first - use the 'body' command to see "
+ "how many items you cna wera on a specific body part.]", &ob->name);
return false;
}
@@ -605,35 +660,39 @@
op->key_values = 0;
}
-object &
-object::operator =(const object &src)
+/*
+ * copy_to first frees everything allocated by the dst object,
+ * and then copies the contents of itself into the second
+ * object, allocating what needs to be allocated. Basically, any
+ * data that is malloc'd needs to be re-malloc/copied. Otherwise,
+ * if the first object is freed, the pointers in the new object
+ * will point at garbage.
+ */
+void
+object::copy_to (object *dst)
{
- bool is_freed = flag [FLAG_FREED];
- bool is_removed = flag [FLAG_REMOVED];
-
- *(object_copy *)this = src;
-
- flag [FLAG_FREED] = is_freed;
- flag [FLAG_REMOVED] = is_removed;
+ dst->remove ();
+ *(object_copy *)dst = *this;
+ dst->flag [FLAG_REMOVED] = true;
/* Copy over key_values, if any. */
- if (src.key_values)
+ if (key_values)
{
key_value *tail = 0;
- key_values = 0;
+ dst->key_values = 0;
- for (key_value *i = src.key_values; i; i = i->next)
+ for (key_value *i = key_values; i; i = i->next)
{
key_value *new_link = new key_value;
- new_link->next = 0;
- new_link->key = i->key;
+ new_link->next = 0;
+ new_link->key = i->key;
new_link->value = i->value;
/* Try and be clever here, too. */
- if (!key_values)
+ if (!dst->key_values)
{
- key_values = new_link;
+ dst->key_values = new_link;
tail = new_link;
}
else
@@ -643,25 +702,8 @@
}
}
}
-}
-
-/*
- * copy_to first frees everything allocated by the dst object,
- * and then copies the contents of itself into the second
- * object, allocating what needs to be allocated. Basically, any
- * data that is malloc'd needs to be re-malloc/copied. Otherwise,
- * if the first object is freed, the pointers in the new object
- * will point at garbage.
- */
-void
-object::copy_to (object *dst)
-{
- *dst = *this;
- if (speed < 0)
- dst->speed_left -= rndm ();
-
- dst->set_speed (dst->speed);
+ dst->activate ();
}
void
@@ -670,7 +712,12 @@
if (!uuid.seq) // HACK
uuid = UUID::gen ();
- speed_left = -0.1f;
+ // TODO: unclean state changes, should nt be done in copy_to AND instantiate
+ if (flag [FLAG_RANDOM_SPEED] && speed)
+ speed_left = - speed - rndm (); // TODO animation
+ else
+ speed_left = -1.;
+
/* copy the body_info to the body_used - this is only really
* need for monsters, but doesn't hurt to do it for everything.
* by doing so, when a monster is created, it has good starting
@@ -688,6 +735,12 @@
{
object *neu = create ();
copy_to (neu);
+
+ // TODO: unclean state changes, should not be done in clone AND instantiate
+ if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
+ neu->speed_left = - neu->speed - rndm (); // TODO animation
+
+ neu->map = map; // not copied by copy_to
return neu;
}
@@ -714,12 +767,6 @@
void
object::set_speed (float speed)
{
- if (flag [FLAG_FREED] && speed)
- {
- LOG (llevError, "Object %s is freed but has speed.\n", &name);
- speed = 0;
- }
-
this->speed = speed;
if (has_active_speed ())
@@ -779,10 +826,11 @@
/* nop */;
else if (action == UP_OBJ_INSERT)
{
+#if 0
// this is likely overkill, TODO: revisit (schmorp)
if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
|| (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
- || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
+ || (op->is_player () && !(m.flags_ & P_PLAYER))
|| (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
|| (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
|| (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
@@ -790,18 +838,21 @@
|| (m.move_off | op->move_off ) != m.move_off
|| (m.move_slow | op->move_slow) != m.move_slow
/* This isn't perfect, but I don't expect a lot of objects to
- * to have move_allow right now.
+ * have move_allow right now.
*/
|| ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
- || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
- m.flags_ = 0;
+ m.invalidate ();
+#else
+ // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
+ m.invalidate ();
+#endif
}
/* if the object is being removed, we can't make intelligent
* decisions, because remove_ob can't really pass the object
* that is being removed.
