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Comparing deliantra/server/common/object.C (file contents):
Revision 1.236 by root, Tue May 6 20:08:37 2008 UTC vs.
Revision 1.287 by root, Sat Oct 3 20:11:12 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] = {
186 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 188 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
189 return 0; 190 return 0;
190 191
191 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 195 return 0;
198 196
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * 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
201 * 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
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 205
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 208
211 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 210 || ob1->name != ob2->name
213 || ob1->title != ob2->title 211 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 218 || ob1->value != ob2->value
221 || 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
222 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 234 return 0;
236 235
237 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
241 .any ()) 239 .any ())
242 return 0; 240 return 0;
243 241
244 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
326 { 324 {
327 // see if we are in a container of sorts 325 // see if we are in a container of sorts
328 if (env) 326 if (env)
329 { 327 {
330 // the player inventory itself is always visible 328 // the player inventory itself is always visible
331 if (env->type == PLAYER) 329 if (env->is_player ())
332 return env; 330 return env;
333 331
334 // else a player could have our env open 332 // else a player could have our env open
335 object *envest = env->outer_env (); 333 object *envest = env->outer_env_or_self ();
336 334
337 // the player itself is always on a map, so we will find him here 335 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 336 // even if our inv is in a player.
339 if (envest->is_on_map ()) 337 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 338 if (object *pl = envest->ms ().player ())
344 else 342 else
345 { 343 {
346 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
349 if (!pl->container || this == pl->container) 348 || this == pl->container)
350 return pl; 349 return pl;
351 } 350 }
352 } 351 }
353 352
354 return 0; 353 return 0;
478 */ 477 */
479object * 478object *
480find_object_name (const char *str) 479find_object_name (const char *str)
481{ 480{
482 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
483 object *op;
484 482
483 if (str_)
485 for_all_objects (op) 484 for_all_objects (op)
486 if (op->name == str_) 485 if (op->name == str_)
487 break; 486 return op;
488 487
489 return op; 488 return 0;
490} 489}
491 490
492/* 491/*
493 * 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
494 * skill and experience objects. 493 * skill and experience objects.
638 } 637 }
639 638
640 if (speed < 0) 639 if (speed < 0)
641 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
642 641
643 dst->set_speed (dst->speed); 642 dst->activate ();
644} 643}
645 644
646void 645void
647object::instantiate () 646object::instantiate ()
648{ 647{
760 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
761 { 760 {
762 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
772 /* 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
773 * to have move_allow right now. 772 * have move_allow right now.
774 */ 773 */
775 || ((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
776 || 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)
777 m.flags_ = 0; 776 m.invalidate ();
778 } 777 }
779 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 780 * that is being removed.
782 */ 781 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 783 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
787 else 786 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 788
793 792
794object::object () 793object::object ()
795{ 794{
796 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
797 796
798 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
799 face = blank_face; 798 face = blank_face;
800} 799}
801 800
802object::~object () 801object::~object ()
803{ 802{
833 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
834 if (active) 833 if (active)
835 return; 834 return;
836 835
837 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
838 actives.insert (this); 841 actives.insert (this);
842 }
839} 843}
840 844
841void 845void
842object::activate_recursive () 846object::activate_recursive ()
843{ 847{
904 * drop on that space. 908 * drop on that space.
