ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.244 by root, Sun May 18 17:52:53 2008 UTC vs.
Revision 1.295 by root, Fri Nov 6 13:03:34 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 52 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 56};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
60 0, 58 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
64}; 69};
65 70
66static void 71static void
67write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
68{ 73{
186 || ob1->speed != ob2->speed 191 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 192 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
189 return 0; 194 return 0;
190 195
191 // some objects are unmergable
192 if (!ob1->nrof || !ob2->nrof)
193 return 0;
194
195 /* Do not merge objects if nrof would overflow. First part checks 196 /* Do not merge objects if nrof would overflow, assume nrof
196 * for unsigned overflow (2c), second part checks whether the result 197 * is always 0 .. 2**31-1 */
197 * would fit into a 32 bit signed int, which is often used to hold 198 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * nrof values.
199 */
200 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 199 return 0;
202 200
203 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* If the objects have been identified, set the BEEN_APPLIED flag.
204 * This is to the comparison of the flags below will be OK. We 202 * This is to the comparison of the flags below will be OK. We
205 * just can't ignore the been applied or identified flags, as they 203 * just can't ignore the been applied or identified flags, as they
239 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
240 return 0; 238 return 0;
241 239
242 if ((ob1->flag ^ ob2->flag) 240 if ((ob1->flag ^ ob2->flag)
243 .reset (FLAG_INV_LOCKED) 241 .reset (FLAG_INV_LOCKED)
244 .reset (FLAG_CLIENT_SENT)
245 .reset (FLAG_REMOVED) 242 .reset (FLAG_REMOVED)
246 .any ()) 243 .any ())
247 return 0; 244 return 0;
248 245
249 /* This is really a spellbook check - we should in general 246 /* This is really a spellbook check - we should in general
331 { 328 {
332 // see if we are in a container of sorts 329 // see if we are in a container of sorts
333 if (env) 330 if (env)
334 { 331 {
335 // the player inventory itself is always visible 332 // the player inventory itself is always visible
336 if (env->type == PLAYER) 333 if (env->is_player ())
337 return env; 334 return env;
338 335
339 // else a player could have our env open 336 // else a player could have our env open
340 object *envest = env->outer_env (); 337 object *envest = env->outer_env_or_self ();
341 338
342 // the player itself is always on a map, so we will find him here 339 // the player itself is always on a map, so we will find him here
343 // even if our inv is in a player. 340 // even if our inv is in a player.
344 if (envest->is_on_map ()) 341 if (envest->is_on_map ())
345 if (object *pl = envest->ms ().player ()) 342 if (object *pl = envest->ms ().player ())
346 if (pl->container == env) 343 if (pl->container_ () == env)
347 return pl; 344 return pl;
348 } 345 }
349 else 346 else
350 { 347 {
351 // maybe there is a player standing on the same mapspace 348 // maybe there is a player standing on the same mapspace
352 // this will catch the case where "this" is a player 349 // this will catch the case where "this" is a player
353 if (object *pl = ms ().player ()) 350 if (object *pl = ms ().player ())
354 if (!pl->container || this == pl->container) 351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
355 return pl; 353 return pl;
356 } 354 }
357 } 355 }
358 356
359 return 0; 357 return 0;
437 object_freezer freezer; 435 object_freezer freezer;
438 op->write (freezer); 436 op->write (freezer);
439 return freezer.as_string (); 437 return freezer.as_string ();
440} 438}
441 439
440char *
441object::as_string ()
442{
443 return dump_object (this);
444}
445
442/* 446/*
443 * get_nearest_part(multi-object, object 2) returns the part of the 447 * get_nearest_part(multi-object, object 2) returns the part of the
444 * multi-object 1 which is closest to the second object. 448 * multi-object 1 which is closest to the second object.
445 * If it's not a multi-object, it is returned. 449 * If it's not a multi-object, it is returned.