*/
else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
- m.flags_ = 0;
+ m.invalidate ();
else if (action == UP_OBJ_FACE)
/* Nothing to do for that case */ ;
else
@@ -815,8 +866,9 @@
{
SET_FLAG (this, FLAG_REMOVED);
- expmul = 1.0;
- face = blank_face;
+ //expmul = 1.0; declared const for the time being
+ face = blank_face;
+ material = MATERIAL_NULL;
}
object::~object ()
@@ -855,7 +907,12 @@
return;
if (has_active_speed ())
- actives.insert (this);
+ {
+ if (flag [FLAG_FREED])
+ LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
+
+ actives.insert (this);
+ }
}
void
@@ -926,14 +983,11 @@
if (!drop_to_ground
|| !map
|| map->in_memory != MAP_ACTIVE
- || map->nodrop
+ || map->no_drop
|| ms ().move_block == MOVE_ALL)
{
while (inv)
- {
- inv->destroy_inv (false);
- inv->destroy ();
- }
+ inv->destroy ();
}
else
{ /* Put objects in inventory onto this space */
@@ -947,7 +1001,7 @@
|| op->type == TRAP
|| op->flag [FLAG_IS_A_TEMPLATE]
|| op->flag [FLAG_DESTROY_ON_DEATH])
- op->destroy (true);
+ op->destroy ();
else
map->insert (op, x, y);
}
@@ -965,22 +1019,28 @@
{
freed_map ()
{
- path = "";
- name = "/internal/freed_objects_map";
- width = 3;
- height = 3;
- nodrop = 1;
+ path = "";
+ name = "/internal/freed_objects_map";
+ width = 3;
+ height = 3;
+ no_drop = 1;
+ no_reset = 1;
alloc ();
in_memory = MAP_ACTIVE;
}
+
+ ~freed_map ()
+ {
+ destroy ();
+ }
} freed_map; // freed objects are moved here to avoid crashes
void
object::do_destroy ()
{
if (flag [FLAG_IS_LINKED])
- remove_button_link (this);
+ remove_link ();
if (flag [FLAG_FRIENDLY])
remove_friendly_object (this);
@@ -1015,7 +1075,7 @@
}
void
-object::destroy (bool destroy_inventory)
+object::destroy ()
{
if (destroyed ())
return;
@@ -1023,11 +1083,11 @@
if (!is_head () && !head->destroyed ())
{
LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
- head->destroy (destroy_inventory);
+ head->destroy ();
return;
}
- destroy_inv (!destroy_inventory);
+ destroy_inv (false);
if (is_head ())
if (sound_destroy)
@@ -1048,9 +1108,6 @@
void
object::do_remove ()
{
- object *tmp, *last = 0;
- object *otmp;
-
if (flag [FLAG_REMOVED])
return;
@@ -1074,10 +1131,7 @@
adjust_weight (env, -total_weight ());
- *(above ? &above->below : &env->inv) = below;
-
- if (below)
- below->above = above;
+ object *pl = in_player ();
/* we set up values so that it could be inserted into
* the map, but we don't actually do that - it is up
@@ -1086,16 +1140,22 @@
map = env->map;
x = env->x;
y = env->y;
+
+ // make sure cmov optimisation is applicable
+ *(above ? &above->below : &env->inv) = below;
+ *(below ? &below->above : &above ) = above; // &above is just a dummy
+
above = 0;
below = 0;
env = 0;
- /* NO_FIX_PLAYER is set when a great many changes are being
- * made to players inventory. If set, avoiding the call
- * to save cpu time.
- */
- if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
- otmp->update_stats ();
+ if (pl && pl->is_player ())
+ {
+ pl->contr->queue_stats_update ();
+
+ if (glow_radius && pl->is_on_map ())
+ update_all_los (pl->map, pl->x, pl->y);
+ }
}
else if (map)
{
@@ -1104,8 +1164,11 @@
if (object *pl = ms.player ())
{
- if (type == PLAYER) // this == pl(!)