905 */ 909 */
906 if (!drop_to_ground 910 if (!drop_to_ground
907 || !map 911 || !map
908 || map->in_memory != MAP_ACTIVE 912 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 913 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 914 || ms ().move_block == MOVE_ALL)
911 { 915 {
912 while (inv) 916 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 917 inv->destroy ();
916 }
917 } 918 }
918 else 919 else
919 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
920 while (inv) 921 while (inv)
921 { 922 {
925 || op->flag [FLAG_NO_DROP] 926 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 927 || op->type == RUNE
927 || op->type == TRAP 928 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 929 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 930 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 931 op->destroy ();
931 else 932 else
932 map->insert (op, x, y); 933 map->insert (op, x, y);
933 } 934 }
934 } 935 }
935} 936}
943 944
944static struct freed_map : maptile 945static struct freed_map : maptile
945{ 946{
946 freed_map () 947 freed_map ()
947 { 948 {
948 path = "<freed objects map>"; 949 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 950 name = "/internal/freed_objects_map";
950 width = 3; 951 width = 3;
951 height = 3; 952 height = 3;
952 nodrop = 1; 953 no_drop = 1;
954 no_reset = 1;
953 955
954 alloc (); 956 alloc ();
955 in_memory = MAP_ACTIVE; 957 in_memory = MAP_ACTIVE;
956 } 958 }
957 959
963 965
964void 966void
965object::do_destroy () 967object::do_destroy ()
966{ 968{
967 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 970 remove_link ();
969 971
970 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 973 remove_friendly_object (this);
972 974
973 remove (); 975 remove ();
998 attacked_by = 0; 1000 attacked_by = 0;
999 current_weapon = 0; 1001 current_weapon = 0;
1000} 1002}
1001 1003
1002void 1004void
1003object::destroy (bool destroy_inventory) 1005object::destroy ()
1004{ 1006{
1005 if (destroyed ()) 1007 if (destroyed ())
1006 return; 1008 return;
1007 1009
1008 if (!is_head () && !head->destroyed ()) 1010 if (!is_head () && !head->destroyed ())
1009 { 1011 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1013 head->destroy ();
1012 return; 1014 return;
1013 } 1015 }
1014 1016
1015 destroy_inv (!destroy_inventory); 1017 destroy_inv (false);
1016 1018
1017 if (is_head ()) 1019 if (is_head ())
1018 if (sound_destroy) 1020 if (sound_destroy)
1019 play_sound (sound_destroy); 1021 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1022 else if (flag [FLAG_MONSTER])
1057 esrv_del_item (pl->contr, count); 1059 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1061
1060 adjust_weight (env, -total_weight ()); 1062 adjust_weight (env, -total_weight ());
1061 1063
1062 // make sure cmov optimisation is applicable 1064 object *pl = in_player ();
1063 *(above ? &above->below : &env->inv) = below;
1064 *(below ? &below->above : &above ) = above; // &above is just a dummy
1065
1066 above = 0;
1067 below = 0;
1068 env = 0;
1069 1065
1070 /* we set up values so that it could be inserted into 1066 /* we set up values so that it could be inserted into
1071 * 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
1072 * to the caller to decide what we want to do. 1068 * to the caller to decide what we want to do.
1073 */ 1069 */
1074 map = env->map; 1070 map = env->map;
1075 x = env->x; 1071 x = env->x;
1076 y = env->y; 1072 y = env->y;
1077 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
1078 above = 0;
1079 below = 0;
1080 env = 0;
1081
1078 /* 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
1079 * made to players inventory. If set, avoiding the call 1083 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1084 * to save cpu time.
1081 */ 1085 */
1082 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 {
1083 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 }
1084 } 1094 }
1085 else if (map) 1095 else if (map)
1086 { 1096 {
1087 map->dirty = true; 1097 map->dirty = true;
1088 mapspace &ms = this->ms (); 1098 mapspace &ms = this->ms ();
1089 1099
1090 if (object *pl = ms.player ()) 1100 if (object *pl = ms.player ())
1091 { 1101 {
1092 if (type == PLAYER) // this == pl(!) 1102 if (is_player ())
1093 { 1103 {
1104 if (!flag [FLAG_WIZPASS])
1105 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1106
1094 // leaving a spot always closes any open container on the ground 1107 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1108 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1109 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1110 // that the CLOSE event is being sent.
1098 close_container (); 1111 close_container ();
1115 *(below ? &below->above : &ms.bot) = above; 1128 *(below ? &below->above : &ms.bot) = above;
1116 1129
1117 above = 0; 1130 above = 0;
1118 below = 0; 1131 below = 0;
1119 1132
1133 ms.invalidate ();
1134
1120 if (map->in_memory == MAP_SAVING) 1135 if (map->in_memory == MAP_SAVING)
1121 return; 1136 return;
1122 1137
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1138 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1139
1156 } 1171 }
1157 1172
1158 last = tmp; 1173 last = tmp;
1159 } 1174 }
1160 1175
1161 /* last == NULL if there are no objects on this space */ 1176 if (affects_los ())
1162 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last)
1164 map->at (x, y).flags_ = 0;
1165 else
1166 update_object (last, UP_OBJ_REMOVE);
1167
1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1170 } 1178 }
1171} 1179}
1172 1180
1173/* 1181/*
1197 esrv_update_item (UPD_NROF, pl, top); 1205 esrv_update_item (UPD_NROF, pl, top);
1198 1206
1199 op->weight = 0; // cancel the addition above 1207 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already 1208 op->carrying = 0; // must be 0 already
1201 1209
1202 op->destroy (1); 1210 op->destroy ();
1203 1211
1204 return top; 1212 return top;
1205 } 1213 }
1206 1214
1207 return 0; 1215 return 0;
1235 * job preparing multi-part monsters. 1243 * job preparing multi-part monsters.