446 */ 450 */
447object * 451static object *
448get_nearest_part (object *op, const object *pl) 452get_nearest_part (object *op, const object *pl)
449{ 453{
450 object *tmp, *closest; 454 object *tmp, *closest;
451 int last_dist, i; 455 int last_dist, i;
452 456
561 update_stats (); 565 update_stats ();
562 566
563 new_draw_info_format (NDI_UNIQUE, 0, this, 567 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, " 568 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. " 569 "but the %s is just too much for your body. "
566 "[You need to unapply some items first.]", &ob->name); 570 "[You need to unapply some items first - use the 'body' command to see "
571 "how many items you cna wera on a specific body part.]", &ob->name);
567 return false; 572 return false;
568 } 573 }
569 574
570 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
571 } 576 }
643 } 648 }
644 649
645 if (speed < 0) 650 if (speed < 0)
646 dst->speed_left -= rndm (); 651 dst->speed_left -= rndm ();
647 652
648 dst->set_speed (dst->speed); 653 dst->activate ();
649} 654}
650 655
651void 656void
652object::instantiate () 657object::instantiate ()
653{ 658{
765 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
766 { 771 {
767 // this is likely overkill, TODO: revisit (schmorp) 772 // this is likely overkill, TODO: revisit (schmorp)
768 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 773 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
769 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 774 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 775 || (op->is_player () && !(m.flags_ & P_PLAYER))
771 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 776 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
772 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 777 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
773 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 778 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
774 || (m.move_on | op->move_on ) != m.move_on 779 || (m.move_on | op->move_on ) != m.move_on
775 || (m.move_off | op->move_off ) != m.move_off 780 || (m.move_off | op->move_off ) != m.move_off
776 || (m.move_slow | op->move_slow) != m.move_slow 781 || (m.move_slow | op->move_slow) != m.move_slow
777 /* This isn't perfect, but I don't expect a lot of objects to 782 /* This isn't perfect, but I don't expect a lot of objects to
778 * to have move_allow right now. 783 * have move_allow right now.
779 */ 784 */
780 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 785 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
781 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 786 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
782 m.flags_ = 0; 787 m.invalidate ();
783 } 788 }
784 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
785 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
786 * that is being removed. 791 * that is being removed.
787 */ 792 */
788 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
789 m.flags_ = 0; 794 m.invalidate ();
790 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
791 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
792 else 797 else
793 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
794 799
798 803
799object::object () 804object::object ()
800{ 805{
801 SET_FLAG (this, FLAG_REMOVED); 806 SET_FLAG (this, FLAG_REMOVED);
802 807
803 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
804 face = blank_face; 809 face = blank_face;
805} 810}
806 811
807object::~object () 812object::~object ()
808{ 813{
838 /* If already on active list, don't do anything */ 843 /* If already on active list, don't do anything */
839 if (active) 844 if (active)
840 return; 845 return;
841 846
842 if (has_active_speed ()) 847 if (has_active_speed ())
848 {
849 if (flag [FLAG_FREED])
850 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
851
843 actives.insert (this); 852 actives.insert (this);
853 }
844} 854}
845 855
846void 856void
847object::activate_recursive () 857object::activate_recursive ()
848{ 858{
913 || map->in_memory != MAP_ACTIVE 923 || map->in_memory != MAP_ACTIVE
914 || map->no_drop 924 || map->no_drop
915 || ms ().move_block == MOVE_ALL) 925 || ms ().move_block == MOVE_ALL)
916 { 926 {
917 while (inv) 927 while (inv)
918 {
919 inv->destroy_inv (false);
920 inv->destroy (); 928 inv->destroy ();
921 }
922 } 929 }
923 else 930 else
924 { /* Put objects in inventory onto this space */ 931 { /* Put objects in inventory onto this space */
925 while (inv) 932 while (inv)
926 { 933 {
930 || op->flag [FLAG_NO_DROP] 937 || op->flag [FLAG_NO_DROP]
931 || op->type == RUNE 938 || op->type == RUNE
932 || op->type == TRAP 939 || op->type == TRAP
933 || op->flag [FLAG_IS_A_TEMPLATE] 940 || op->flag [FLAG_IS_A_TEMPLATE]
934 || op->flag [FLAG_DESTROY_ON_DEATH]) 941 || op->flag [FLAG_DESTROY_ON_DEATH])
935 op->destroy (true); 942 op->destroy ();
936 else 943 else
937 map->insert (op, x, y); 944 map->insert (op, x, y);
938 } 945 }
939 } 946 }
940} 947}
969 976
970void 977void
971object::do_destroy () 978object::do_destroy ()
972{ 979{
973 if (flag [FLAG_IS_LINKED]) 980 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 981 remove_link ();
975 982
976 if (flag [FLAG_FRIENDLY]) 983 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this); 984 remove_friendly_object (this);
978 985
979 remove (); 986 remove ();
1004 attacked_by = 0; 1011 attacked_by = 0;
1005 current_weapon = 0; 1012 current_weapon = 0;
1006} 1013}
1007 1014
1008void 1015void
1009object::destroy (bool destroy_inventory) 1016object::destroy ()
1010{ 1017{
1011 if (destroyed ()) 1018 if (destroyed ())
1012 return; 1019 return;
1013 1020
1014 if (!is_head () && !head->destroyed ()) 1021 if (!is_head () && !head->destroyed ())
1015 { 1022 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1023 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory); 1024 head->destroy ();
1018 return; 1025 return;
1019 } 1026 }
1020 1027
1021 destroy_inv (!destroy_inventory); 1028 destroy_inv (false);
1022 1029
1023 if (is_head ()) 1030 if (is_head ())
1024 if (sound_destroy) 1031 if (sound_destroy)
1025 play_sound (sound_destroy); 1032 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER]) 1033 else if (flag [FLAG_MONSTER])
1037 * the previous environment. 1044 * the previous environment.