+ if (is_player ())
{
+ if (!flag [FLAG_WIZPASS])
+ ms.smell = ++mapspace::smellcount; // remember the smell of the player
+
// leaving a spot always closes any open container on the ground
if (container && !container->env)
// this causes spurious floorbox updates, but it ensures
@@ -1115,7 +1178,7 @@
--map->players;
map->touch ();
}
- else if (pl->container == this)
+ else if (pl->container_ () == this)
{
// removing a container should close it
close_container ();
@@ -1125,29 +1188,15 @@
}
/* link the object above us */
- if (above)
- above->below = below;
- else
- ms.top = below; /* we were top, set new top */
-
- /* Relink the object below us, if there is one */
- if (below)
- below->above = above;
- else
- {
- /* Nothing below, which means we need to relink map object for this space
- * use translated coordinates in case some oddness with map tiling is
- * evident
- */
- if (GET_MAP_OB (map, x, y) != this)
- 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 ());
-
- ms.bot = above; /* goes on above it. */
- }
+ // re-link, make sure compiler can easily use cmove
+ *(above ? &above->below : &ms.top) = below;
+ *(below ? &below->above : &ms.bot) = above;
above = 0;
below = 0;
+ ms.invalidate ();
+
if (map->in_memory == MAP_SAVING)
return;
@@ -1155,7 +1204,7 @@
if (object *pl = ms.player ())
{
- if (pl->container == this)
+ if (pl->container_ () == this)
/* If a container that the player is currently using somehow gets
* removed (most likely destroyed), update the player view
* appropriately.
@@ -1163,37 +1212,28 @@
pl->close_container ();
//TODO: the floorbox prev/next might need updating
- esrv_del_item (pl->contr, count);
+ //esrv_del_item (pl->contr, count);
+ //TODO: update floorbox to preserve ordering
+ if (pl->contr->ns)
+ pl->contr->ns->floorbox_update ();
}
- for (tmp = ms.bot; tmp; tmp = tmp->above)
- {
- /* No point updating the players look faces if he is the object
- * being removed.
- */
-
- /* See if object moving off should effect something */
- if (check_walk_off
- && ((move_type & tmp->move_off)
- && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
- {
- move_apply (tmp, this, 0);
-
- if (destroyed ())
- LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
- }
+ if (check_walk_off)
+ for (object *above, *tmp = ms.bot; tmp; tmp = above)
+ {
+ above = tmp->above;
- last = tmp;
- }
+ /* No point updating the players look faces if he is the object
+ * being removed.
+ */
- /* last == NULL if there are no objects on this space */
- //TODO: this makes little sense, why only update the topmost object?
- if (!last)
- map->at (x, y).flags_ = 0;
- else
- update_object (last, UP_OBJ_REMOVE);
+ /* See if object moving off should effect something */
+ if ((move_type & tmp->move_off)
+ && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
+ move_apply (tmp, this, 0);
+ }
- if (flag [FLAG_BLOCKSVIEW] || glow_radius)
+ if (affects_los ())
update_all_los (map, x, y);
}
}
@@ -1227,7 +1267,7 @@
op->weight = 0; // cancel the addition above
op->carrying = 0; // must be 0 already
- op->destroy (1);
+ op->destroy ();
return top;
}
@@ -1245,7 +1285,7 @@
for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
{
- object *op = arch_to_object (at);
+ object *op = at->instance ();
op->name = name;
op->name_pl = name_pl;
@@ -1265,6 +1305,8 @@
object *
insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
{
+ op->remove ();
+
for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
{
tmp->x = x + tmp->arch->x;
@@ -1291,23 +1333,27 @@
*
* Return value:
* new object if 'op' was merged with other object
- * NULL if 'op' was destroyed
+ * NULL if there was an error (destroyed, blocked etc.)
* just 'op' otherwise
*/
object *
insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
{
- assert (!op->flag [FLAG_FREED]);
-
op->remove ();
+ if (m == &freed_map)//D TODO: remove soon
+ {//D
+ LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
+ }//D
+
/* Ideally, the caller figures this out. However, it complicates a lot
* of areas of callers (eg, anything that uses find_free_spot would now
* need extra work
*/
- if (!xy_normalise (m, op->x, op->y))
+ maptile *newmap = m;
+ if (!xy_normalise (newmap, op->x, op->y))
{
- op->destroy (1);
+ op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
return 0;
}
@@ -1315,9 +1361,10 @@
if (!insert_ob_in_map (more, m, originator, flag))
return 0;
- CLEAR_FLAG (op, FLAG_REMOVED);
+ op->flag [FLAG_REMOVED] = false;
+ op->env = 0;
+ op->map = newmap;
- op->map = m;
mapspace &ms = op->ms ();
/* this has to be done after we translate the coordinates.