1236 */ 1244 */
1237object * 1245object *
1238insert_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)
1239{ 1247{
1248 op->remove ();
1249
1240 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1241 { 1251 {
1242 tmp->x = x + tmp->arch->x; 1252 tmp->x = x + tmp->arch->x;
1243 tmp->y = y + tmp->arch->y; 1253 tmp->y = y + tmp->arch->y;
1244 } 1254 }
1267 * just 'op' otherwise 1277 * just 'op' otherwise
1268 */ 1278 */
1269object * 1279object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1281{
1272 assert (!op->flag [FLAG_FREED]);
1273
1274 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
1275 1288
1276 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1277 * 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
1278 * need extra work 1291 * need extra work
1279 */ 1292 */
1293 maptile *newmap = m;
1280 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1281 { 1295 {
1282 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1283 return 0; 1297 return 0;
1284 } 1298 }
1285 1299
1286 if (object *more = op->more) 1300 if (object *more = op->more)
1287 if (!insert_ob_in_map (more, m, originator, flag)) 1301 if (!insert_ob_in_map (more, m, originator, flag))
1288 return 0; 1302 return 0;
1289 1303
1290 CLEAR_FLAG (op, FLAG_REMOVED); 1304 op->flag [FLAG_REMOVED] = false;
1291 1305 op->env = 0;
1292 op->map = m; 1306 op->map = newmap;
1307
1293 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1294 1309
1295 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1296 */ 1311 */
1297 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1300 { 1315 {
1301 // TODO: we atcually want to update tmp, not op, 1316 // TODO: we actually want to update tmp, not op,
1302 // but some caller surely breaks when we return tmp 1317 // but some caller surely breaks when we return tmp
1303 // from here :/ 1318 // from here :/
1304 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1305 tmp->destroy (1); 1320 tmp->destroy ();
1306 } 1321 }
1307 1322
1308 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 */
1309 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1310 1325
1317 { 1332 {
1318 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");
1319 abort (); 1334 abort ();
1320 } 1335 }
1321 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
1322 op->above = originator; 1344 op->above = originator;
1323 op->below = originator->below; 1345 op->below = originator->below;
1324
1325 if (op->below)
1326 op->below->above = op;
1327 else
1328 ms.bot = op;
1329
1330 /* since *below* originator, no need to update top */
1331 originator->below = op; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1332 } 1349 }
1333 else 1350 else
1334 { 1351 {
1335 object *top, *floor = NULL; 1352 object *floor = 0;
1336 1353 object *top = ms.top;
1337 top = ms.bot;
1338 1354
1339 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1340 if (top) 1356 if (top)
1341 { 1357 {
1342 object *last = 0;
1343
1344 /* 1358 /*
1345 * 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.
