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Comparing deliantra/server/common/object.C (file contents):
Revision 1.218 by root, Wed Apr 23 07:25:54 2008 UTC vs.
Revision 1.288 by root, Sat Oct 3 22:36:08 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
139 140
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 142static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
143{ 144{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
149 */ 148 */
150 149
151 /* For each field in wants, */ 150 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 152 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 153 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 154
169 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 156 return true;
171} 157}
172 158
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 160static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 162{
177 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
179 */ 165 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
181} 168}
182 169
183/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 171 * they can be merged together.
185 * 172 *
200 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 188 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
203 return 0; 190 return 0;
204 191
205 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 195 return 0;
212 196
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 205
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 208
225 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 210 || ob1->name != ob2->name
227 || ob1->title != ob2->title 211 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 218 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 234 return 0;
250 235
251 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
255 .any ()) 239 .any ())
256 return 0; 240 return 0;
257 241
258 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
334 318
335// find player who can see this object 319// find player who can see this object
336object * 320object *
337object::visible_to () const 321object::visible_to () const
338{ 322{
339 if (!flag [FLAG_REMOVED]) 323 if (client_visible () && !flag [FLAG_REMOVED])
340 { 324 {
341 // see if we are in a container of sorts 325 // see if we are in a container of sorts
342 if (env) 326 if (env)
343 { 327 {
344 // the player inventory itself is always visible 328 // the player inventory itself is always visible
345 if (env->type == PLAYER) 329 if (env->is_player ())
346 return env; 330 return env;
347 331
348 // else a player could have our env open 332 // else a player could have our env open
349 object *envest = env->outer_env (); 333 object *envest = env->outer_env_or_self ();
350 334
351 // 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
352 // even if our inv is in a player. 336 // even if our inv is in a player.
353 if (envest->is_on_map ()) 337 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 338 if (object *pl = envest->ms ().player ())
358 else 342 else
359 { 343 {
360 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
363 return pl; 349 return pl;
364 } 350 }
365 } 351 }
366 352
367 return 0; 353 return 0;
368} 354}
369 355
370// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
371static sint32 357static sint32
372weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
373{ 359{
374 return op->type == CONTAINER 360 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight; 362 : weight;
377} 363}
383static void 369static void
384adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
385{ 371{
386 while (op) 372 while (op)
387 { 373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
388 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
389 378
390 if (!weight) 379 if (!weight)
391 return; 380 return;
392 381
393 op->carrying += weight; 382 op->carrying += weight;
416 op->update_weight (); 405 op->update_weight ();
417 406
418 sum += op->total_weight (); 407 sum += op->total_weight ();
419 } 408 }
420 409
421 sum = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
422 411
423 if (sum != carrying) 412 if (sum != carrying)
424 { 413 {
425 carrying = sum; 414 carrying = sum;
426 415
488 */ 477 */
489object * 478object *
490find_object_name (const char *str) 479find_object_name (const char *str)
491{ 480{
492 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
493 object *op;
494 482
483 if (str_)
495 for_all_objects (op) 484 for_all_objects (op)
496 if (op->name == str_) 485 if (op->name == str_)
497 break; 486 return op;
498 487
499 return op; 488 return 0;
500} 489}
501 490
502/* 491/*
503 * 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
504 * skill and experience objects. 493 * skill and experience objects.
566 update_stats (); 555 update_stats ();
567 556
568 new_draw_info_format (NDI_UNIQUE, 0, this, 557 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, " 558 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. " 559 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name); 560 "[You need to unapply some items first - use the 'body' command to see "
561 "how many items you cna wera on a specific body part.]", &ob->name);
572 return false; 562 return false;
573 } 563 }
574 564
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 } 566 }
602 } 592 }
603 593
604 op->key_values = 0; 594 op->key_values = 0;
605} 595}
606 596
607object & 597/*
608object::operator =(const object &src) 598 * copy_to first frees everything allocated by the dst object,
599 * and then copies the contents of itself into the second
600 * object, allocating what needs to be allocated. Basically, any
601 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
602 * if the first object is freed, the pointers in the new object
603 * will point at garbage.
604 */
605void
606object::copy_to (object *dst)
609{ 607{
610 bool is_freed = flag [FLAG_FREED]; 608 dst->remove ();
611 bool is_removed = flag [FLAG_REMOVED];
612
613 *(object_copy *)this = src; 609 *(object_copy *)dst = *this;
614
615 flag [FLAG_FREED] = is_freed;
616 flag [FLAG_REMOVED] = is_removed; 610 dst->flag [FLAG_REMOVED] = true;
617 611
618 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
619 if (src.key_values) 613 if (key_values)
620 { 614 {
621 key_value *tail = 0; 615 key_value *tail = 0;
622 key_values = 0; 616 dst->key_values = 0;
623 617
624 for (key_value *i = src.key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
625 { 619 {
626 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
627 621
628 new_link->next = 0; 622 new_link->next = 0;
629 new_link->key = i->key; 623 new_link->key = i->key;
630 new_link->value = i->value; 624 new_link->value = i->value;
631 625
632 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
633 if (!key_values) 627 if (!dst->key_values)
634 { 628 {
635 key_values = new_link; 629 dst->key_values = new_link;
636 tail = new_link; 630 tail = new_link;
637 } 631 }
638 else 632 else
639 { 633 {
640 tail->next = new_link; 634 tail->next = new_link;
641 tail = new_link; 635 tail = new_link;
642 } 636 }
643 } 637 }
644 } 638 }
645}
646
647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659 639
660 if (speed < 0) 640 if (speed < 0)
661 dst->speed_left -= rndm (); 641 dst->speed_left -= rndm ();
662 642
663 dst->set_speed (dst->speed); 643 dst->activate ();
664} 644}
665 645
666void 646void
667object::instantiate () 647object::instantiate ()
668{ 648{
685object * 665object *
686object::clone () 666object::clone ()
687{ 667{
688 object *neu = create (); 668 object *neu = create ();
689 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
690 return neu; 671 return neu;
691} 672}
692 673
693/* 674/*
694 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
745 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
746 */ 727 */
747void 728void
748update_object (object *op, int action) 729update_object (object *op, int action)
749{ 730{
750 if (op == NULL) 731 if (!op)
751 { 732 {
752 /* this should never happen */ 733 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 735 return;
755 } 736 }
756 737
757 if (op->env) 738 if (!op->is_on_map ())
758 { 739 {
759 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
760 * to do in this case. 741 * to do in this case.