@@ -1326,11 +1373,11 @@
for (object *tmp = ms.bot; tmp; tmp = tmp->above)
if (object::can_merge (op, tmp))
{
- // TODO: we atcually want to update tmp, not op,
+ // TODO: we actually want to update tmp, not op,
// but some caller surely breaks when we return tmp
// from here :/
op->nrof += tmp->nrof;
- tmp->destroy (1);
+ tmp->destroy ();
}
CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
@@ -1347,28 +1394,27 @@
abort ();
}
+ if (!originator->is_on_map ())
+ {
+ LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
+ op->debug_desc (), originator->debug_desc ());
+ abort ();
+ }
+
op->above = originator;
op->below = originator->below;
-
- if (op->below)
- op->below->above = op;
- else
- ms.bot = op;
-
- /* since *below* originator, no need to update top */
originator->below = op;
+
+ *(op->below ? &op->below->above : &ms.bot) = op;
}
else
{
- object *top, *floor = NULL;
-
- top = ms.bot;
+ object *floor = 0;
+ object *top = ms.top;
/* If there are other objects, then */
if (top)
{
- object *last = 0;
-
/*
* If there are multiple objects on this space, we do some trickier handling.
* We've already dealt with merging if appropriate.
@@ -1381,24 +1427,21 @@
* when lots of spells are cast in one area. Currently, it is presumed
* that flying non pickable objects are spell objects.
*/
- for (top = ms.bot; top; top = top->above)
+ for (object *tmp = ms.bot; tmp; tmp = tmp->above)
{
- if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
- floor = top;
+ if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
+ floor = tmp;
- if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
+ if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
{
/* We insert above top, so we want this object below this */
- top = top->below;
+ top = tmp->below;
break;
}
- last = top;
+ top = tmp;
}
- /* Don't want top to be NULL, so set it to the last valid object */
- top = last;
-
/* We let update_position deal with figuring out what the space
* looks like instead of lots of conditions here.
* makes things faster, and effectively the same result.
@@ -1414,6 +1457,8 @@
&& ms.flags () & P_BLOCKSVIEW
&& (op->face && !faces [op->face].visibility))
{
+ object *last;
+
for (last = top; last != floor; last = last->below)
if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
break;
@@ -1431,36 +1476,26 @@
if (flag & INS_ABOVE_FLOOR_ONLY)
top = floor;
- /* Top is the object that our object (op) is going to get inserted above.
- */
-
- /* First object on this space */
+ // insert object above top, or bottom-most if top = 0
if (!top)
{
- op->above = ms.bot;
-
- if (op->above)
- op->above->below = op;
-
op->below = 0;
+ op->above = ms.bot;
ms.bot = op;
+
+ *(op->above ? &op->above->below : &ms.top) = op;
}
else
- { /* get inserted into the stack above top */
+ {
op->above = top->above;
-
- if (op->above)
- op->above->below = op;
+ top->above = op;
op->below = top;
- top->above = op;
+ *(op->above ? &op->above->below : &ms.top) = op;
}
+ }
- if (!op->above)
- ms.top = op;
- } /* else not INS_BELOW_ORIGINATOR */
-
- if (op->type == PLAYER)
+ if (op->is_player ())
{
op->contr->do_los = 1;
++op->map->players;
@@ -1471,7 +1506,10 @@
if (object *pl = ms.player ())
//TODO: the floorbox prev/next might need updating
- esrv_send_item (pl, op);
+ //esrv_send_item (pl, op);
+ //TODO: update floorbox to preserve ordering
+ if (pl->contr->ns)
+ pl->contr->ns->floorbox_update ();
/* If this object glows, it may affect lighting conditions that are
* visible to others on this map. But update_all_los is really
@@ -1482,8 +1520,11 @@
* or just updating the P_UPTODATE for spaces within this area
* of effect may be sufficient.
*/
- if (op->map->darkness && (op->glow_radius != 0))
- update_all_los (op->map, op->x, op->y);
+ if (op->affects_los ())
+ {
+ op->ms ().invalidate ();
+ update_all_los (op->map, op->x, op->y);
+ }
/* updates flags (blocked, alive, no magic, etc) for this map space */
update_object (op, UP_OBJ_INSERT);
@@ -1500,7 +1541,7 @@
*/
/* if this is not the head or flag has been passed, don't check walk on status */
- if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
+ if (!(flag & INS_NO_WALK_ON) && op->is_head ())
{
if (check_move_on (op, originator))
return 0;
@@ -1521,15 +1562,15 @@
* op is the object to insert it under: supplies x and the map.