1346 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1347 * 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
1348 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1351 * 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
1352 * 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
1353 * 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
1354 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1355 */ 1369 */
1356 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1357 { 1371 {
1358 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))
1359 floor = top; 1373 floor = tmp;
1360 1374
1361 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))
1362 { 1376 {
1363 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1364 top = top->below; 1378 top = tmp->below;
1365 break; 1379 break;
1366 } 1380 }
1367 1381
1368 last = top; 1382 top = tmp;
1369 } 1383 }
1370
1371 /* Don't want top to be NULL, so set it to the last valid object */
1372 top = last;
1373 1384
1374 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1375 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1376 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1377 */ 1388 */
1384 */ 1395 */
1385 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1386 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1387 && (op->face && !faces [op->face].visibility)) 1398 && (op->face && !faces [op->face].visibility))
1388 { 1399 {
1400 object *last;
1401
1389 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1390 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1391 break; 1404 break;
1392 1405
1393 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1401 } /* If objects on this space */ 1414 } /* If objects on this space */
1402 1415
1403 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1404 top = floor; 1417 top = floor;
1405 1418
1406 /* 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
1407 */
1408
1409 /* First object on this space */
1410 if (!top) 1420 if (!top)
1411 { 1421 {
1422 op->below = 0;
1412 op->above = ms.bot; 1423 op->above = ms.bot;
1413
1414 if (op->above)
1415 op->above->below = op;
1416
1417 op->below = 0;
1418 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1419 } 1427 }
1420 else 1428 else
1421 { /* get inserted into the stack above top */ 1429 {
1422 op->above = top->above; 1430 op->above = top->above;
1423
1424 if (op->above)
1425 op->above->below = op; 1431 top->above = op;
1426 1432
1427 op->below = top; 1433 op->below = top;
1428 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1429 } 1435 }
1436 }
1430 1437
1431 if (!op->above) 1438 if (op->is_player ())
1432 ms.top = op;
1433 } /* else not INS_BELOW_ORIGINATOR */
1434
1435 if (op->type == PLAYER)
1436 { 1439 {
1437 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1438 ++op->map->players; 1441 ++op->map->players;
1439 op->map->touch (); 1442 op->map->touch ();
1440 } 1443 }
1455 * 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 -
1456 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1457 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1458 * of effect may be sufficient. 1461 * of effect may be sufficient.
1459 */ 1462 */
1460 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1461 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1462 1468
1463 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1464 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1465 1471
1466 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1473 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1474 * update_object(). 1480 * update_object().
1475 */ 1481 */
1476 1482
1477 /* if this is not the head or flag has been passed, don't check walk on status */ 1483 /* if this is not the head or flag has been passed, don't check walk on status */
1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1479 { 1485 {
1480 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1481 return 0; 1487 return 0;
1482 1488
1483 /* If we are a multi part object, lets work our way through the check 1489 /* If we are a multi part object, lets work our way through the check
1494/* this function inserts an object in the map, but if it 1500/* this function inserts an object in the map, but if it
1495 * 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.
1496 * 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.
1497 */ 1503 */
1498void 1504void
1499replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1500{ 1506{
1501 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1502 1508
1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1505 tmp->destroy (1); 1511 tmp->destroy ();
1506 1512
1507 object *tmp = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1508 1514
1509 tmp->x = op->x; 1515 tmp->x = op->x;
1510 tmp->y = op->y; 1516 tmp->y = op->y;
1511 1517
1512 insert_ob_in_map (tmp, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1534 if (!nr) 1540 if (!nr)
1535 return true; 1541 return true;
1536 1542
1537 nr = min (nr, nrof); 1543 nr = min (nr, nrof);
1538 1544
1545 if (nrof > nr)
1546 {
1539 nrof -= nr; 1547 nrof -= nr;
1540
1541 if (nrof)
1542 {
1543 adjust_weight (env, -weight * nr); // carrying == 0 1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1544 1549
1545 if (object *pl = visible_to ()) 1550 if (object *pl = visible_to ())
1546 esrv_update_item (UPD_NROF, pl, this); 1551 esrv_update_item (UPD_NROF, pl, this);
1547 1552
1548 return true; 1553 return true;
1549 } 1554 }
1550 else 1555 else
1551 { 1556 {
1552 destroy (1); 1557 destroy ();
1553 return false; 1558 return false;
1554 } 1559 }
1555} 1560}
1556 1561
1557/* 1562/*
1634 if (object *pl = tmp->visible_to ()) 1639 if (object *pl = tmp->visible_to ())
1635 esrv_update_item (UPD_NROF, pl, tmp); 1640 esrv_update_item (UPD_NROF, pl, tmp);
1636 1641
1637 adjust_weight (this, op->total_weight ()); 1642 adjust_weight (this, op->total_weight ());
1638 1643
1639 op->destroy (1); 1644 op->destroy ();
1640 op = tmp; 1645 op = tmp;
1641 goto inserted; 1646 goto inserted;
1642 } 1647 }
1643 1648
1644 op->owner = 0; // it's his/hers now. period. 1649 op->owner = 0; // it's his/hers now. period.