1038 */ 1045 */
1039void 1046void
1040object::do_remove () 1047object::do_remove ()
1041{ 1048{
1042 object *tmp, *last = 0;
1043 object *otmp;
1044
1045 if (flag [FLAG_REMOVED]) 1049 if (flag [FLAG_REMOVED])
1046 return; 1050 return;
1047 1051
1048 INVOKE_OBJECT (REMOVE, this); 1052 INVOKE_OBJECT (REMOVE, this);
1049 1053
1062 if (object *pl = visible_to ()) 1066 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count); 1067 esrv_del_item (pl->contr, count);
1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065 1069
1066 adjust_weight (env, -total_weight ()); 1070 adjust_weight (env, -total_weight ());
1071
1072 object *pl = in_player ();
1067 1073
1068 /* we set up values so that it could be inserted into 1074 /* we set up values so that it could be inserted into
1069 * the map, but we don't actually do that - it is up 1075 * the map, but we don't actually do that - it is up
1070 * to the caller to decide what we want to do. 1076 * to the caller to decide what we want to do.
1071 */ 1077 */
1083 1089
1084 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1085 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1086 * to save cpu time. 1092 * to save cpu time.
1087 */ 1093 */
1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1089 otmp->update_stats (); 1097 pl->update_stats ();
1098
1099 if (glow_radius && pl->is_on_map ())
1100 update_all_los (pl->map, pl->x, pl->y);
1101 }
1090 } 1102 }
1091 else if (map) 1103 else if (map)
1092 { 1104 {
1093 map->dirty = true; 1105 map->dirty = true;
1094 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1095 1107
1096 if (object *pl = ms.player ()) 1108 if (object *pl = ms.player ())
1097 { 1109 {
1098 if (type == PLAYER) // this == pl(!) 1110 if (is_player ())
1099 { 1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1100 // leaving a spot always closes any open container on the ground 1115 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env) 1116 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures 1117 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent. 1118 // that the CLOSE event is being sent.
1104 close_container (); 1119 close_container ();
1105 1120
1106 --map->players; 1121 --map->players;
1107 map->touch (); 1122 map->touch ();
1108 } 1123 }
1109 else if (pl->container == this) 1124 else if (pl->container_ () == this)
1110 { 1125 {
1111 // removing a container should close it 1126 // removing a container should close it
1112 close_container (); 1127 close_container ();
1113 } 1128 }
1114 1129
1121 *(below ? &below->above : &ms.bot) = above; 1136 *(below ? &below->above : &ms.bot) = above;
1122 1137
1123 above = 0; 1138 above = 0;
1124 below = 0; 1139 below = 0;
1125 1140
1141 ms.invalidate ();
1142
1126 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1127 return; 1144 return;
1128 1145
1129 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1130 1147
1131 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1132 { 1149 {
1133 if (pl->container == this) 1150 if (pl->container_ () == this)
1134 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1135 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1136 * appropriately. 1153 * appropriately.