*/
void
-replace_insert_ob_in_map (const char *arch_string, object *op)
+replace_insert_ob_in_map (shstr_tmp archname, object *op)
{
/* first search for itself and remove any old instances */
for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
- if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
- tmp->destroy (1);
+ if (tmp->arch->archname == archname) /* same archetype */
+ tmp->destroy ();
- object *tmp = arch_to_object (archetype::find (arch_string));
+ object *tmp = archetype::find (archname)->instance ();
tmp->x = op->x;
tmp->y = op->y;
@@ -1546,6 +1587,28 @@
return where->map->insert (this, where->x, where->y, originator, flags);
}
+// check whether we can put this into the map, respect max_volume, max_items
+bool
+object::can_drop_at (maptile *m, int x, int y, object *originator)
+{
+ mapspace &ms = m->at (x, y);
+
+ int items = ms.items ();
+
+ if (!items // testing !items ensures we can drop at least one item
+ || (items < m->max_items
+ && ms.volume () < m->max_volume))
+ return true;
+
+ if (originator && originator->is_player ())
+ originator->contr->failmsg (format (
+ "No matter how hard you try, you just cannot put the %s here H",
+ query_name ()
+ ));
+
+ return false;
+}
+
/*
* decrease(object, number) decreases a specified number from
* the amount of an object. If the amount reaches 0, the object
@@ -1561,11 +1624,10 @@
nr = min (nr, nrof);
- nrof -= nr;
-
- if (nrof)
+ if (nrof > nr)
{
- adjust_weight (env, -weight * nr); // carrying == 0
+ nrof -= nr;
+ adjust_weight (env, -weight * max (1, nr)); // carrying == 0
if (object *pl = visible_to ())
esrv_update_item (UPD_NROF, pl, this);
@@ -1574,7 +1636,7 @@
}
else
{
- destroy (1);
+ destroy ();
return false;
}
}
@@ -1601,7 +1663,7 @@
{
decrease (nr);
- object *op = object_create_clone (this);
+ object *op = deep_clone ();
op->nrof = nr;
return op;
}
@@ -1661,7 +1723,7 @@
adjust_weight (this, op->total_weight ());
- op->destroy (1);
+ op->destroy ();
op = tmp;
goto inserted;
}
@@ -1689,12 +1751,14 @@
inserted:
/* reset the light list and los of the players on the map */
- if (op->glow_radius && map && map->darkness)
- update_all_los (map, x, y);
-
- // if this is a player's inventory, update stats
- if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
- update_stats ();
+ if (op->glow_radius && is_on_map ())
+ {
+ update_stats ();
+ update_all_los (map, x, y);
+ }
+ else if (is_player ())
+ // if this is a player's inventory, update stats
+ contr->queue_stats_update ();
INVOKE_OBJECT (INSERT, this);
@@ -1724,18 +1788,20 @@
int
check_move_on (object *op, object *originator)
{
+ if (QUERY_FLAG (op, FLAG_NO_APPLY))
+ return 0;
+
object *tmp;
maptile *m = op->map;
int x = op->x, y = op->y;
- MoveType move_on, move_slow, move_block;
+ mapspace &ms = m->at (x, y);
- if (QUERY_FLAG (op, FLAG_NO_APPLY))
- return 0;
+ ms.update ();
- move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
- move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
- move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
+ MoveType move_on = ms.move_on;
+ MoveType move_slow = ms.move_slow;
+ MoveType move_block = ms.move_block;
/* if nothing on this space will slow op down or be applied,
* no need to do checking below. have to make sure move_type
@@ -1756,19 +1822,10 @@
/* The objects have to be checked from top to bottom.
* Hence, we first go to the top:
*/
-
- for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
+ for (object *next, *tmp = ms.top; tmp; tmp = next)
{
- /* Trim the search when we find the first other spell effect
- * this helps performance so that if a space has 50 spell objects,
- * we don't need to check all of them.