761 */ 742 */
762 return; 743 return;
763 } 744 }
764
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770 745
771 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 748 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
785 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
786 { 761 {
787 // this is likely overkill, TODO: revisit (schmorp) 762 // this is likely overkill, TODO: revisit (schmorp)
788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 765 || (op->is_player () && !(m.flags_ & P_PLAYER))
791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
794 || (m.move_on | op->move_on ) != m.move_on 769 || (m.move_on | op->move_on ) != m.move_on
795 || (m.move_off | op->move_off ) != m.move_off 770 || (m.move_off | op->move_off ) != m.move_off
796 || (m.move_slow | op->move_slow) != m.move_slow 771 || (m.move_slow | op->move_slow) != m.move_slow
797 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
798 * to have move_allow right now. 773 * have move_allow right now.
799 */ 774 */
800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
802 m.flags_ = 0; 777 m.invalidate ();
803 } 778 }
804 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
805 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
806 * that is being removed. 781 * that is being removed.
807 */ 782 */
808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
809 m.flags_ = 0; 784 m.invalidate ();
810 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
811 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
812 else 787 else
813 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
814 789
818 793
819object::object () 794object::object ()
820{ 795{
821 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
822 797
823 expmul = 1.0; 798 //expmul = 1.0; declared const for the time being
824 face = blank_face; 799 face = blank_face;
825} 800}
826 801
827object::~object () 802object::~object ()
828{ 803{
858 /* If already on active list, don't do anything */ 833 /* If already on active list, don't do anything */
859 if (active) 834 if (active)
860 return; 835 return;
861 836
862 if (has_active_speed ()) 837 if (has_active_speed ())
838 {
839 if (flag [FLAG_FREED])
840 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
841
863 actives.insert (this); 842 actives.insert (this);
843 }
864} 844}
865 845
866void 846void
867object::activate_recursive () 847object::activate_recursive ()
868{ 848{
929 * drop on that space. 909 * drop on that space.
930 */ 910 */
931 if (!drop_to_ground 911 if (!drop_to_ground
932 || !map 912 || !map
933 || map->in_memory != MAP_ACTIVE 913 || map->in_memory != MAP_ACTIVE
934 || map->nodrop 914 || map->no_drop
935 || ms ().move_block == MOVE_ALL) 915 || ms ().move_block == MOVE_ALL)
936 { 916 {
937 while (inv) 917 while (inv)
938 {
939 inv->destroy_inv (false);
940 inv->destroy (); 918 inv->destroy ();
941 }
942 } 919 }
943 else 920 else
944 { /* Put objects in inventory onto this space */ 921 { /* Put objects in inventory onto this space */
945 while (inv) 922 while (inv)
946 { 923 {
950 || op->flag [FLAG_NO_DROP] 927 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE 928 || op->type == RUNE
952 || op->type == TRAP 929 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE] 930 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH]) 931 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (true); 932 op->destroy ();
956 else 933 else
957 map->insert (op, x, y); 934 map->insert (op, x, y);
958 } 935 }
959 } 936 }
960} 937}
964 object *op = new object; 941 object *op = new object;
965 op->link (); 942 op->link ();
966 return op; 943 return op;
967} 944}
968 945
946static struct freed_map : maptile
947{
948 freed_map ()
949 {
950 path = "<freed objects map>";
951 name = "/internal/freed_objects_map";
952 width = 3;
953 height = 3;
954 no_drop = 1;
955 no_reset = 1;
956
957 alloc ();
958 in_memory = MAP_ACTIVE;
959 }
960
961 ~freed_map ()
962 {
963 destroy ();
964 }
965} freed_map; // freed objects are moved here to avoid crashes
966
969void 967void
970object::do_destroy () 968object::do_destroy ()
971{ 969{
972 if (flag [FLAG_IS_LINKED]) 970 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this); 971 remove_link ();
974 972
975 if (flag [FLAG_FRIENDLY]) 973 if (flag [FLAG_FRIENDLY])
976 remove_friendly_object (this); 974 remove_friendly_object (this);
977 975
978 remove (); 976 remove ();
983 unlink (); 981 unlink ();
984 982
985 flag [FLAG_FREED] = 1; 983 flag [FLAG_FREED] = 1;
986 984
987 // hack to ensure that freed objects still have a valid map 985 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map; 986 map = &freed_map;
1006 x = 1; 987 x = 1;
1007 y = 1; 988 y = 1;
1008 }
1009 989
1010 if (more) 990 if (more)
1011 { 991 {
1012 more->destroy (); 992 more->destroy ();
1013 more = 0; 993 more = 0;
1021 attacked_by = 0; 1001 attacked_by = 0;
1022 current_weapon = 0; 1002 current_weapon = 0;
1023} 1003}
1024 1004
1025void 1005void
1026object::destroy (bool destroy_inventory) 1006object::destroy ()
1027{ 1007{
1028 if (destroyed ()) 1008 if (destroyed ())
1029 return; 1009 return;
1030 1010
1031 destroy_inv (!destroy_inventory); 1011 if (!is_head () && !head->destroyed ())
1012 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy ();
1015 return;
1016 }
1017
1018 destroy_inv (false);
1032 1019
1033 if (is_head ()) 1020 if (is_head ())
1034 if (sound_destroy) 1021 if (sound_destroy)
1035 play_sound (sound_destroy); 1022 play_sound (sound_destroy);
1036 else if (flag [FLAG_MONSTER]) 1023 else if (flag [FLAG_MONSTER])
1055 if (flag [FLAG_REMOVED]) 1042 if (flag [FLAG_REMOVED])
1056 return; 1043 return;
1057 1044
1058 INVOKE_OBJECT (REMOVE, this); 1045 INVOKE_OBJECT (REMOVE, this);
1059 1046
1060 if (object *pl = visible_to ())
1061 esrv_del_item (pl->contr, count);
1062
1063 flag [FLAG_REMOVED] = true; 1047 flag [FLAG_REMOVED] = true;
1064 1048
1065 if (more) 1049 if (more)
1066 more->remove (); 1050 more->remove ();
1067 1051
1069 * In this case, the object to be removed is in someones 1053 * In this case, the object to be removed is in someones
1070 * inventory. 1054 * inventory.
1071 */ 1055 */
1072 if (env) 1056 if (env)
1073 { 1057 {
1058 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1059 if (object *pl = visible_to ())
1060 esrv_del_item (pl->contr, count);
1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062
1074 adjust_weight (env, -total_weight ()); 1063 adjust_weight (env, -total_weight ());
1075 1064
1076 *(above ? &above->below : &env->inv) = below; 1065 object *pl = in_player ();
1077
1078 if (below)
1079 below->above = above;
1080 1066
1081 /* we set up values so that it could be inserted into 1067 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up 1068 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do. 1069 * to the caller to decide what we want to do.