1662 1667
1663 adjust_weight (this, op->total_weight ()); 1668 adjust_weight (this, op->total_weight ());
1664 1669
1665inserted: 1670inserted:
1666 /* 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 */
1667 if (op->glow_radius && map && map->darkness) 1672 if (op->glow_radius && is_on_map ())
1673 {
1674 update_stats ();
1668 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1669 1676 }
1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1670 // if this is a player's inventory, update stats 1678 // if this is a player's inventory, update stats
1671 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1672 update_stats (); 1679 update_stats ();
1673 1680
1674 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1675 1682
1676 return op; 1683 return op;
1697 * on top. 1704 * on top.
1698 */ 1705 */
1699int 1706int
1700check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1701{ 1708{
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1702 object *tmp; 1712 object *tmp;
1703 maptile *m = op->map; 1713 maptile *m = op->map;
1704 int x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1705 1715
1706 MoveType move_on, move_slow, move_block; 1716 mapspace &ms = m->at (x, y);
1707 1717
1708 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 ms.update ();
1709 return 0;
1710 1719
1711 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1720 MoveType move_on = ms.move_on;
1712 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1721 MoveType move_slow = ms.move_slow;
1713 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1722 MoveType move_block = ms.move_block;
1714 1723
1715 /* if nothing on this space will slow op down or be applied, 1724 /* if nothing on this space will slow op down or be applied,
1716 * no need to do checking below. have to make sure move_type 1725 * no need to do checking below. have to make sure move_type
1717 * is set, as lots of objects don't have it set - we treat that 1726 * is set, as lots of objects don't have it set - we treat that
1718 * as walking. 1727 * as walking.
1729 return 0; 1738 return 0;
1730 1739
1731 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1732 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1733 */ 1742 */
1734 1743 for (object *next, *tmp = ms.top; tmp; tmp = next)
1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1736 {
1737 /* Trim the search when we find the first other spell effect
1738 * this helps performance so that if a space has 50 spell objects,
1739 * we don't need to check all of them.
1740 */
1741 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742 break;
1743 } 1744 {
1745 next = tmp->below;
1744 1746
1745 for (; tmp; tmp = tmp->below)
1746 {
1747 if (tmp == op) 1747 if (tmp == op)
1748 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1749 1749
1750 /* Check to see if one of the movement types should be slowed down. 1750 /* Check to see if one of the movement types should be slowed down.
1751 * Second check makes sure that the movement types not being slowed 1751 * Second check makes sure that the movement types not being slowed
1756 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1757 { 1757 {
1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760 { 1760 {
1761
1762 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1762
1765 if (op->type == PLAYER) 1763 if (op->is_player ())
1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1765 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1768 diff /= 4.0; 1766 diff /= 4.0;
1769 1767
1770 op->speed_left -= diff; 1768 op->speed_left -= diff;
1771 } 1769 }
1772 } 1770 }
1978 * head of the object should correspond for the entire object. 1976 * head of the object should correspond for the entire object.
1979 */ 1977 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue; 1979 continue;
1982 1980
1983 if (ob->blocked (m, pos.x, pos.y)) 1981 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue; 1982 continue;
1985 1983
1986 altern [index++] = i; 1984 altern [index++] = i;
1987 } 1985 }
1988 1986
2056 * there is capable of. 2054 * there is capable of.