- */
- if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
- break;
- }
+ next = tmp->below;
- for (; tmp; tmp = tmp->below)
- {
if (tmp == op)
continue; /* Can't apply yourself */
@@ -1783,13 +1840,11 @@
if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
{
+ float diff = tmp->move_slow_penalty * fabs (op->speed);
- float
- diff = tmp->move_slow_penalty * fabs (op->speed);
-
- if (op->type == PLAYER)
- if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
- (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
+ if (op->is_player ())
+ if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
+ (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
diff /= 4.0;
op->speed_left -= diff;
@@ -1832,7 +1887,7 @@
}
for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
- if (tmp->arch == at)
+ if (tmp->arch->archname == at->archname)
return tmp;
return NULL;
@@ -1906,8 +1961,8 @@
object *
present_arch_in_ob (const archetype *at, const object *op)
{
- for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
- if (tmp->arch == at)
+ for (object *tmp = op->inv; tmp; tmp = tmp->below)
+ if (tmp->arch->archname == at->archname)
return tmp;
return NULL;
@@ -2005,7 +2060,7 @@
if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
continue;
- if (ob->blocked (m, pos.x, pos.y))
+ if (ob->blocked (pos.m, pos.x, pos.y))
continue;
altern [index++] = i;
@@ -2083,13 +2138,8 @@
int
find_dir (maptile *m, int x, int y, object *exclude)
{
- int i, max = SIZEOFFREE, mflags;
-
- sint16 nx, ny;
- object *tmp;
- maptile *mp;
-
- MoveType blocked, move_type;
+ int max = SIZEOFFREE, mflags;
+ MoveType move_type;
if (exclude && exclude->head_ () != exclude)
{
@@ -2102,33 +2152,25 @@
move_type = MOVE_ALL;
}
- for (i = 1; i < max; i++)
+ for (int i = 1; i < max; i++)
{
- mp = m;
- nx = x + freearr_x[i];
- ny = y + freearr_y[i];
+ mapxy pos (m, x, y);
+ pos.move (i);
- mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
-
- if (mflags & P_OUT_OF_MAP)
+ if (!pos.normalise ())
max = maxfree[i];
else
{
- mapspace &ms = mp->at (nx, ny);
-
- blocked = ms.move_block;
+ mapspace &ms = *pos;
- if ((move_type & blocked) == move_type)
- max = maxfree[i];
- else if (mflags & P_IS_ALIVE)
+ if ((move_type & ms.move_block) == move_type)
+ max = maxfree [i];
+ else if (ms.flags () & P_IS_ALIVE)
{
- for (tmp = ms.bot; tmp; tmp = tmp->above)
- if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
+ for (object *tmp = ms.bot; tmp; tmp = tmp->above)
+ if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
&& (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
- break;
-
- if (tmp)
- return freedir[i];
+ return freedir [i];
}
}
}
@@ -2213,7 +2255,7 @@
* Moved from spell_util.c to object.c with the other related direction
* functions.
*/
-int reduction_dir[SIZEOFFREE][3] = {
+static const int reduction_dir[SIZEOFFREE][3] = {
{0, 0, 0}, /* 0 */
{0, 0, 0}, /* 1 */
{0, 0, 0}, /* 2 */
@@ -2319,47 +2361,30 @@
{
return /*QUERY_FLAG(who,FLAG_WIZ)|| */
(item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
- !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
+ !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
}
/*
* create clone from object to another
*/
object *
-object_create_clone (object *asrc)
+object::deep_clone ()
{
- object *dst = 0, *tmp, *src, *prev, *item;
+ assert (("deep_clone called on non-head object", is_head ()));
- if (!asrc)
- return 0;
-
- src = asrc->head_ ();
+ object *dst = clone ();
- prev = 0;
- for (object *part = src; part; part = part->more)
+ object *prev = dst;
+ for (object *part = this->more; part; part = part->more)
{
- tmp = part->clone ();
- tmp->x -= src->x;
- tmp->y -= src->y;
-
- if (!part->head)
- {
- dst = tmp;
- tmp->head = 0;
- }
- else
- tmp->head = dst;
-
- tmp->more = 0;
-
- if (prev)
- prev->more = tmp;
-
+ object *tmp = part->clone ();
+ tmp->head = dst;
+ prev->more = tmp;
prev = tmp;
}
- for (item = src->inv; item; item = item->below)
- insert_ob_in_ob (object_create_clone (item), dst);
+ for (object *item = inv; item; item = item->below)
+ insert_ob_in_ob (item->deep_clone (), dst);
return dst;
}
@@ -2378,143 +2403,46 @@
return 0;
}
-/* If ob has a field named key, return the link from the list,
- * otherwise return NULL.