1137 */ 1154 */
1138 pl->close_container (); 1155 pl->close_container ();
1142 //TODO: update floorbox to preserve ordering 1159 //TODO: update floorbox to preserve ordering
1143 if (pl->contr->ns) 1160 if (pl->contr->ns)
1144 pl->contr->ns->floorbox_update (); 1161 pl->contr->ns->floorbox_update ();
1145 } 1162 }
1146 1163
1164 if (check_walk_off)
1147 for (tmp = ms.bot; tmp; tmp = tmp->above) 1165 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1148 { 1166 {
1167 above = tmp->above;
1168
1149 /* No point updating the players look faces if he is the object 1169 /* No point updating the players look faces if he is the object
1150 * being removed. 1170 * being removed.
1151 */ 1171 */
1152 1172
1153 /* See if object moving off should effect something */ 1173 /* See if object moving off should effect something */
1154 if (check_walk_off
1155 && ((move_type & tmp->move_off) 1174 if ((move_type & tmp->move_off)
1156 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1175 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1157 {
1158 move_apply (tmp, this, 0); 1176 move_apply (tmp, this, 0);
1159
1160 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1177 }
1163 1178
1164 last = tmp; 1179 if (affects_los ())
1165 }
1166
1167 /* last == NULL if there are no objects on this space */
1168 //TODO: this makes little sense, why only update the topmost object?
1169 if (!last)
1170 map->at (x, y).flags_ = 0;
1171 else
1172 update_object (last, UP_OBJ_REMOVE);
1173
1174 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1175 update_all_los (map, x, y); 1180 update_all_los (map, x, y);
1176 } 1181 }
1177} 1182}
1178 1183
1179/* 1184/*
1203 esrv_update_item (UPD_NROF, pl, top); 1208 esrv_update_item (UPD_NROF, pl, top);
1204 1209
1205 op->weight = 0; // cancel the addition above 1210 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already 1211 op->carrying = 0; // must be 0 already
1207 1212
1208 op->destroy (1); 1213 op->destroy ();
1209 1214
1210 return top; 1215 return top;
1211 } 1216 }
1212 1217
1213 return 0; 1218 return 0;
1275 * just 'op' otherwise 1280 * just 'op' otherwise
1276 */ 1281 */
1277object * 1282object *
1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279{ 1284{
1280 if (op->is_on_map ())
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object already on map");
1283 abort ();
1284 }
1285
1286 if (op->env)
1287 {
1288 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1289 op->remove (); 1285 op->remove ();
1286
1287 if (m == &freed_map)//D TODO: remove soon
1288 {//D
1289 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1290 } 1290 }//D
1291 1291
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1292 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * of areas of callers (eg, anything that uses find_free_spot would now 1293 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work 1294 * need extra work
1295 */ 1295 */
1296 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1297 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1298 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1299 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1300 return 0;
1300 } 1301 }
1301 1302
1302 if (object *more = op->more) 1303 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1304 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1305 return 0;
1305 1306
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1307 op->flag [FLAG_REMOVED] = false;
1307 1308 op->env = 0;
1308 op->map = m; 1309 op->map = newmap;
1310
1309 mapspace &ms = op->ms (); 1311 mapspace &ms = op->ms ();
1310 1312
1311 /* this has to be done after we translate the coordinates. 1313 /* this has to be done after we translate the coordinates.
1312 */ 1314 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1315 if (op->nrof && !(flag & INS_NO_MERGE))
1316 { 1318 {
1317 // TODO: we actually want to update tmp, not op, 1319 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1320 // but some caller surely breaks when we return tmp
1319 // from here :/ 1321 // from here :/
1320 op->nrof += tmp->nrof; 1322 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1323 tmp->destroy ();
1322 } 1324 }
1323 1325
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1327 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1328
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1337 abort ();
1336 } 1338 }
1337 1339
1338 if (!originator->is_on_map ()) 1340 if (!originator->is_on_map ())
1341 {
1339 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1342 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 ()); 1343 op->debug_desc (), originator->debug_desc ());
1344 abort ();
1345 }
1341 1346
1342 op->above = originator; 1347 op->above = originator;
1343 op->below = originator->below; 1348 op->below = originator->below;
1344 originator->below = op; 1349 originator->below = op;
1345 1350
1431 op->below = top; 1436 op->below = top;
1432 *(op->above ? &op->above->below : &ms.top) = op; 1437 *(op->above ? &op->above->below : &ms.top) = op;
1433 } 1438 }
1434 } 1439 }
1435 1440
1436 if (op->type == PLAYER) 1441 if (op->is_player ())
1437 { 1442 {
1438 op->contr->do_los = 1; 1443 op->contr->do_los = 1;
1439 ++op->map->players; 1444 ++op->map->players;
1440 op->map->touch (); 1445 op->map->touch ();
1441 } 1446 }
1456 * be far away from this change and not affected in any way - 1461 * be far away from this change and not affected in any way -
1457 * this should get redone to only look for players within range, 1462 * this should get redone to only look for players within range,
1458 * or just updating the P_UPTODATE for spaces within this area 1463 * or just updating the P_UPTODATE for spaces within this area
1459 * of effect may be sufficient. 1464 * of effect may be sufficient.