1084 */ 1070 */
1085 map = env->map; 1071 map = env->map;
1086 x = env->x; 1072 x = env->x;
1087 y = env->y; 1073 y = env->y;
1074
1075 // make sure cmov optimisation is applicable
1076 *(above ? &above->below : &env->inv) = below;
1077 *(below ? &below->above : &above ) = above; // &above is just a dummy
1078
1088 above = 0; 1079 above = 0;
1089 below = 0; 1080 below = 0;
1090 env = 0; 1081 env = 0;
1091 1082
1092 /* NO_FIX_PLAYER is set when a great many changes are being 1083 /* NO_FIX_PLAYER is set when a great many changes are being
1093 * made to players inventory. If set, avoiding the call 1084 * made to players inventory. If set, avoiding the call
1094 * to save cpu time. 1085 * to save cpu time.
1095 */ 1086 */
1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1087 if (pl)
1088 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1089 {
1097 otmp->update_stats (); 1090 pl->update_stats ();
1091
1092 if (glow_radius && pl->is_on_map ())
1093 update_all_los (pl->map, pl->x, pl->y);
1094 }
1098 } 1095 }
1099 else if (map) 1096 else if (map)
1100 { 1097 {
1101 if (type == PLAYER)
1102 {
1103 // leaving a spot always closes any open container on the ground
1104 if (container && !container->env)
1105 // this causes spurious floorbox updates, but it ensures
1106 // that the CLOSE event is being sent.
1107 close_container ();
1108
1109 --map->players;
1110 map->touch ();
1111 }
1112
1113 map->dirty = true; 1098 map->dirty = true;
1114 mapspace &ms = this->ms (); 1099 mapspace &ms = this->ms ();
1115 1100
1101 if (object *pl = ms.player ())
1102 {
1103 if (is_player ())
1104 {
1105 if (!flag [FLAG_WIZPASS])
1106 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1107
1108 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent.
1112 close_container ();
1113
1114 --map->players;
1115 map->touch ();
1116 }
1117 else if (pl->container == this)
1118 {
1119 // removing a container should close it
1120 close_container ();
1121 }
1122
1123 esrv_del_item (pl->contr, count);
1124 }
1125
1116 /* link the object above us */ 1126 /* link the object above us */
1117 if (above) 1127 // re-link, make sure compiler can easily use cmove
1118 above->below = below; 1128 *(above ? &above->below : &ms.top) = below;
1119 else 1129 *(below ? &below->above : &ms.bot) = above;
1120 ms.top = below; /* we were top, set new top */
1121
1122 /* Relink the object below us, if there is one */
1123 if (below)
1124 below->above = above;
1125 else
1126 {
1127 /* Nothing below, which means we need to relink map object for this space
1128 * use translated coordinates in case some oddness with map tiling is
1129 * evident
1130 */
1131 if (GET_MAP_OB (map, x, y) != this)
1132 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1133
1134 ms.bot = above; /* goes on above it. */
1135 }
1136 1130
1137 above = 0; 1131 above = 0;
1138 below = 0; 1132 below = 0;
1133
1134 ms.invalidate ();
1139 1135
1140 if (map->in_memory == MAP_SAVING) 1136 if (map->in_memory == MAP_SAVING)
1141 return; 1137 return;
1142 1138
1143 int check_walk_off = !flag [FLAG_NO_APPLY]; 1139 int check_walk_off = !flag [FLAG_NO_APPLY];
1150 * appropriately. 1146 * appropriately.
1151 */ 1147 */
1152 pl->close_container (); 1148 pl->close_container ();
1153 1149
1154 //TODO: the floorbox prev/next might need updating 1150 //TODO: the floorbox prev/next might need updating
1155 esrv_del_item (pl->contr, count); 1151 //esrv_del_item (pl->contr, count);
1152 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns)
1154 pl->contr->ns->floorbox_update ();
1156 } 1155 }
1157 1156
1158 for (tmp = ms.bot; tmp; tmp = tmp->above) 1157 for (tmp = ms.bot; tmp; tmp = tmp->above)
1159 { 1158 {
1160 /* No point updating the players look faces if he is the object 1159 /* No point updating the players look faces if he is the object
1173 } 1172 }
1174 1173
1175 last = tmp; 1174 last = tmp;
1176 } 1175 }
1177 1176
1178 /* last == NULL if there are no objects on this space */ 1177 if (affects_los ())
1179 //TODO: this makes little sense, why only update the topmost object?
1180 if (!last)
1181 map->at (x, y).flags_ = 0;
1182 else
1183 update_object (last, UP_OBJ_REMOVE);
1184
1185 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1186 update_all_los (map, x, y); 1178 update_all_los (map, x, y);
1187 } 1179 }
1188} 1180}
1189 1181
1190/* 1182/*
1214 esrv_update_item (UPD_NROF, pl, top); 1206 esrv_update_item (UPD_NROF, pl, top);
1215 1207
1216 op->weight = 0; // cancel the addition above 1208 op->weight = 0; // cancel the addition above
1217 op->carrying = 0; // must be 0 already 1209 op->carrying = 0; // must be 0 already
1218 1210
1219 op->destroy (1); 1211 op->destroy ();
1220 1212
1221 return top; 1213 return top;
1222 } 1214 }
1223 1215
1224 return 0; 1216 return 0;
1252 * job preparing multi-part monsters. 1244 * job preparing multi-part monsters.
1253 */ 1245 */
1254object * 1246object *
1255insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1247insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1256{ 1248{
1249 op->remove ();
1250
1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1251 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1258 { 1252 {
1259 tmp->x = x + tmp->arch->x; 1253 tmp->x = x + tmp->arch->x;
1260 tmp->y = y + tmp->arch->y; 1254 tmp->y = y + tmp->arch->y;
1261 } 1255 }
1284 * just 'op' otherwise 1278 * just 'op' otherwise
1285 */ 1279 */
1286object * 1280object *
1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1281insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1288{ 1282{
1289 assert (!op->flag [FLAG_FREED]);
1290
1291 op->remove (); 1283 op->remove ();
1284
1285 if (m == &freed_map)//D TODO: remove soon
1286 {//D
1287 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1288 }//D
1292 1289
1293 /* Ideally, the caller figures this out. However, it complicates a lot 1290 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now 1291 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work 1292 * need extra work
1296 */ 1293 */
1294 maptile *newmap = m;
1297 if (!xy_normalise (m, op->x, op->y)) 1295 if (!xy_normalise (newmap, op->x, op->y))
1298 { 1296 {
1299 op->destroy (1); 1297 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1300 return 0; 1298 return 0;
1301 } 1299 }
1302 1300
1303 if (object *more = op->more) 1301 if (object *more = op->more)
1304 if (!insert_ob_in_map (more, m, originator, flag)) 1302 if (!insert_ob_in_map (more, m, originator, flag))
1305 return 0; 1303 return 0;
1306 1304
1307 CLEAR_FLAG (op, FLAG_REMOVED); 1305 op->flag [FLAG_REMOVED] = false;
1308 1306 op->env = 0;
1309 op->map = m; 1307 op->map = newmap;
1308
1310 mapspace &ms = op->ms (); 1309 mapspace &ms = op->ms ();
1311 1310
1312 /* this has to be done after we translate the coordinates. 1311 /* this has to be done after we translate the coordinates.