- *
- * key must be a passed in shared string - otherwise, this won't
- * do the desired thing.
- */
-key_value *
-get_ob_key_link (const object *ob, const char *key)
+shstr_tmp
+object::kv_get (shstr_tmp key) const
{
- for (key_value *link = ob->key_values; link; link = link->next)
- if (link->key == key)
- return link;
+ for (key_value *kv = key_values; kv; kv = kv->next)
+ if (kv->key == key)
+ return kv->value;
- return 0;
+ return shstr ();
}
-/*
- * Returns the value of op has an extra_field for key, or NULL.
- *
- * The argument doesn't need to be a shared string.
- *
- * The returned string is shared.
- */
-const char *
-get_ob_key_value (const object *op, const char *const key)
-{
- key_value *link;
- shstr_cmp canonical_key (key);
-
- if (!canonical_key)
- {
- /* 1. There being a field named key on any object
- * implies there'd be a shared string to find.
- * 2. Since there isn't, no object has this field.
- * 3. Therefore, *this* object doesn't have this field.
- */
- return 0;
- }
-
- /* This is copied from get_ob_key_link() above -
- * only 4 lines, and saves the function call overhead.
- */
- for (link = op->key_values; link; link = link->next)
- if (link->key == canonical_key)
- return link->value;
-
- return 0;
-}
-
-/*
- * Updates the canonical_key in op to value.
- *
- * canonical_key is a shared string (value doesn't have to be).
- *
- * Unless add_key is TRUE, it won't add fields, only change the value of existing
- * keys.
- *
- * Returns TRUE on success.
- */
-int
-set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
+void
+object::kv_set (shstr_tmp key, shstr_tmp value)
{
- key_value *field = NULL, *last = NULL;
-
- for (field = op->key_values; field != NULL; field = field->next)
- {
- if (field->key != canonical_key)
- {
- last = field;
- continue;
- }
-
- if (value)
- field->value = value;
- else
- {
- /* Basically, if the archetype has this key set,
- * we need to store the null value so when we save
- * it, we save the empty value so that when we load,
- * we get this value back again.
- */
- if (get_ob_key_link (op->arch, canonical_key))
- field->value = 0;
- else
- {
- if (last)
- last->next = field->next;
- else
- op->key_values = field->next;
-
- delete field;
- }
- }
- return TRUE;
- }
- /* IF we get here, key doesn't exist */
-
- /* No field, we'll have to add it. */
-
- if (!add_key)
- return FALSE;
-
- /* There isn't any good reason to store a null
- * value in the key/value list. If the archetype has
- * this key, then we should also have it, so shouldn't
- * be here. If user wants to store empty strings,
- * should pass in ""
- */
- if (value == NULL)
- return TRUE;
+ for (key_value *kv = key_values; kv; kv = kv->next)
+ if (kv->key == key)
+ {
+ kv->value = value;
+ return;
+ }
- field = new key_value;
+ key_value *kv = new key_value;
- field->key = canonical_key;
- field->value = value;
- /* Usual prepend-addition. */
- field->next = op->key_values;
- op->key_values = field;
+ kv->next = key_values;
+ kv->key = key;
+ kv->value = value;
- return TRUE;
+ key_values = kv;
}
-/*
- * Updates the key in op to value.
- *
- * If add_key is FALSE, this will only update existing keys,
- * and not add new ones.
- * In general, should be little reason FALSE is ever passed in for add_key
- *
- * Returns TRUE on success.
- */
-int
-set_ob_key_value (object *op, const char *key, const char *value, int add_key)
+void
+object::kv_del (shstr_tmp key)
{
- shstr key_ (key);
-
- return set_ob_key_value_s (op, key_, value, add_key);
+ for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
+ if ((*kvp)->key == key)
+ {
+ key_value *kv = *kvp;
+ *kvp = (*kvp)->next;
+ delete kv;
+ return;
+ }
}
object::depth_iterator::depth_iterator (object *container)
@@ -2574,12 +2502,13 @@
char info2[256 * 4];
char *p = info;
- p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
+ p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
count,
uuid.c_str (),
&name,
- title ? "\",title:\"" : "",
+ title ? ",title:\"" : "",
title ? (const char *)title : "",
+ title ? "\"" : "",
flag_desc (flagdesc, 512), type);
if (!flag[FLAG_REMOVED] && env)
@@ -2607,15 +2536,6 @@
: region::default_region ();
}
-const materialtype_t *
-object::dominant_material () const
-{
- if (materialtype_t *mt = name_to_material (materialname))
- return mt;
-
- return name_to_material (shstr_unknown);
-}
-
void
object::open_container (object *new_container)
{
@@ -2645,7 +2565,7 @@
// client needs item update to make it work, client bug requires this to be separate
esrv_update_item (UPD_FLAGS, this, old_container);
- new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
+ new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
play_sound (sound_find ("chest_close"));
}
@@ -2659,13 +2579,13 @@
// insert the "Close Container" object.
if (archetype *closer = new_container->other_arch)
{
- object *closer = arch_to_object (new_container->other_arch);
+ object *closer = new_container->other_arch->instance ();
closer->flag [FLAG_NO_MAP_SAVE] = 1;
new_container->insert (closer);
}
#endif
- new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
+ new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
// make sure the container is available, client bug requires this to be separate
esrv_send_item (this, new_container);
@@ -2683,7 +2603,7 @@
}
object *
-object::force_find (const shstr name)
+object::force_find (shstr_tmp name)
{
/* cycle through his inventory to look for the MARK we want to
* place
@@ -2695,40 +2615,99 @@
return 0;
}
+//-GPL
+
void
-object::force_add (const shstr name, int duration)
+object::force_set_timer (int duration)
+{
+ this->duration = 1;
+ this->speed_left = -1.f;
+
+ this->set_speed (duration ? 1.f / duration : 0.f);
+}
+
+object *
+object::force_add (shstr_tmp name, int duration)
{
if (object *force = force_find (name))
force->destroy ();
object *force = get_archetype (FORCE_NAME);
- force->slaying = name;
- force->stats.food = 1;
- force->speed_left = -1.f;
-
- force->set_speed (duration ? 1.f / duration : 0.f);
- force->flag [FLAG_IS_USED_UP] = true;
- force->flag [FLAG_APPLIED] = true;
+ force->slaying = name;
+ force->force_set_timer (duration);
+ force->flag [FLAG_APPLIED] = true;
- insert (force);
+ return insert (force);
}
void
-object::play_sound (faceidx sound)
+object::play_sound (faceidx sound) const
{
if (!sound)
return;
- if (flag [FLAG_REMOVED])
+ if (is_on_map ())
+ map->play_sound (sound, x, y);
+ else if (object *pl = in_player ())
+ pl->contr->play_sound (sound);
+}
+
+void
+object::say_msg (const char *msg) const
+{
+ if (is_on_map ())
+ map->say_msg (msg, x, y);
+ else if (object *pl = in_player ())
+ pl->contr->play_sound (sound);
+}
+
+void
+object::make_noise ()
+{
+ // we do not model noise in the map, so instead put
+ // a temporary light into the noise source
+ // could use the map instead, but that's less reliable for our
+ // goal, which is to make invisibility a bit harder to exploit
+
+ // currently only works sensibly for players
+ if (!is_player ())
return;
- if (env)
+ // find old force, or create new one
+ object *force = force_find (shstr_noise_force);
+
+ if (force)
+ force->speed_left = -1.f; // patch old speed up
+ else
{
- if (object *pl = in_player ())
- pl->contr->play_sound (sound);
+ force = archetype::get (shstr_noise_force);
+
+ force->slaying = shstr_noise_force;
+ force->stats.food = 1;
+ force->speed_left = -1.f;
+
+ force->set_speed (1.f / 4.f);
+ force->flag [FLAG_IS_USED_UP] = true;
+ force->flag [FLAG_APPLIED] = true;
+
+ insert (force);
+ }
+}
+
+void object::change_move_type (MoveType mt)
+{
+ if (move_type == mt)
+ return;
+
+ if (is_on_map ())
+ {
+ // we are on the map, so handle move_on/off effects
+ remove ();
+ move_type = mt;
+ map->insert (this, x, y, this);
}
else
- map->play_sound (sound, x, y);
+ move_type = mt;
}