1460 */ 1465 */
1461 if (op->map->darkness && (op->glow_radius != 0)) 1466 if (op->affects_los ())
1467 {
1468 op->ms ().invalidate ();
1462 update_all_los (op->map, op->x, op->y); 1469 update_all_los (op->map, op->x, op->y);
1470 }
1463 1471
1464 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1472 /* updates flags (blocked, alive, no magic, etc) for this map space */
1465 update_object (op, UP_OBJ_INSERT); 1473 update_object (op, UP_OBJ_INSERT);
1466 1474
1467 INVOKE_OBJECT (INSERT, op); 1475 INVOKE_OBJECT (INSERT, op);
1474 * blocked() and wall() work properly), and these flags are updated by 1482 * blocked() and wall() work properly), and these flags are updated by
1475 * update_object(). 1483 * update_object().
1476 */ 1484 */
1477 1485
1478 /* if this is not the head or flag has been passed, don't check walk on status */ 1486 /* if this is not the head or flag has been passed, don't check walk on status */
1479 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1487 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1480 { 1488 {
1481 if (check_move_on (op, originator)) 1489 if (check_move_on (op, originator))
1482 return 0; 1490 return 0;
1483 1491
1484 /* If we are a multi part object, lets work our way through the check 1492 /* If we are a multi part object, lets work our way through the check
1495/* this function inserts an object in the map, but if it 1503/* this function inserts an object in the map, but if it
1496 * finds an object of its own type, it'll remove that one first. 1504 * finds an object of its own type, it'll remove that one first.
1497 * op is the object to insert it under: supplies x and the map. 1505 * op is the object to insert it under: supplies x and the map.
1498 */ 1506 */
1499void 1507void
1500replace_insert_ob_in_map (const char *arch_string, object *op) 1508replace_insert_ob_in_map (shstr_tmp archname, object *op)
1501{ 1509{
1502 /* first search for itself and remove any old instances */ 1510 /* first search for itself and remove any old instances */
1503 1511
1504 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1512 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1505 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1513 if (tmp->arch->archname == archname) /* same archetype */
1506 tmp->destroy (1); 1514 tmp->destroy ();
1507 1515
1508 object *tmp = arch_to_object (archetype::find (arch_string)); 1516 object *tmp = arch_to_object (archetype::find (archname));
1509 1517
1510 tmp->x = op->x; 1518 tmp->x = op->x;
1511 tmp->y = op->y; 1519 tmp->y = op->y;
1512 1520
1513 insert_ob_in_map (tmp, op->map, op, 0); 1521 insert_ob_in_map (tmp, op->map, op, 0);
1535 if (!nr) 1543 if (!nr)
1536 return true; 1544 return true;
1537 1545
1538 nr = min (nr, nrof); 1546 nr = min (nr, nrof);
1539 1547
1548 if (nrof > nr)
1549 {
1540 nrof -= nr; 1550 nrof -= nr;
1541
1542 if (nrof)
1543 {
1544 adjust_weight (env, -weight * nr); // carrying == 0 1551 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1545 1552
1546 if (object *pl = visible_to ()) 1553 if (object *pl = visible_to ())
1547 esrv_update_item (UPD_NROF, pl, this); 1554 esrv_update_item (UPD_NROF, pl, this);
1548 1555
1549 return true; 1556 return true;
1550 } 1557 }
1551 else 1558 else
1552 { 1559 {
1553 destroy (1); 1560 destroy ();
1554 return false; 1561 return false;
1555 } 1562 }
1556} 1563}
1557 1564
1558/* 1565/*
1635 if (object *pl = tmp->visible_to ()) 1642 if (object *pl = tmp->visible_to ())
1636 esrv_update_item (UPD_NROF, pl, tmp); 1643 esrv_update_item (UPD_NROF, pl, tmp);
1637 1644
1638 adjust_weight (this, op->total_weight ()); 1645 adjust_weight (this, op->total_weight ());
1639 1646
1640 op->destroy (1); 1647 op->destroy ();
1641 op = tmp; 1648 op = tmp;
1642 goto inserted; 1649 goto inserted;
1643 } 1650 }
1644 1651
1645 op->owner = 0; // it's his/hers now. period. 1652 op->owner = 0; // it's his/hers now. period.