1313 */ 1312 */
1314 if (op->nrof && !(flag & INS_NO_MERGE)) 1313 if (op->nrof && !(flag & INS_NO_MERGE))
1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1316 if (object::can_merge (op, tmp)) 1315 if (object::can_merge (op, tmp))
1317 { 1316 {
1318 // TODO: we atcually want to update tmp, not op, 1317 // TODO: we actually want to update tmp, not op,
1319 // but some caller surely breaks when we return tmp 1318 // but some caller surely breaks when we return tmp
1320 // from here :/ 1319 // from here :/
1321 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1322 tmp->destroy (1); 1321 tmp->destroy ();
1323 } 1322 }
1324 1323
1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1326 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1325 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1327 1326
1334 { 1333 {
1335 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1336 abort (); 1335 abort ();
1337 } 1336 }
1338 1337
1338 if (!originator->is_on_map ())
1339 {
1340 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1341 op->debug_desc (), originator->debug_desc ());
1342 abort ();
1343 }
1344
1339 op->above = originator; 1345 op->above = originator;
1340 op->below = originator->below; 1346 op->below = originator->below;
1341
1342 if (op->below)
1343 op->below->above = op;
1344 else
1345 ms.bot = op;
1346
1347 /* since *below* originator, no need to update top */
1348 originator->below = op; 1347 originator->below = op;
1348
1349 *(op->below ? &op->below->above : &ms.bot) = op;
1349 } 1350 }
1350 else 1351 else
1351 { 1352 {
1352 object *top, *floor = NULL; 1353 object *floor = 0;
1353 1354 object *top = ms.top;
1354 top = ms.bot;
1355 1355
1356 /* If there are other objects, then */ 1356 /* If there are other objects, then */
1357 if (top) 1357 if (top)
1358 { 1358 {
1359 object *last = 0;
1360
1361 /* 1359 /*
1362 * If there are multiple objects on this space, we do some trickier handling. 1360 * If there are multiple objects on this space, we do some trickier handling.
1363 * We've already dealt with merging if appropriate. 1361 * We've already dealt with merging if appropriate.
1364 * Generally, we want to put the new object on top. But if 1362 * Generally, we want to put the new object on top. But if
1365 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1363 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1368 * once we get to them. This reduces the need to traverse over all of 1366 * once we get to them. This reduces the need to traverse over all of
1369 * them when adding another one - this saves quite a bit of cpu time 1367 * them when adding another one - this saves quite a bit of cpu time
1370 * when lots of spells are cast in one area. Currently, it is presumed 1368 * when lots of spells are cast in one area. Currently, it is presumed
1371 * that flying non pickable objects are spell objects. 1369 * that flying non pickable objects are spell objects.
1372 */ 1370 */
1373 for (top = ms.bot; top; top = top->above) 1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1374 { 1372 {
1375 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1376 floor = top; 1374 floor = tmp;
1377 1375
1378 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1379 { 1377 {
1380 /* We insert above top, so we want this object below this */ 1378 /* We insert above top, so we want this object below this */
1381 top = top->below; 1379 top = tmp->below;
1382 break; 1380 break;
1383 } 1381 }
1384 1382
1385 last = top; 1383 top = tmp;
1386 } 1384 }
1387
1388 /* Don't want top to be NULL, so set it to the last valid object */
1389 top = last;
1390 1385
1391 /* We let update_position deal with figuring out what the space 1386 /* We let update_position deal with figuring out what the space
1392 * looks like instead of lots of conditions here. 1387 * looks like instead of lots of conditions here.
1393 * makes things faster, and effectively the same result. 1388 * makes things faster, and effectively the same result.
1394 */ 1389 */
1401 */ 1396 */
1402 if (!(flag & INS_ON_TOP) 1397 if (!(flag & INS_ON_TOP)
1403 && ms.flags () & P_BLOCKSVIEW 1398 && ms.flags () & P_BLOCKSVIEW
1404 && (op->face && !faces [op->face].visibility)) 1399 && (op->face && !faces [op->face].visibility))
1405 { 1400 {
1401 object *last;
1402
1406 for (last = top; last != floor; last = last->below) 1403 for (last = top; last != floor; last = last->below)
1407 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1408 break; 1405 break;
1409 1406
1410 /* Check to see if we found the object that blocks view, 1407 /* Check to see if we found the object that blocks view,
1418 } /* If objects on this space */ 1415 } /* If objects on this space */
1419 1416
1420 if (flag & INS_ABOVE_FLOOR_ONLY) 1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1421 top = floor; 1418 top = floor;
1422 1419
1423 /* Top is the object that our object (op) is going to get inserted above. 1420 // insert object above top, or bottom-most if top = 0
1424 */
1425
1426 /* First object on this space */
1427 if (!top) 1421 if (!top)
1428 { 1422 {
1423 op->below = 0;
1429 op->above = ms.bot; 1424 op->above = ms.bot;
1430
1431 if (op->above)
1432 op->above->below = op;
1433
1434 op->below = 0;
1435 ms.bot = op; 1425 ms.bot = op;
1426
1427 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1428 }
1437 else 1429 else
1438 { /* get inserted into the stack above top */ 1430 {
1439 op->above = top->above; 1431 op->above = top->above;
1440
1441 if (op->above)
1442 op->above->below = op; 1432 top->above = op;
1443 1433
1444 op->below = top; 1434 op->below = top;
1445 top->above = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1446 } 1436 }
1437 }
1447 1438
1448 if (!op->above) 1439 if (op->is_player ())
1449 ms.top = op;
1450 } /* else not INS_BELOW_ORIGINATOR */
1451
1452 if (op->type == PLAYER)
1453 { 1440 {
1454 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1455 ++op->map->players; 1442 ++op->map->players;
1456 op->map->touch (); 1443 op->map->touch ();
1457 } 1444 }
1458 1445
1459 op->map->dirty = true; 1446 op->map->dirty = true;
1460 1447
1461 if (object *pl = ms.player ()) 1448 if (object *pl = ms.player ())
1462 //TODO: the floorbox prev/next might need updating 1449 //TODO: the floorbox prev/next might need updating
1463 esrv_send_item (pl, op); 1450 //esrv_send_item (pl, op);
1451 //TODO: update floorbox to preserve ordering
1452 if (pl->contr->ns)
1453 pl->contr->ns->floorbox_update ();
1464 1454
1465 /* If this object glows, it may affect lighting conditions that are 1455 /* If this object glows, it may affect lighting conditions that are
1466 * visible to others on this map. But update_all_los is really 1456 * visible to others on this map. But update_all_los is really
1467 * an inefficient way to do this, as it means los for all players 1457 * an inefficient way to do this, as it means los for all players
1468 * on the map will get recalculated. The players could very well 1458 * on the map will get recalculated. The players could very well
1469 * be far away from this change and not affected in any way - 1459 * be far away from this change and not affected in any way -
1470 * this should get redone to only look for players within range, 1460 * this should get redone to only look for players within range,
1471 * or just updating the P_UPTODATE for spaces within this area 1461 * or just updating the P_UPTODATE for spaces within this area
1472 * of effect may be sufficient. 1462 * of effect may be sufficient.