2057 */ 2055 */
2058int 2056int
2059find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2060{ 2058{
2061 int i, max = SIZEOFFREE, mflags; 2059 int max = SIZEOFFREE, mflags;
2062
2063 sint16 nx, ny;
2064 object *tmp;
2065 maptile *mp;
2066
2067 MoveType blocked, move_type; 2060 MoveType move_type;
2068 2061
2069 if (exclude && exclude->head_ () != exclude) 2062 if (exclude && exclude->head_ () != exclude)
2070 { 2063 {
2071 exclude = exclude->head; 2064 exclude = exclude->head;
2072 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2075 { 2068 {
2076 /* If we don't have anything, presume it can use all movement types. */ 2069 /* If we don't have anything, presume it can use all movement types. */
2077 move_type = MOVE_ALL; 2070 move_type = MOVE_ALL;
2078 } 2071 }
2079 2072
2080 for (i = 1; i < max; i++) 2073 for (int i = 1; i < max; i++)
2081 { 2074 {
2082 mp = m; 2075 mapxy pos (m, x, y);
2083 nx = x + freearr_x[i]; 2076 pos.move (i);
2084 ny = y + freearr_y[i];
2085 2077
2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2078 if (!pos.normalise ())
2087
2088 if (mflags & P_OUT_OF_MAP)
2089 max = maxfree[i]; 2079 max = maxfree[i];
2090 else 2080 else
2091 { 2081 {
2092 mapspace &ms = mp->at (nx, ny); 2082 mapspace &ms = *pos;
2093 2083
2094 blocked = ms.move_block;
2095
2096 if ((move_type & blocked) == move_type) 2084 if ((move_type & ms.move_block) == move_type)
2097 max = maxfree[i]; 2085 max = maxfree [i];
2098 else if (mflags & P_IS_ALIVE) 2086 else if (ms.flags () & P_IS_ALIVE)
2099 { 2087 {
2100 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 break;
2104
2105 if (tmp)
2106 return freedir[i]; 2091 return freedir [i];
2107 } 2092 }
2108 } 2093 }
2109 } 2094 }
2110 2095
2111 return 0; 2096 return 0;
2186 * This basically means that if direction is 15, then it could either go 2171 * This basically means that if direction is 15, then it could either go
2187 * direction 4, 14, or 16 to get back to where we are. 2172 * direction 4, 14, or 16 to get back to where we are.
2188 * Moved from spell_util.c to object.c with the other related direction 2173 * Moved from spell_util.c to object.c with the other related direction
2189 * functions. 2174 * functions.
2190 */ 2175 */
2191int reduction_dir[SIZEOFFREE][3] = { 2176const int reduction_dir[SIZEOFFREE][3] = {
2192 {0, 0, 0}, /* 0 */ 2177 {0, 0, 0}, /* 0 */
2193 {0, 0, 0}, /* 1 */ 2178 {0, 0, 0}, /* 1 */
2194 {0, 0, 0}, /* 2 */ 2179 {0, 0, 0}, /* 2 */
2195 {0, 0, 0}, /* 3 */ 2180 {0, 0, 0}, /* 3 */
2196 {0, 0, 0}, /* 4 */ 2181 {0, 0, 0}, /* 4 */
2292int 2277int
2293can_pick (const object *who, const object *item) 2278can_pick (const object *who, const object *item)
2294{ 2279{
2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2280 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2281 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2282 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2298} 2283}
2299 2284
2300/* 2285/*
2301 * create clone from object to another 2286 * create clone from object to another
2302 */ 2287 */
2334 return tmp; 2319 return tmp;
2335 2320
2336 return 0; 2321 return 0;
2337} 2322}
2338 2323
2339const shstr & 2324shstr_tmp
2340object::kv_get (const shstr &key) const 2325object::kv_get (shstr_tmp key) const
2341{ 2326{
2342 for (key_value *kv = key_values; kv; kv = kv->next) 2327 for (key_value *kv = key_values; kv; kv = kv->next)
2343 if (kv->key == key) 2328 if (kv->key == key)
2344 return kv->value; 2329 return kv->value;
2345 2330
2346 return shstr_null; 2331 return shstr ();
2347} 2332}
2348 2333
2349void 2334void
2350object::kv_set (const shstr &key, const shstr &value) 2335object::kv_set (shstr_tmp key, shstr_tmp value)
2351{ 2336{
2352 for (key_value *kv = key_values; kv; kv = kv->next) 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2353 if (kv->key == key) 2338 if (kv->key == key)
2354 { 2339 {
2355 kv->value = value; 2340 kv->value = value;
2364 2349
2365 key_values = kv; 2350 key_values = kv;
2366} 2351}
2367 2352
2368void 2353void
2369object::kv_del (const shstr &key) 2354object::kv_del (shstr_tmp key)
2370{ 2355{
2371 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2356 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372 if ((*kvp)->key == key) 2357 if ((*kvp)->key == key)
2373 { 2358 {
2374 key_value *kv = *kvp; 2359 key_value *kv = *kvp;
2433{ 2418{
2434 char flagdesc[512]; 2419 char flagdesc[512];
2435 char info2[256 * 4]; 2420 char info2[256 * 4];
2436 char *p = info; 2421 char *p = info;
2437 2422
2438 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2423 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2439 count, 2424 count,
2440 uuid.c_str (), 2425 uuid.c_str (),
2441 &name, 2426 &name,
2442 title ? "\",title:\"" : "", 2427 title ? ",title:\"" : "",
2443 title ? (const char *)title : "", 2428 title ? (const char *)title : "",
2429 title ? "\"" : "",
2444 flag_desc (flagdesc, 512), type); 2430 flag_desc (flagdesc, 512), type);
2445 2431
2446 if (!flag[FLAG_REMOVED] && env) 2432 if (!flag[FLAG_REMOVED] && env)
2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2433 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2448 2434
2504 container = 0; 2490 container = 0;
2505 2491
2506 // client needs item update to make it work, client bug requires this to be separate 2492 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container); 2493 esrv_update_item (UPD_FLAGS, this, old_container);
2508 2494
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2510 play_sound (sound_find ("chest_close")); 2496 play_sound (sound_find ("chest_close"));
2511 } 2497 }
2512 2498
2513 if (new_container) 2499 if (new_container)
2514 { 2500 {
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2510 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer); 2511 new_container->insert (closer);
2526 } 2512 }
2527#endif 2513#endif
2528 2514
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2530 2516
2531 // make sure the container is available, client bug requires this to be separate 2517 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container); 2518 esrv_send_item (this, new_container);
2533 2519
2534 new_container->flag [FLAG_APPLIED] = true; 2520 new_container->flag [FLAG_APPLIED] = true;
2542// else if (!old_container->env && contr && contr->ns) 2528// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset (); 2529// contr->ns->floorbox_reset ();
2544} 2530}
2545 2531
2546object * 2532object *
2547object::force_find (const shstr name) 2533object::force_find (shstr_tmp name)
2548{ 2534{
2549 /* cycle through his inventory to look for the MARK we want to 2535 /* cycle through his inventory to look for the MARK we want to
2550 * place 2536 * place
2551 */ 2537 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below) 2538 for (object *tmp = inv; tmp; tmp = tmp->below)
2554 return splay (tmp); 2540 return splay (tmp);
2555 2541
2556 return 0; 2542 return 0;
2557} 2543}
2558 2544
2559void 2545object *
2560object::force_add (const shstr name, int duration) 2546object::force_add (shstr_tmp name, int duration)
2561{ 2547{
2562 if (object *force = force_find (name)) 2548 if (object *force = force_find (name))
2563 force->destroy (); 2549 force->destroy ();
2564 2550
2565 object *force = get_archetype (FORCE_NAME); 2551 object *force = get_archetype (FORCE_NAME);
2570 2556
2571 force->set_speed (duration ? 1.f / duration : 0.f); 2557 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true; 2558 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true; 2559 force->flag [FLAG_APPLIED] = true;
2574 2560
2575 insert (force); 2561 return insert (force);
2576} 2562}
2577 2563
2578void 2564void
2579object::play_sound (faceidx sound) 2565object::play_sound (faceidx sound) const
2580{ 2566{
2581 if (!sound) 2567 if (!sound)
2582 return; 2568 return;
2583 2569
2584 if (flag [FLAG_REMOVED]) 2570 if (is_on_map ())
2571 map->play_sound (sound, x, y);
2572 else if (object *pl = in_player ())
2573 pl->contr->play_sound (sound);
2574}
2575
2576void
2577object::say_msg (const char *msg) const
2578{
2579 if (is_on_map ())
2580 map->say_msg (msg, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::make_noise ()
2587{
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2585 return; 2595 return;
2586 2596
2587 if (env) 2597 // find old force, or create new one
2588 { 2598 object *force = force_find (shstr_noise_force);
2589 if (object *pl = in_player ()) 2599
2590 pl->contr->play_sound (sound); 2600 if (force)
2591 } 2601 force->speed_left = -1.f; // patch old speed up
2592 else 2602 else
2593 map->play_sound (sound, x, y); 2603 {
2594} 2604 force = archetype::get (shstr_noise_force);
2595 2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2614 insert (force);
2615 }
2616}
2617

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