1663 1670
1664 adjust_weight (this, op->total_weight ()); 1671 adjust_weight (this, op->total_weight ());
1665 1672
1666inserted: 1673inserted:
1667 /* reset the light list and los of the players on the map */ 1674 /* reset the light list and los of the players on the map */
1668 if (op->glow_radius && map && map->darkness) 1675 if (op->glow_radius && is_on_map ())
1676 {
1677 update_stats ();
1669 update_all_los (map, x, y); 1678 update_all_los (map, x, y);
1670 1679 }
1680 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1671 // if this is a player's inventory, update stats 1681 // if this is a player's inventory, update stats
1672 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1673 update_stats (); 1682 update_stats ();
1674 1683
1675 INVOKE_OBJECT (INSERT, this); 1684 INVOKE_OBJECT (INSERT, this);
1676 1685
1677 return op; 1686 return op;
1698 * on top. 1707 * on top.
1699 */ 1708 */
1700int 1709int
1701check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1702{ 1711{
1712 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1713 return 0;
1714
1703 object *tmp; 1715 object *tmp;
1704 maptile *m = op->map; 1716 maptile *m = op->map;
1705 int x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1706 1718
1707 MoveType move_on, move_slow, move_block; 1719 mapspace &ms = m->at (x, y);
1708 1720
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 ms.update ();
1710 return 0;
1711 1722
1712 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1723 MoveType move_on = ms.move_on;
1713 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1724 MoveType move_slow = ms.move_slow;
1714 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1725 MoveType move_block = ms.move_block;
1715 1726
1716 /* if nothing on this space will slow op down or be applied, 1727 /* if nothing on this space will slow op down or be applied,
1717 * no need to do checking below. have to make sure move_type 1728 * no need to do checking below. have to make sure move_type
1718 * is set, as lots of objects don't have it set - we treat that 1729 * is set, as lots of objects don't have it set - we treat that
1719 * as walking. 1730 * as walking.
1730 return 0; 1741 return 0;
1731 1742
1732 /* The objects have to be checked from top to bottom. 1743 /* The objects have to be checked from top to bottom.
1733 * Hence, we first go to the top: 1744 * Hence, we first go to the top:
1734 */ 1745 */
1735 1746 for (object *next, *tmp = ms.top; tmp; tmp = next)
1736 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1737 {
1738 /* Trim the search when we find the first other spell effect
1739 * this helps performance so that if a space has 50 spell objects,
1740 * we don't need to check all of them.
1741 */
1742 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1743 break;
1744 } 1747 {
1748 next = tmp->below;
1745 1749
1746 for (; tmp; tmp = tmp->below)
1747 {
1748 if (tmp == op) 1750 if (tmp == op)
1749 continue; /* Can't apply yourself */ 1751 continue; /* Can't apply yourself */
1750 1752
1751 /* Check to see if one of the movement types should be slowed down. 1753 /* Check to see if one of the movement types should be slowed down.
1752 * Second check makes sure that the movement types not being slowed 1754 * Second check makes sure that the movement types not being slowed
1757 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1759 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1758 { 1760 {
1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1761 { 1763 {
1762
1763 float
1764 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 float diff = tmp->move_slow_penalty * fabs (op->speed);
1765 1765
1766 if (op->type == PLAYER) 1766 if (op->is_player ())
1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1769 diff /= 4.0; 1769 diff /= 4.0;
1770 1770
1771 op->speed_left -= diff; 1771 op->speed_left -= diff;
1772 } 1772 }
1773 } 1773 }
1979 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
1980 */ 1980 */
1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1982 continue; 1982 continue;
1983 1983
1984 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
1985 continue; 1985 continue;
1986 1986
1987 altern [index++] = i; 1987 altern [index++] = i;
1988 } 1988 }
1989 1989
2057 * there is capable of. 2057 * there is capable of.