1473 */ 1463 */
1474 if (op->map->darkness && (op->glow_radius != 0)) 1464 if (op->affects_los ())
1465 {
1466 op->ms ().invalidate ();
1475 update_all_los (op->map, op->x, op->y); 1467 update_all_los (op->map, op->x, op->y);
1468 }
1476 1469
1477 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1478 update_object (op, UP_OBJ_INSERT); 1471 update_object (op, UP_OBJ_INSERT);
1479 1472
1480 INVOKE_OBJECT (INSERT, op); 1473 INVOKE_OBJECT (INSERT, op);
1487 * blocked() and wall() work properly), and these flags are updated by 1480 * blocked() and wall() work properly), and these flags are updated by
1488 * update_object(). 1481 * update_object().
1489 */ 1482 */
1490 1483
1491 /* if this is not the head or flag has been passed, don't check walk on status */ 1484 /* if this is not the head or flag has been passed, don't check walk on status */
1492 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1485 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1493 { 1486 {
1494 if (check_move_on (op, originator)) 1487 if (check_move_on (op, originator))
1495 return 0; 1488 return 0;
1496 1489
1497 /* If we are a multi part object, lets work our way through the check 1490 /* If we are a multi part object, lets work our way through the check
1508/* this function inserts an object in the map, but if it 1501/* this function inserts an object in the map, but if it
1509 * finds an object of its own type, it'll remove that one first. 1502 * finds an object of its own type, it'll remove that one first.
1510 * op is the object to insert it under: supplies x and the map. 1503 * op is the object to insert it under: supplies x and the map.
1511 */ 1504 */
1512void 1505void
1513replace_insert_ob_in_map (const char *arch_string, object *op) 1506replace_insert_ob_in_map (shstr_tmp archname, object *op)
1514{ 1507{
1515 /* first search for itself and remove any old instances */ 1508 /* first search for itself and remove any old instances */
1516 1509
1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1518 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1511 if (tmp->arch->archname == archname) /* same archetype */
1519 tmp->destroy (1); 1512 tmp->destroy ();
1520 1513
1521 object *tmp = arch_to_object (archetype::find (arch_string)); 1514 object *tmp = arch_to_object (archetype::find (archname));
1522 1515
1523 tmp->x = op->x; 1516 tmp->x = op->x;
1524 tmp->y = op->y; 1517 tmp->y = op->y;
1525 1518
1526 insert_ob_in_map (tmp, op->map, op, 0); 1519 insert_ob_in_map (tmp, op->map, op, 0);
1548 if (!nr) 1541 if (!nr)
1549 return true; 1542 return true;
1550 1543
1551 nr = min (nr, nrof); 1544 nr = min (nr, nrof);
1552 1545
1546 if (nrof > nr)
1547 {
1553 nrof -= nr; 1548 nrof -= nr;
1554
1555 if (nrof)
1556 {
1557 adjust_weight (env, -weight * nr); // carrying == 0 1549 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1558 1550
1559 if (object *pl = visible_to ()) 1551 if (object *pl = visible_to ())
1560 esrv_update_item (UPD_NROF, pl, this); 1552 esrv_update_item (UPD_NROF, pl, this);
1561 1553
1562 return true; 1554 return true;
1563 } 1555 }
1564 else 1556 else
1565 { 1557 {
1566 destroy (1); 1558 destroy ();
1567 return false; 1559 return false;
1568 } 1560 }
1569} 1561}
1570 1562
1571/* 1563/*
1588 } 1580 }
1589 else 1581 else
1590 { 1582 {
1591 decrease (nr); 1583 decrease (nr);
1592 1584
1593 object *op = object_create_clone (this); 1585 object *op = deep_clone ();
1594 op->nrof = nr; 1586 op->nrof = nr;
1595 return op; 1587 return op;
1596 } 1588 }
1597} 1589}
1598 1590
1648 if (object *pl = tmp->visible_to ()) 1640 if (object *pl = tmp->visible_to ())
1649 esrv_update_item (UPD_NROF, pl, tmp); 1641 esrv_update_item (UPD_NROF, pl, tmp);
1650 1642
1651 adjust_weight (this, op->total_weight ()); 1643 adjust_weight (this, op->total_weight ());
1652 1644
1653 op->destroy (1); 1645 op->destroy ();
1654 op = tmp; 1646 op = tmp;
1655 goto inserted; 1647 goto inserted;
1656 } 1648 }
1657 1649
1658 op->owner = 0; // it's his/hers now. period. 1650 op->owner = 0; // it's his/hers now. period.
1676 1668
1677 adjust_weight (this, op->total_weight ()); 1669 adjust_weight (this, op->total_weight ());
1678 1670
1679inserted: 1671inserted:
1680 /* reset the light list and los of the players on the map */ 1672 /* reset the light list and los of the players on the map */
1681 if (op->glow_radius && map && map->darkness) 1673 if (op->glow_radius && is_on_map ())
1674 {
1675 update_stats ();
1682 update_all_los (map, x, y); 1676 update_all_los (map, x, y);
1683 1677 }
1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1684 // if this is a player's inventory, update stats 1679 // if this is a player's inventory, update stats
1685 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1686 update_stats (); 1680 update_stats ();
1687 1681
1688 INVOKE_OBJECT (INSERT, this); 1682 INVOKE_OBJECT (INSERT, this);
1689 1683
1690 return op; 1684 return op;
1711 * on top. 1705 * on top.
1712 */ 1706 */
1713int 1707int
1714check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1715{ 1709{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1716 object *tmp; 1713 object *tmp;
1717 maptile *m = op->map; 1714 maptile *m = op->map;
1718 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1719 1716
1720 MoveType move_on, move_slow, move_block; 1717 mapspace &ms = m->at (x, y);
1721 1718
1722 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 ms.update ();
1723 return 0;
1724 1720
1725 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 MoveType move_on = ms.move_on;
1726 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 MoveType move_slow = ms.move_slow;
1727 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 MoveType move_block = ms.move_block;
1728 1724
1729 /* if nothing on this space will slow op down or be applied, 1725 /* if nothing on this space will slow op down or be applied,
1730 * no need to do checking below. have to make sure move_type 1726 * no need to do checking below. have to make sure move_type
1731 * is set, as lots of objects don't have it set - we treat that 1727 * is set, as lots of objects don't have it set - we treat that
1732 * as walking. 1728 * as walking.
1743 return 0; 1739 return 0;
1744 1740
1745 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1746 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1747 */ 1743 */
1748 1744 for (object *next, *tmp = ms.top; tmp; tmp = next)
1749 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1750 {
1751 /* Trim the search when we find the first other spell effect
1752 * this helps performance so that if a space has 50 spell objects,
1753 * we don't need to check all of them.
1754 */
1755 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1756 break;
1757 } 1745 {
1746 next = tmp->below;
1758 1747
1759 for (; tmp; tmp = tmp->below)
1760 {
1761 if (tmp == op) 1748 if (tmp == op)
1762 continue; /* Can't apply yourself */ 1749 continue; /* Can't apply yourself */
1763 1750
1764 /* Check to see if one of the movement types should be slowed down. 1751 /* Check to see if one of the movement types should be slowed down.
1765 * Second check makes sure that the movement types not being slowed 1752 * Second check makes sure that the movement types not being slowed
1770 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1771 { 1758 {
1772 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1773 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1774 { 1761 {
1775
1776 float
1777 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1778 1763
1779 if (op->type == PLAYER) 1764 if (op->is_player ())
1780 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1781 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1782 diff /= 4.0; 1767 diff /= 4.0;
1783 1768
1784 op->speed_left -= diff; 1769 op->speed_left -= diff;
1785 } 1770 }
1786 } 1771 }
1819 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1820 return NULL; 1805 return NULL;
1821 } 1806 }
1822 1807
1823 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1824 if (tmp->arch == at) 1809 if (tmp->arch->archname == at->archname)
1825 return tmp; 1810 return tmp;
1826 1811
1827 return NULL; 1812 return NULL;
1828} 1813}
1829 1814
1893 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1894 */ 1879 */
1895object * 1880object *
1896present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1897{ 1882{
1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1899 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1900 return tmp; 1885 return tmp;
1901 1886
1902 return NULL; 1887 return NULL;
1903} 1888}
1904 1889
1992 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
1993 */ 1978 */
1994 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1995 continue; 1980 continue;
1996 1981
1997 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
1998 continue; 1983 continue;
1999 1984
2000 altern [index++] = i; 1985 altern [index++] = i;
2001 } 1986 }
2002 1987
2070 * there is capable of. 2055 * there is capable of.
2071 */ 2056 */
2072int 2057int
2073find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2074{ 2059{
2075 int i, max = SIZEOFFREE, mflags; 2060 int max = SIZEOFFREE, mflags;
2076
2077 sint16 nx, ny;
2078 object *tmp;
2079 maptile *mp;
2080
2081 MoveType blocked, move_type; 2061 MoveType move_type;
2082 2062
2083 if (exclude && exclude->head_ () != exclude) 2063 if (exclude && exclude->head_ () != exclude)
2084 { 2064 {
2085 exclude = exclude->head; 2065 exclude = exclude->head;
2086 move_type = exclude->move_type; 2066 move_type = exclude->move_type;
2089 { 2069 {
2090 /* If we don't have anything, presume it can use all movement types. */ 2070 /* If we don't have anything, presume it can use all movement types. */
2091 move_type = MOVE_ALL; 2071 move_type = MOVE_ALL;
2092 } 2072 }
2093 2073
2094 for (i = 1; i < max; i++) 2074 for (int i = 1; i < max; i++)
2095 { 2075 {
2096 mp = m; 2076 mapxy pos (m, x, y);
2097 nx = x + freearr_x[i]; 2077 pos.move (i);
2098 ny = y + freearr_y[i];
2099 2078
2100 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2079 if (!pos.normalise ())
2101
2102 if (mflags & P_OUT_OF_MAP)
2103 max = maxfree[i]; 2080 max = maxfree[i];
2104 else 2081 else
2105 { 2082 {
2106 mapspace &ms = mp->at (nx, ny); 2083 mapspace &ms = *pos;
2107 2084
2108 blocked = ms.move_block;
2109
2110 if ((move_type & blocked) == move_type) 2085 if ((move_type & ms.move_block) == move_type)
2111 max = maxfree[i]; 2086 max = maxfree [i];
2112 else if (mflags & P_IS_ALIVE) 2087 else if (ms.flags () & P_IS_ALIVE)
2113 { 2088 {
2114 for (tmp = ms.bot; tmp; tmp = tmp->above) 2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2116 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2117 break;
2118
2119 if (tmp)
2120 return freedir[i]; 2092 return freedir [i];
2121 } 2093 }
2122 } 2094 }
2123 } 2095 }
2124 2096
2125 return 0; 2097 return 0;
2200 * This basically means that if direction is 15, then it could either go 2172 * This basically means that if direction is 15, then it could either go
2201 * direction 4, 14, or 16 to get back to where we are. 2173 * direction 4, 14, or 16 to get back to where we are.
2202 * Moved from spell_util.c to object.c with the other related direction 2174 * Moved from spell_util.c to object.c with the other related direction
2203 * functions. 2175 * functions.
2204 */ 2176 */
2205int reduction_dir[SIZEOFFREE][3] = { 2177const int reduction_dir[SIZEOFFREE][3] = {
2206 {0, 0, 0}, /* 0 */ 2178 {0, 0, 0}, /* 0 */
2207 {0, 0, 0}, /* 1 */ 2179 {0, 0, 0}, /* 1 */
2208 {0, 0, 0}, /* 2 */ 2180 {0, 0, 0}, /* 2 */
2209 {0, 0, 0}, /* 3 */ 2181 {0, 0, 0}, /* 3 */
2210 {0, 0, 0}, /* 4 */ 2182 {0, 0, 0}, /* 4 */
2306int 2278int
2307can_pick (const object *who, const object *item) 2279can_pick (const object *who, const object *item)
2308{ 2280{
2309 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2310 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2311 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2312} 2284}
2313 2285
2314/* 2286/*
2315 * create clone from object to another 2287 * create clone from object to another
2316 */ 2288 */
2317object * 2289object *
2318object_create_clone (object *asrc) 2290object::deep_clone ()
2319{ 2291{
2320 object *dst = 0, *tmp, *src, *prev, *item; 2292 assert (("deep_clone called on non-head object", is_head ()));
2321 2293
2322 if (!asrc) 2294 object *dst = clone ();
2323 return 0;
2324 2295
2325 src = asrc->head_ (); 2296 object *prev = dst;
2326
2327 prev = 0;
2328 for (object *part = src; part; part = part->more) 2297 for (object *part = this->more; part; part = part->more)
2329 { 2298 {
2330 tmp = part->clone (); 2299 object *tmp = part->clone ();
2331 tmp->x -= src->x;
2332 tmp->y -= src->y;
2333
2334 if (!part->head)
2335 {
2336 dst = tmp;
2337 tmp->head = 0;
2338 }
2339 else
2340 tmp->head = dst; 2300 tmp->head = dst;
2341
2342 tmp->more = 0;
2343
2344 if (prev)
2345 prev->more = tmp; 2301 prev->more = tmp;
2346
2347 prev = tmp; 2302 prev = tmp;
2348 } 2303 }
2349 2304
2350 for (item = src->inv; item; item = item->below) 2305 for (object *item = inv; item; item = item->below)
2351 insert_ob_in_ob (object_create_clone (item), dst); 2306 insert_ob_in_ob (item->deep_clone (), dst);
2352 2307
2353 return dst; 2308 return dst;
2354} 2309}
2355 2310
2356/* This returns the first object in who's inventory that 2311/* This returns the first object in who's inventory that
2365 return tmp; 2320 return tmp;
2366 2321
2367 return 0; 2322 return 0;
2368} 2323}
2369 2324
2370/* If ob has a field named key, return the link from the list, 2325shstr_tmp
2371 * otherwise return NULL. 2326object::kv_get (shstr_tmp key) const
2372 *
2373 * key must be a passed in shared string - otherwise, this won't
2374 * do the desired thing.
2375 */
2376key_value *
2377get_ob_key_link (const object *ob, const char *key)
2378{ 2327{
2379 for (key_value *link = ob->key_values; link; link = link->next) 2328 for (key_value *kv = key_values; kv; kv = kv->next)
2380 if (link->key == key) 2329 if (kv->key == key)
2381 return link;
2382
2383 return 0;
2384}
2385
2386/*
2387 * Returns the value of op has an extra_field for key, or NULL.
2388 *
2389 * The argument doesn't need to be a shared string.
2390 *
2391 * The returned string is shared.
2392 */
2393const char *
2394get_ob_key_value (const object *op, const char *const key)
2395{
2396 key_value *link;
2397 shstr_cmp canonical_key (key);
2398
2399 if (!canonical_key)
2400 {
2401 /* 1. There being a field named key on any object
2402 * implies there'd be a shared string to find.
2403 * 2. Since there isn't, no object has this field.
2404 * 3. Therefore, *this* object doesn't have this field.
2405 */
2406 return 0;
2407 }
2408
2409 /* This is copied from get_ob_key_link() above -
2410 * only 4 lines, and saves the function call overhead.
2411 */
2412 for (link = op->key_values; link; link = link->next)
2413 if (link->key == canonical_key)
2414 return link->value; 2330 return kv->value;
2415 2331
2416 return 0; 2332 return shstr ();
2417} 2333}
2418 2334
2419/* 2335void
2420 * Updates the canonical_key in op to value. 2336object::kv_set (shstr_tmp key, shstr_tmp value)
2421 *
2422 * canonical_key is a shared string (value doesn't have to be).
2423 *
2424 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2425 * keys.
2426 *
2427 * Returns TRUE on success.
2428 */
2429int
2430set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2431{ 2337{
2432 key_value *field = NULL, *last = NULL; 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2433 2339 if (kv->key == key)
2434 for (field = op->key_values; field != NULL; field = field->next)
2435 {
2436 if (field->key != canonical_key)
2437 { 2340 {
2438 last = field; 2341 kv->value = value;
2439 continue; 2342 return;
2440 } 2343 }
2441 2344
2442 if (value) 2345 key_value *kv = new key_value;
2443 field->value = value; 2346
2444 else 2347 kv->next = key_values;
2348 kv->key = key;
2349 kv->value = value;
2350
2351 key_values = kv;
2352}
2353
2354void
2355object::kv_del (shstr_tmp key)
2356{
2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2358 if ((*kvp)->key == key)
2445 { 2359 {
2446 /* Basically, if the archetype has this key set, 2360 key_value *kv = *kvp;
2447 * we need to store the null value so when we save 2361 *kvp = (*kvp)->next;
2448 * it, we save the empty value so that when we load, 2362 delete kv;
2449 * we get this value back again. 2363 return;
2450 */
2451 if (get_ob_key_link (op->arch, canonical_key))
2452 field->value = 0;
2453 else
2454 {
2455 if (last)
2456 last->next = field->next;
2457 else
2458 op->key_values = field->next;
2459
2460 delete field;
2461 }
2462 } 2364 }
2463 return TRUE;
2464 }
2465 /* IF we get here, key doesn't exist */
2466
2467 /* No field, we'll have to add it. */
2468
2469 if (!add_key)
2470 return FALSE;
2471
2472 /* There isn't any good reason to store a null
2473 * value in the key/value list. If the archetype has
2474 * this key, then we should also have it, so shouldn't
2475 * be here. If user wants to store empty strings,
2476 * should pass in ""
2477 */
2478 if (value == NULL)
2479 return TRUE;
2480
2481 field = new key_value;
2482
2483 field->key = canonical_key;
2484 field->value = value;
2485 /* Usual prepend-addition. */
2486 field->next = op->key_values;
2487 op->key_values = field;
2488
2489 return TRUE;
2490}
2491
2492/*
2493 * Updates the key in op to value.
2494 *
2495 * If add_key is FALSE, this will only update existing keys,
2496 * and not add new ones.
2497 * In general, should be little reason FALSE is ever passed in for add_key
2498 *
2499 * Returns TRUE on success.
2500 */
2501int
2502set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2503{
2504 shstr key_ (key);
2505
2506 return set_ob_key_value_s (op, key_, value, add_key);
2507} 2365}
2508 2366
2509object::depth_iterator::depth_iterator (object *container) 2367object::depth_iterator::depth_iterator (object *container)
2510: iterator_base (container) 2368: iterator_base (container)
2511{ 2369{
2561{ 2419{
2562 char flagdesc[512]; 2420 char flagdesc[512];
2563 char info2[256 * 4]; 2421 char info2[256 * 4];
2564 char *p = info; 2422 char *p = info;
2565 2423
2566 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2424 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2567 count, 2425 count,
2568 uuid.c_str (), 2426 uuid.c_str (),
2569 &name, 2427 &name,
2570 title ? "\",title:\"" : "", 2428 title ? ",title:\"" : "",
2571 title ? (const char *)title : "", 2429 title ? (const char *)title : "",
2430 title ? "\"" : "",
2572 flag_desc (flagdesc, 512), type); 2431 flag_desc (flagdesc, 512), type);
2573 2432
2574 if (!flag[FLAG_REMOVED] && env) 2433 if (!flag[FLAG_REMOVED] && env)
2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2434 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2576 2435
2609object::open_container (object *new_container) 2468object::open_container (object *new_container)
2610{ 2469{
2611 if (container == new_container) 2470 if (container == new_container)
2612 return; 2471 return;
2613 2472
2614 if (object *old_container = container) 2473 object *old_container = container;
2474
2475 if (old_container)
2615 { 2476 {
2616 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2477 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2617 return; 2478 return;
2618 2479
2619#if 0 2480#if 0
2621 if (object *closer = old_container->inv) 2482 if (object *closer = old_container->inv)
2622 if (closer->type == CLOSE_CON) 2483 if (closer->type == CLOSE_CON)
2623 closer->destroy (); 2484 closer->destroy ();
2624#endif 2485#endif
2625 2486
2487 // make sure the container is available
2488 esrv_send_item (this, old_container);
2489
2626 old_container->flag [FLAG_APPLIED] = false; 2490 old_container->flag [FLAG_APPLIED] = false;
2627 container = 0; 2491 container = 0;
2628 2492
2493 // client needs item update to make it work, client bug requires this to be separate
2629 esrv_update_item (UPD_FLAGS, this, old_container); 2494 esrv_update_item (UPD_FLAGS, this, old_container);
2495
2630 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2496 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2631 play_sound (sound_find ("chest_close")); 2497 play_sound (sound_find ("chest_close"));
2632 } 2498 }
2633 2499
2634 if (new_container) 2500 if (new_container)
2635 { 2501 {
2645 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2646 new_container->insert (closer); 2512 new_container->insert (closer);
2647 } 2513 }
2648#endif 2514#endif
2649 2515
2650 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2517
2518 // make sure the container is available, client bug requires this to be separate
2519 esrv_send_item (this, new_container);
2651 2520
2652 new_container->flag [FLAG_APPLIED] = true; 2521 new_container->flag [FLAG_APPLIED] = true;
2653 container = new_container; 2522 container = new_container;
2654 2523
2524 // client needs flag change
2655 esrv_update_item (UPD_FLAGS, this, new_container); 2525 esrv_update_item (UPD_FLAGS, this, new_container);
2656 esrv_send_inventory (this, new_container); 2526 esrv_send_inventory (this, new_container);
2657 play_sound (sound_find ("chest_open")); 2527 play_sound (sound_find ("chest_open"));
2658 } 2528 }
2529// else if (!old_container->env && contr && contr->ns)
2530// contr->ns->floorbox_reset ();
2659} 2531}
2660 2532
2661object * 2533object *
2662object::force_find (const shstr name) 2534object::force_find (shstr_tmp name)
2663{ 2535{
2664 /* cycle through his inventory to look for the MARK we want to 2536 /* cycle through his inventory to look for the MARK we want to
2665 * place 2537 * place
2666 */ 2538 */
2667 for (object *tmp = inv; tmp; tmp = tmp->below) 2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2669 return splay (tmp); 2541 return splay (tmp);
2670 2542
2671 return 0; 2543 return 0;
2672} 2544}
2673 2545
2674void 2546object *
2675object::force_add (const shstr name, int duration) 2547object::force_add (shstr_tmp name, int duration)
2676{ 2548{
2677 if (object *force = force_find (name)) 2549 if (object *force = force_find (name))
2678 force->destroy (); 2550 force->destroy ();
2679 2551
2680 object *force = get_archetype (FORCE_NAME); 2552 object *force = get_archetype (FORCE_NAME);
2685 2557
2686 force->set_speed (duration ? 1.f / duration : 0.f); 2558 force->set_speed (duration ? 1.f / duration : 0.f);
2687 force->flag [FLAG_IS_USED_UP] = true; 2559 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true; 2560 force->flag [FLAG_APPLIED] = true;
2689 2561
2690 insert (force); 2562 return insert (force);
2691} 2563}
2692 2564
2693void 2565void
2694object::play_sound (faceidx sound) 2566object::play_sound (faceidx sound) const
2695{ 2567{
2696 if (!sound) 2568 if (!sound)
2697 return; 2569 return;
2698 2570
2699 if (flag [FLAG_REMOVED]) 2571 if (is_on_map ())
2572 map->play_sound (sound, x, y);
2573 else if (object *pl = in_player ())
2574 pl->contr->play_sound (sound);
2575}
2576
2577void
2578object::say_msg (const char *msg) const
2579{
2580 if (is_on_map ())
2581 map->say_msg (msg, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::make_noise ()
2588{
2589 // we do not model noise in the map, so instead put
2590 // a temporary light into the noise source
2591 // could use the map instead, but that's less reliable for our
2592 // goal, which is to make invisibility a bit harder to exploit
2593
2594 // currently only works sensibly for players
2595 if (!is_player ())
2700 return; 2596 return;
2701 2597
2702 if (env) 2598 // find old force, or create new one
2703 { 2599 object *force = force_find (shstr_noise_force);
2704 if (object *pl = in_player ()) 2600
2705 pl->contr->play_sound (sound); 2601 if (force)
2706 } 2602 force->speed_left = -1.f; // patch old speed up
2707 else 2603 else
2708 map->play_sound (sound, x, y); 2604 {
2709} 2605 force = archetype::get (shstr_noise_force);
2710 2606
2607 force->slaying = shstr_noise_force;
2608 force->stats.food = 1;
2609 force->speed_left = -1.f;
2610
2611 force->set_speed (1.f / 4.f);
2612 force->flag [FLAG_IS_USED_UP] = true;
2613 force->flag [FLAG_APPLIED] = true;
2614
2615 insert (force);
2616 }
2617}
2618

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