2058 */ 2058 */
2059int 2059int
2060find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2061{ 2061{
2062 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2063
2064 sint16 nx, ny;
2065 object *tmp;
2066 maptile *mp;
2067
2068 MoveType blocked, move_type; 2063 MoveType move_type;
2069 2064
2070 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2071 { 2066 {
2072 exclude = exclude->head; 2067 exclude = exclude->head;
2073 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2076 { 2071 {
2077 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2078 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2079 } 2074 }
2080 2075
2081 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2082 { 2077 {
2083 mp = m; 2078 mapxy pos (m, x, y);
2084 nx = x + freearr_x[i]; 2079 pos.move (i);
2085 ny = y + freearr_y[i];
2086 2080
2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2088
2089 if (mflags & P_OUT_OF_MAP)
2090 max = maxfree[i]; 2082 max = maxfree[i];
2091 else 2083 else
2092 { 2084 {
2093 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2094 2086
2095 blocked = ms.move_block;
2096
2097 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2098 max = maxfree[i]; 2088 max = maxfree [i];
2099 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2100 { 2090 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2103 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break;
2105
2106 if (tmp)
2107 return freedir[i]; 2094 return freedir [i];
2108 } 2095 }
2109 } 2096 }
2110 } 2097 }
2111 2098
2112 return 0; 2099 return 0;
2187 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2188 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2189 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2190 * functions. 2177 * functions.
2191 */ 2178 */
2192int reduction_dir[SIZEOFFREE][3] = { 2179static const int reduction_dir[SIZEOFFREE][3] = {
2193 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2194 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2195 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2196 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2197 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2293int 2280int
2294can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2295{ 2282{
2296 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2297 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2298 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2299} 2286}
2300 2287
2301/* 2288/*
2302 * create clone from object to another 2289 * create clone from object to another
2303 */ 2290 */
2335 return tmp; 2322 return tmp;
2336 2323
2337 return 0; 2324 return 0;
2338} 2325}
2339 2326
2340const shstr & 2327shstr_tmp
2341object::kv_get (const shstr &key) const 2328object::kv_get (shstr_tmp key) const
2342{ 2329{
2343 for (key_value *kv = key_values; kv; kv = kv->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2344 if (kv->key == key) 2331 if (kv->key == key)
2345 return kv->value; 2332 return kv->value;
2346 2333
2347 return shstr_null; 2334 return shstr ();
2348} 2335}
2349 2336
2350void 2337void
2351object::kv_set (const shstr &key, const shstr &value) 2338object::kv_set (shstr_tmp key, shstr_tmp value)
2352{ 2339{
2353 for (key_value *kv = key_values; kv; kv = kv->next) 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2354 if (kv->key == key) 2341 if (kv->key == key)
2355 { 2342 {
2356 kv->value = value; 2343 kv->value = value;
2365 2352
2366 key_values = kv; 2353 key_values = kv;
2367} 2354}
2368 2355
2369void 2356void
2370object::kv_del (const shstr &key) 2357object::kv_del (shstr_tmp key)
2371{ 2358{
2372 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2373 if ((*kvp)->key == key) 2360 if ((*kvp)->key == key)
2374 { 2361 {
2375 key_value *kv = *kvp; 2362 key_value *kv = *kvp;
2506 container = 0; 2493 container = 0;
2507 2494
2508 // client needs item update to make it work, client bug requires this to be separate 2495 // client needs item update to make it work, client bug requires this to be separate
2509 esrv_update_item (UPD_FLAGS, this, old_container); 2496 esrv_update_item (UPD_FLAGS, this, old_container);
2510 2497
2511 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2498 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2512 play_sound (sound_find ("chest_close")); 2499 play_sound (sound_find ("chest_close"));
2513 } 2500 }
2514 2501
2515 if (new_container) 2502 if (new_container)
2516 { 2503 {
2526 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2513 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2527 new_container->insert (closer); 2514 new_container->insert (closer);
2528 } 2515 }
2529#endif 2516#endif
2530 2517
2531 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2518 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2532 2519
2533 // make sure the container is available, client bug requires this to be separate 2520 // make sure the container is available, client bug requires this to be separate
2534 esrv_send_item (this, new_container); 2521 esrv_send_item (this, new_container);
2535 2522
2536 new_container->flag [FLAG_APPLIED] = true; 2523 new_container->flag [FLAG_APPLIED] = true;
2544// else if (!old_container->env && contr && contr->ns) 2531// else if (!old_container->env && contr && contr->ns)
2545// contr->ns->floorbox_reset (); 2532// contr->ns->floorbox_reset ();
2546} 2533}
2547 2534
2548object * 2535object *
2549object::force_find (const shstr name) 2536object::force_find (shstr_tmp name)
2550{ 2537{
2551 /* cycle through his inventory to look for the MARK we want to 2538 /* cycle through his inventory to look for the MARK we want to
2552 * place 2539 * place
2553 */ 2540 */
2554 for (object *tmp = inv; tmp; tmp = tmp->below) 2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2556 return splay (tmp); 2543 return splay (tmp);
2557 2544
2558 return 0; 2545 return 0;
2559} 2546}
2560 2547
2548//-GPL
2549
2561void 2550void
2551object::force_set_timer (int duration)
2552{
2553 this->duration = 1;
2554 this->speed_left = -1.f;
2555
2556 this->set_speed (duration ? 1.f / duration : 0.f);
2557}
2558
2559object *
2562object::force_add (const shstr name, int duration) 2560object::force_add (shstr_tmp name, int duration)
2563{ 2561{
2564 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2565 force->destroy (); 2563 force->destroy ();
2566 2564
2567 object *force = get_archetype (FORCE_NAME); 2565 object *force = get_archetype (FORCE_NAME);
2568 2566
2569 force->slaying = name; 2567 force->slaying = name;
2570 force->stats.food = 1; 2568 force->force_set_timer (duration);
2571 force->speed_left = -1.f;
2572
2573 force->set_speed (duration ? 1.f / duration : 0.f);
2574 force->flag [FLAG_IS_USED_UP] = true;
2575 force->flag [FLAG_APPLIED] = true; 2569 force->flag [FLAG_APPLIED] = true;
2576 2570
2577 insert (force); 2571 return insert (force);
2578} 2572}
2579 2573
2580void 2574void
2581object::play_sound (faceidx sound) 2575object::play_sound (faceidx sound) const
2582{ 2576{
2583 if (!sound) 2577 if (!sound)
2584 return; 2578 return;
2585 2579
2586 if (flag [FLAG_REMOVED]) 2580 if (is_on_map ())
2581 map->play_sound (sound, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::say_msg (const char *msg) const
2588{
2589 if (is_on_map ())
2590 map->say_msg (msg, x, y);
2591 else if (object *pl = in_player ())
2592 pl->contr->play_sound (sound);
2593}
2594
2595void
2596object::make_noise ()
2597{
2598 // we do not model noise in the map, so instead put
2599 // a temporary light into the noise source
2600 // could use the map instead, but that's less reliable for our
2601 // goal, which is to make invisibility a bit harder to exploit
2602
2603 // currently only works sensibly for players
2604 if (!is_player ())
2587 return; 2605 return;
2588 2606
2589 if (env) 2607 // find old force, or create new one
2590 { 2608 object *force = force_find (shstr_noise_force);
2591 if (object *pl = in_player ()) 2609
2592 pl->contr->play_sound (sound); 2610 if (force)
2593 } 2611 force->speed_left = -1.f; // patch old speed up
2594 else 2612 else
2595 map->play_sound (sound, x, y); 2613 {
2596} 2614 force = archetype::get (shstr_noise_force);
2597 2615
2616 force->slaying = shstr_noise_force;
2617 force->stats.food = 1;
2618 force->speed_left = -1.f;
2619
2620 force->set_speed (1.f / 4.f);
2621 force->flag [FLAG_IS_USED_UP] = true;
2622 force->flag [FLAG_APPLIED] = true;
2623
2624 insert (force);
2625 }
2626}
2627

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines