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Comparing deliantra/server/common/object.C (file contents):
Revision 1.224 by root, Fri May 2 20:16:24 2008 UTC vs.
Revision 1.292 by root, Mon Oct 19 21:48:49 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
40 42
41short freearr_x[SIZEOFFREE] = { 43short freearr_x[SIZEOFFREE] = {
139 141
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 142/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 143static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 144compare_ob_value_lists_one (const object *wants, const object *has)
143{ 145{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* 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 147 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
149 */ 149 */
150 150
151 /* For each field in wants, */ 151 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 152 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 153 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 154 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 }
168 155
169 /* If we get here, every field in wants has a matching field in has. */ 156 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 157 return true;
171} 158}
172 159
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 160/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 161static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 162compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 163{
177 /* However, there may be fields in has which aren't partnered in wants, 164 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 165 * so we need to run the comparison *twice*. :(
179 */ 166 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 167 return compare_ob_value_lists_one (ob1, ob2)
168 && compare_ob_value_lists_one (ob2, ob1);
181} 169}
182 170
183/* Function examines the 2 objects given to it, and returns true if 171/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 172 * they can be merged together.
185 * 173 *
200 || ob1->speed != ob2->speed 188 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 189 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 190 || ob1->name != ob2->name)
203 return 0; 191 return 0;
204 192
205 /* Do not merge objects if nrof would overflow. First part checks 193 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 194 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 195 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; 196 return 0;
212 197
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 198 /* 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 199 * 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 200 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 205 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 206
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 209
225 if (ob1->arch->name != ob2->arch->name 210 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 211 || ob1->name != ob2->name
227 || ob1->title != ob2->title 212 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 213 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 214 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 215 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 216 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 217 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 218 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 219 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 220 || ob1->animation_id != ob2->animation_id
221 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 222 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 223 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 224 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 225 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 226 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 235 return 0;
250 236
251 if ((ob1->flag ^ ob2->flag) 237 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 238 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 239 .reset (FLAG_REMOVED)
255 .any ()) 240 .any ())
256 return 0; 241 return 0;
257 242
258 /* This is really a spellbook check - we should in general 243 /* This is really a spellbook check - we should in general
340 { 325 {
341 // see if we are in a container of sorts 326 // see if we are in a container of sorts
342 if (env) 327 if (env)
343 { 328 {
344 // the player inventory itself is always visible 329 // the player inventory itself is always visible
345 if (env->type == PLAYER) 330 if (env->is_player ())
346 return env; 331 return env;
347 332
348 // else a player could have our env open 333 // else a player could have our env open
349 object *envest = env->outer_env (); 334 object *envest = env->outer_env_or_self ();
350 335
351 // the player itself is always on a map, so we will find him here 336 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 337 // even if our inv is in a player.
353 if (envest->is_on_map ()) 338 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 339 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 340 if (pl->container_ () == env)
356 return pl; 341 return pl;
357 } 342 }
358 else 343 else
359 { 344 {
360 // maybe there is a player standing on the same mapspace 345 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 346 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 347 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container) 348 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
349 || pl->container_ () == this)
364 return pl; 350 return pl;
365 } 351 }
366 } 352 }
367 353
368 return 0; 354 return 0;
369} 355}
370 356
371// adjust weight per container type ("of holding") 357// adjust weight per container type ("of holding")
372static sint32 358static sint32
373weight_adjust (object *op, sint32 weight) 359weight_adjust_for (object *op, sint32 weight)
374{ 360{
375 return op->type == CONTAINER 361 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight; 363 : weight;
378} 364}
384static void 370static void
385adjust_weight (object *op, sint32 weight) 371adjust_weight (object *op, sint32 weight)
386{ 372{
387 while (op) 373 while (op)
388 { 374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
389 weight = weight_adjust (op, weight); 377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
390 379
391 if (!weight) 380 if (!weight)
392 return; 381 return;
393 382
394 op->carrying += weight; 383 op->carrying += weight;
417 op->update_weight (); 406 op->update_weight ();
418 407
419 sum += op->total_weight (); 408 sum += op->total_weight ();
420 } 409 }
421 410
422 sum = weight_adjust (this, sum); 411 sum = weight_adjust_for (this, sum);
423 412
424 if (sum != carrying) 413 if (sum != carrying)
425 { 414 {
426 carrying = sum; 415 carrying = sum;
427 416
441 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
442 431
443 object_freezer freezer; 432 object_freezer freezer;
444 op->write (freezer); 433 op->write (freezer);
445 return freezer.as_string (); 434 return freezer.as_string ();
435}
436
437char *
438object::as_string ()
439{
440 return dump_object (this);
446} 441}
447 442
448/* 443/*
449 * get_nearest_part(multi-object, object 2) returns the part of the 444 * get_nearest_part(multi-object, object 2) returns the part of the
450 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
489 */ 484 */
490object * 485object *
491find_object_name (const char *str) 486find_object_name (const char *str)
492{ 487{
493 shstr_cmp str_ (str); 488 shstr_cmp str_ (str);
494 object *op;
495 489
490 if (str_)
496 for_all_objects (op) 491 for_all_objects (op)
497 if (op->name == str_) 492 if (op->name == str_)
498 break; 493 return op;
499 494
500 return op; 495 return 0;
501} 496}
502 497
503/* 498/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 499 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 500 * skill and experience objects.
567 update_stats (); 562 update_stats ();
568 563
569 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name); 567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
573 return false; 569 return false;
574 } 570 }
575 571
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 } 573 }
603 } 599 }
604 600
605 op->key_values = 0; 601 op->key_values = 0;
606} 602}
607 603
608object & 604/*
609object::operator =(const object &src) 605 * copy_to first frees everything allocated by the dst object,
606 * and then copies the contents of itself into the second
607 * object, allocating what needs to be allocated. Basically, any
608 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
609 * if the first object is freed, the pointers in the new object
610 * will point at garbage.
611 */
612void
613object::copy_to (object *dst)
610{ 614{
611 remove (); 615 dst->remove ();
612
613 *(object_copy *)this = src; 616 *(object_copy *)dst = *this;
614
615 flag [FLAG_REMOVED] = true; 617 dst->flag [FLAG_REMOVED] = true;
616 618
617 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
618 if (src.key_values) 620 if (key_values)
619 { 621 {
620 key_value *tail = 0; 622 key_value *tail = 0;
621 key_values = 0; 623 dst->key_values = 0;
622 624
623 for (key_value *i = src.key_values; i; i = i->next) 625 for (key_value *i = key_values; i; i = i->next)
624 { 626 {
625 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
626 628
627 new_link->next = 0; 629 new_link->next = 0;
628 new_link->key = i->key; 630 new_link->key = i->key;
629 new_link->value = i->value; 631 new_link->value = i->value;
630 632
631 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
632 if (!key_values) 634 if (!dst->key_values)
633 { 635 {
634 key_values = new_link; 636 dst->key_values = new_link;
635 tail = new_link; 637 tail = new_link;
636 } 638 }
637 else 639 else
638 { 640 {
639 tail->next = new_link; 641 tail->next = new_link;
640 tail = new_link; 642 tail = new_link;
641 } 643 }
642 } 644 }
643 } 645 }
644}
645
646/*
647 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second
649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654void
655object::copy_to (object *dst)
656{
657 *dst = *this;
658 646
659 if (speed < 0) 647 if (speed < 0)
660 dst->speed_left -= rndm (); 648 dst->speed_left -= rndm ();
661 649
662 dst->set_speed (dst->speed); 650 dst->activate ();
663} 651}
664 652
665void 653void
666object::instantiate () 654object::instantiate ()
667{ 655{
684object * 672object *
685object::clone () 673object::clone ()
686{ 674{
687 object *neu = create (); 675 object *neu = create ();
688 copy_to (neu); 676 copy_to (neu);
677 neu->map = map; // not copied by copy_to
689 return neu; 678 return neu;
690} 679}
691 680
692/* 681/*
693 * If an object with the IS_TURNABLE() flag needs to be turned due 682 * If an object with the IS_TURNABLE() flag needs to be turned due
778 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
779 { 768 {
780 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
788 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
789 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
790 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
791 * to have move_allow right now. 780 * have move_allow right now.
792 */ 781 */
793 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
794 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
795 m.flags_ = 0; 784 m.invalidate ();
796 } 785 }
797 /* if the object is being removed, we can't make intelligent 786 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 787 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 788 * that is being removed.
800 */ 789 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 m.flags_ = 0; 791 m.invalidate ();
803 else if (action == UP_OBJ_FACE) 792 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 793 /* Nothing to do for that case */ ;
805 else 794 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 795 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 796
811 800
812object::object () 801object::object ()
813{ 802{
814 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
815 804
816 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
817 face = blank_face; 806 face = blank_face;
818} 807}
819 808
820object::~object () 809object::~object ()
821{ 810{
851 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
852 if (active) 841 if (active)
853 return; 842 return;
854 843
855 if (has_active_speed ()) 844 if (has_active_speed ())
845 {
846 if (flag [FLAG_FREED])
847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
848
856 actives.insert (this); 849 actives.insert (this);
850 }
857} 851}
858 852
859void 853void
860object::activate_recursive () 854object::activate_recursive ()
861{ 855{
922 * drop on that space. 916 * drop on that space.
923 */ 917 */
924 if (!drop_to_ground 918 if (!drop_to_ground
925 || !map 919 || !map
926 || map->in_memory != MAP_ACTIVE 920 || map->in_memory != MAP_ACTIVE
927 || map->nodrop 921 || map->no_drop
928 || ms ().move_block == MOVE_ALL) 922 || ms ().move_block == MOVE_ALL)
929 { 923 {
930 while (inv) 924 while (inv)
931 {
932 inv->destroy_inv (false);
933 inv->destroy (); 925 inv->destroy ();
934 }
935 } 926 }
936 else 927 else
937 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
938 while (inv) 929 while (inv)
939 { 930 {
943 || op->flag [FLAG_NO_DROP] 934 || op->flag [FLAG_NO_DROP]
944 || op->type == RUNE 935 || op->type == RUNE
945 || op->type == TRAP 936 || op->type == TRAP
946 || op->flag [FLAG_IS_A_TEMPLATE] 937 || op->flag [FLAG_IS_A_TEMPLATE]
947 || op->flag [FLAG_DESTROY_ON_DEATH]) 938 || op->flag [FLAG_DESTROY_ON_DEATH])
948 op->destroy (true); 939 op->destroy ();
949 else 940 else
950 map->insert (op, x, y); 941 map->insert (op, x, y);
951 } 942 }
952 } 943 }
953} 944}
961 952
962static struct freed_map : maptile 953static struct freed_map : maptile
963{ 954{
964 freed_map () 955 freed_map ()
965 { 956 {
966 path = "<freed objects map>"; 957 path = "<freed objects map>";
967 name = "/internal/freed_objects_map"; 958 name = "/internal/freed_objects_map";
968 width = 3; 959 width = 3;
969 height = 3; 960 height = 3;
970 nodrop = 1; 961 no_drop = 1;
962 no_reset = 1;
971 963
972 alloc (); 964 alloc ();
973 in_memory = MAP_ACTIVE; 965 in_memory = MAP_ACTIVE;
974 } 966 }
967
968 ~freed_map ()
969 {
970 destroy ();
971 }
975} freed_map; // freed objects are moved here to avoid crashes 972} freed_map; // freed objects are moved here to avoid crashes
976 973
977void 974void
978object::do_destroy () 975object::do_destroy ()
979{ 976{
980 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
981 remove_button_link (this); 978 remove_link ();
982 979
983 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
984 remove_friendly_object (this); 981 remove_friendly_object (this);
985 982
986 remove (); 983 remove ();
1011 attacked_by = 0; 1008 attacked_by = 0;
1012 current_weapon = 0; 1009 current_weapon = 0;
1013} 1010}
1014 1011
1015void 1012void
1016object::destroy (bool destroy_inventory) 1013object::destroy ()
1017{ 1014{
1018 if (destroyed ()) 1015 if (destroyed ())
1019 return; 1016 return;
1020 1017
1021 if (!is_head () && !head->destroyed ()) 1018 if (!is_head () && !head->destroyed ())
1022 { 1019 {
1023 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1024 head->destroy (destroy_inventory); 1021 head->destroy ();
1025 return; 1022 return;
1026 } 1023 }
1027 1024
1028 destroy_inv (!destroy_inventory); 1025 destroy_inv (false);
1029 1026
1030 if (is_head ()) 1027 if (is_head ())
1031 if (sound_destroy) 1028 if (sound_destroy)
1032 play_sound (sound_destroy); 1029 play_sound (sound_destroy);
1033 else if (flag [FLAG_MONSTER]) 1030 else if (flag [FLAG_MONSTER])
1070 esrv_del_item (pl->contr, count); 1067 esrv_del_item (pl->contr, count);
1071 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1072 1069
1073 adjust_weight (env, -total_weight ()); 1070 adjust_weight (env, -total_weight ());
1074 1071
1075 *(above ? &above->below : &env->inv) = below; 1072 object *pl = in_player ();
1076
1077 if (below)
1078 below->above = above;
1079 1073
1080 /* we set up values so that it could be inserted into 1074 /* we set up values so that it could be inserted into
1081 * the map, but we don't actually do that - it is up 1075 * the map, but we don't actually do that - it is up
1082 * to the caller to decide what we want to do. 1076 * to the caller to decide what we want to do.
1083 */ 1077 */
1084 map = env->map; 1078 map = env->map;
1085 x = env->x; 1079 x = env->x;
1086 y = env->y; 1080 y = env->y;
1081
1082 // make sure cmov optimisation is applicable
1083 *(above ? &above->below : &env->inv) = below;
1084 *(below ? &below->above : &above ) = above; // &above is just a dummy
1085
1087 above = 0; 1086 above = 0;
1088 below = 0; 1087 below = 0;
1089 env = 0; 1088 env = 0;
1090 1089
1091 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1092 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1093 * to save cpu time. 1092 * to save cpu time.
1094 */ 1093 */
1095 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1096 otmp->update_stats (); 1097 pl->update_stats ();
1098
1099 if (glow_radius && pl->is_on_map ())
1100 update_all_los (pl->map, pl->x, pl->y);
1101 }
1097 } 1102 }
1098 else if (map) 1103 else if (map)
1099 { 1104 {
1100 map->dirty = true; 1105 map->dirty = true;
1101 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1102 1107
1103 if (object *pl = ms.player ()) 1108 if (object *pl = ms.player ())
1104 { 1109 {
1105 if (type == PLAYER) // this == pl(!) 1110 if (is_player ())
1106 { 1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1107 // leaving a spot always closes any open container on the ground 1115 // leaving a spot always closes any open container on the ground
1108 if (container && !container->env) 1116 if (container && !container->env)
1109 // this causes spurious floorbox updates, but it ensures 1117 // this causes spurious floorbox updates, but it ensures
1110 // that the CLOSE event is being sent. 1118 // that the CLOSE event is being sent.
1111 close_container (); 1119 close_container ();
1112 1120
1113 --map->players; 1121 --map->players;
1114 map->touch (); 1122 map->touch ();
1115 } 1123 }
1116 else if (pl->container == this) 1124 else if (pl->container_ () == this)
1117 { 1125 {
1118 // removing a container should close it 1126 // removing a container should close it
1119 close_container (); 1127 close_container ();
1120 } 1128 }
1121 1129
1122 esrv_del_item (pl->contr, count); 1130 esrv_del_item (pl->contr, count);
1123 } 1131 }
1124 1132
1125 /* link the object above us */ 1133 /* link the object above us */
1126 if (above) 1134 // re-link, make sure compiler can easily use cmove
1127 above->below = below; 1135 *(above ? &above->below : &ms.top) = below;
1128 else 1136 *(below ? &below->above : &ms.bot) = above;
1129 ms.top = below; /* we were top, set new top */
1130
1131 /* Relink the object below us, if there is one */
1132 if (below)
1133 below->above = above;
1134 else
1135 {
1136 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is
1138 * evident
1139 */
1140 if (GET_MAP_OB (map, x, y) != this)
1141 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 ());
1142
1143 ms.bot = above; /* goes on above it. */
1144 }
1145 1137
1146 above = 0; 1138 above = 0;
1147 below = 0; 1139 below = 0;
1148 1140
1141 ms.invalidate ();
1142
1149 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1150 return; 1144 return;
1151 1145
1152 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1153 1147
1154 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1155 { 1149 {
1156 if (pl->container == this) 1150 if (pl->container_ () == this)
1157 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1158 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1159 * appropriately. 1153 * appropriately.
1160 */ 1154 */
1161 pl->close_container (); 1155 pl->close_container ();
1162 1156
1163 //TODO: the floorbox prev/next might need updating 1157 //TODO: the floorbox prev/next might need updating
1164 esrv_del_item (pl->contr, count); 1158 //esrv_del_item (pl->contr, count);
1159 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns)
1161 pl->contr->ns->floorbox_update ();
1165 } 1162 }
1166 1163
1167 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (tmp = ms.bot; tmp; tmp = tmp->above)
1168 { 1165 {
1169 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1182 } 1179 }
1183 1180
1184 last = tmp; 1181 last = tmp;
1185 } 1182 }
1186 1183
1187 /* last == NULL if there are no objects on this space */ 1184 if (affects_los ())
1188 //TODO: this makes little sense, why only update the topmost object?
1189 if (!last)
1190 map->at (x, y).flags_ = 0;
1191 else
1192 update_object (last, UP_OBJ_REMOVE);
1193
1194 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1195 update_all_los (map, x, y); 1185 update_all_los (map, x, y);
1196 } 1186 }
1197} 1187}
1198 1188
1199/* 1189/*
1223 esrv_update_item (UPD_NROF, pl, top); 1213 esrv_update_item (UPD_NROF, pl, top);
1224 1214
1225 op->weight = 0; // cancel the addition above 1215 op->weight = 0; // cancel the addition above
1226 op->carrying = 0; // must be 0 already 1216 op->carrying = 0; // must be 0 already
1227 1217
1228 op->destroy (1); 1218 op->destroy ();
1229 1219
1230 return top; 1220 return top;
1231 } 1221 }
1232 1222
1233 return 0; 1223 return 0;
1261 * job preparing multi-part monsters. 1251 * job preparing multi-part monsters.
1262 */ 1252 */
1263object * 1253object *
1264insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1265{ 1255{
1256 op->remove ();
1257
1266 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1258 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1267 { 1259 {
1268 tmp->x = x + tmp->arch->x; 1260 tmp->x = x + tmp->arch->x;
1269 tmp->y = y + tmp->arch->y; 1261 tmp->y = y + tmp->arch->y;
1270 } 1262 }
1293 * just 'op' otherwise 1285 * just 'op' otherwise
1294 */ 1286 */
1295object * 1287object *
1296insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1288insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1297{ 1289{
1298 assert (!op->flag [FLAG_FREED]);
1299
1300 op->remove (); 1290 op->remove ();
1291
1292 if (m == &freed_map)//D TODO: remove soon
1293 {//D
1294 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1295 }//D
1301 1296
1302 /* Ideally, the caller figures this out. However, it complicates a lot 1297 /* Ideally, the caller figures this out. However, it complicates a lot
1303 * of areas of callers (eg, anything that uses find_free_spot would now 1298 * of areas of callers (eg, anything that uses find_free_spot would now
1304 * need extra work 1299 * need extra work
1305 */ 1300 */
1301 maptile *newmap = m;
1306 if (!xy_normalise (m, op->x, op->y)) 1302 if (!xy_normalise (newmap, op->x, op->y))
1307 { 1303 {
1308 op->destroy (1); 1304 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1309 return 0; 1305 return 0;
1310 } 1306 }
1311 1307
1312 if (object *more = op->more) 1308 if (object *more = op->more)
1313 if (!insert_ob_in_map (more, m, originator, flag)) 1309 if (!insert_ob_in_map (more, m, originator, flag))
1314 return 0; 1310 return 0;
1315 1311
1316 CLEAR_FLAG (op, FLAG_REMOVED); 1312 op->flag [FLAG_REMOVED] = false;
1317 1313 op->env = 0;
1318 op->map = m; 1314 op->map = newmap;
1315
1319 mapspace &ms = op->ms (); 1316 mapspace &ms = op->ms ();
1320 1317
1321 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1322 */ 1319 */
1323 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1324 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1325 if (object::can_merge (op, tmp)) 1322 if (object::can_merge (op, tmp))
1326 { 1323 {
1327 // TODO: we atcually want to update tmp, not op, 1324 // TODO: we actually want to update tmp, not op,
1328 // but some caller surely breaks when we return tmp 1325 // but some caller surely breaks when we return tmp
1329 // from here :/ 1326 // from here :/
1330 op->nrof += tmp->nrof; 1327 op->nrof += tmp->nrof;
1331 tmp->destroy (1); 1328 tmp->destroy ();
1332 } 1329 }
1333 1330
1334 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1335 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1332 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1336 1333
1343 { 1340 {
1344 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1341 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1345 abort (); 1342 abort ();
1346 } 1343 }
1347 1344
1345 if (!originator->is_on_map ())
1346 {
1347 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1348 op->debug_desc (), originator->debug_desc ());
1349 abort ();
1350 }
1351
1348 op->above = originator; 1352 op->above = originator;
1349 op->below = originator->below; 1353 op->below = originator->below;
1350
1351 if (op->below)
1352 op->below->above = op;
1353 else
1354 ms.bot = op;
1355
1356 /* since *below* originator, no need to update top */
1357 originator->below = op; 1354 originator->below = op;
1355
1356 *(op->below ? &op->below->above : &ms.bot) = op;
1358 } 1357 }
1359 else 1358 else
1360 { 1359 {
1361 object *top, *floor = NULL; 1360 object *floor = 0;
1362 1361 object *top = ms.top;
1363 top = ms.bot;
1364 1362
1365 /* If there are other objects, then */ 1363 /* If there are other objects, then */
1366 if (top) 1364 if (top)
1367 { 1365 {
1368 object *last = 0;
1369
1370 /* 1366 /*
1371 * If there are multiple objects on this space, we do some trickier handling. 1367 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate. 1368 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if 1369 * Generally, we want to put the new object on top. But if
1374 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1370 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1377 * once we get to them. This reduces the need to traverse over all of 1373 * once we get to them. This reduces the need to traverse over all of
1378 * them when adding another one - this saves quite a bit of cpu time 1374 * them when adding another one - this saves quite a bit of cpu time
1379 * when lots of spells are cast in one area. Currently, it is presumed 1375 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects. 1376 * that flying non pickable objects are spell objects.
1381 */ 1377 */
1382 for (top = ms.bot; top; top = top->above) 1378 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1383 { 1379 {
1384 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1380 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1385 floor = top; 1381 floor = tmp;
1386 1382
1387 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1383 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1388 { 1384 {
1389 /* We insert above top, so we want this object below this */ 1385 /* We insert above top, so we want this object below this */
1390 top = top->below; 1386 top = tmp->below;
1391 break; 1387 break;
1392 } 1388 }
1393 1389
1394 last = top; 1390 top = tmp;
1395 } 1391 }
1396
1397 /* Don't want top to be NULL, so set it to the last valid object */
1398 top = last;
1399 1392
1400 /* We let update_position deal with figuring out what the space 1393 /* We let update_position deal with figuring out what the space
1401 * looks like instead of lots of conditions here. 1394 * looks like instead of lots of conditions here.
1402 * makes things faster, and effectively the same result. 1395 * makes things faster, and effectively the same result.
1403 */ 1396 */
1410 */ 1403 */
1411 if (!(flag & INS_ON_TOP) 1404 if (!(flag & INS_ON_TOP)
1412 && ms.flags () & P_BLOCKSVIEW 1405 && ms.flags () & P_BLOCKSVIEW
1413 && (op->face && !faces [op->face].visibility)) 1406 && (op->face && !faces [op->face].visibility))
1414 { 1407 {
1408 object *last;
1409
1415 for (last = top; last != floor; last = last->below) 1410 for (last = top; last != floor; last = last->below)
1416 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1411 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1417 break; 1412 break;
1418 1413
1419 /* Check to see if we found the object that blocks view, 1414 /* Check to see if we found the object that blocks view,
1427 } /* If objects on this space */ 1422 } /* If objects on this space */
1428 1423
1429 if (flag & INS_ABOVE_FLOOR_ONLY) 1424 if (flag & INS_ABOVE_FLOOR_ONLY)
1430 top = floor; 1425 top = floor;
1431 1426
1432 /* Top is the object that our object (op) is going to get inserted above. 1427 // insert object above top, or bottom-most if top = 0
1433 */
1434
1435 /* First object on this space */
1436 if (!top) 1428 if (!top)
1437 { 1429 {
1430 op->below = 0;
1438 op->above = ms.bot; 1431 op->above = ms.bot;
1439
1440 if (op->above)
1441 op->above->below = op;
1442
1443 op->below = 0;
1444 ms.bot = op; 1432 ms.bot = op;
1433
1434 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1435 }
1446 else 1436 else
1447 { /* get inserted into the stack above top */ 1437 {
1448 op->above = top->above; 1438 op->above = top->above;
1449
1450 if (op->above)
1451 op->above->below = op; 1439 top->above = op;
1452 1440
1453 op->below = top; 1441 op->below = top;
1454 top->above = op; 1442 *(op->above ? &op->above->below : &ms.top) = op;
1455 } 1443 }
1444 }
1456 1445
1457 if (!op->above) 1446 if (op->is_player ())
1458 ms.top = op;
1459 } /* else not INS_BELOW_ORIGINATOR */
1460
1461 if (op->type == PLAYER)
1462 { 1447 {
1463 op->contr->do_los = 1; 1448 op->contr->do_los = 1;
1464 ++op->map->players; 1449 ++op->map->players;
1465 op->map->touch (); 1450 op->map->touch ();
1466 } 1451 }
1467 1452
1468 op->map->dirty = true; 1453 op->map->dirty = true;
1469 1454
1470 if (object *pl = ms.player ()) 1455 if (object *pl = ms.player ())
1471 //TODO: the floorbox prev/next might need updating 1456 //TODO: the floorbox prev/next might need updating
1472 esrv_send_item (pl, op); 1457 //esrv_send_item (pl, op);
1458 //TODO: update floorbox to preserve ordering
1459 if (pl->contr->ns)
1460 pl->contr->ns->floorbox_update ();
1473 1461
1474 /* If this object glows, it may affect lighting conditions that are 1462 /* If this object glows, it may affect lighting conditions that are
1475 * visible to others on this map. But update_all_los is really 1463 * visible to others on this map. But update_all_los is really
1476 * an inefficient way to do this, as it means los for all players 1464 * an inefficient way to do this, as it means los for all players
1477 * on the map will get recalculated. The players could very well 1465 * on the map will get recalculated. The players could very well
1478 * be far away from this change and not affected in any way - 1466 * be far away from this change and not affected in any way -
1479 * this should get redone to only look for players within range, 1467 * this should get redone to only look for players within range,
1480 * or just updating the P_UPTODATE for spaces within this area 1468 * or just updating the P_UPTODATE for spaces within this area
1481 * of effect may be sufficient. 1469 * of effect may be sufficient.
1482 */ 1470 */
1483 if (op->map->darkness && (op->glow_radius != 0)) 1471 if (op->affects_los ())
1472 {
1473 op->ms ().invalidate ();
1484 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1475 }
1485 1476
1486 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1477 /* updates flags (blocked, alive, no magic, etc) for this map space */
1487 update_object (op, UP_OBJ_INSERT); 1478 update_object (op, UP_OBJ_INSERT);
1488 1479
1489 INVOKE_OBJECT (INSERT, op); 1480 INVOKE_OBJECT (INSERT, op);
1496 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1497 * update_object(). 1488 * update_object().
1498 */ 1489 */
1499 1490
1500 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* if this is not the head or flag has been passed, don't check walk on status */
1501 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1502 { 1493 {
1503 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1504 return 0; 1495 return 0;
1505 1496
1506 /* If we are a multi part object, lets work our way through the check 1497 /* If we are a multi part object, lets work our way through the check
1517/* this function inserts an object in the map, but if it 1508/* this function inserts an object in the map, but if it
1518 * finds an object of its own type, it'll remove that one first. 1509 * finds an object of its own type, it'll remove that one first.
1519 * op is the object to insert it under: supplies x and the map. 1510 * op is the object to insert it under: supplies x and the map.
1520 */ 1511 */
1521void 1512void
1522replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (shstr_tmp archname, object *op)
1523{ 1514{
1524 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1525 1516
1526 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1527 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1518 if (tmp->arch->archname == archname) /* same archetype */
1528 tmp->destroy (1); 1519 tmp->destroy ();
1529 1520
1530 object *tmp = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (archname));
1531 1522
1532 tmp->x = op->x; 1523 tmp->x = op->x;
1533 tmp->y = op->y; 1524 tmp->y = op->y;
1534 1525
1535 insert_ob_in_map (tmp, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1557 if (!nr) 1548 if (!nr)
1558 return true; 1549 return true;
1559 1550
1560 nr = min (nr, nrof); 1551 nr = min (nr, nrof);
1561 1552
1553 if (nrof > nr)
1554 {
1562 nrof -= nr; 1555 nrof -= nr;
1563
1564 if (nrof)
1565 {
1566 adjust_weight (env, -weight * nr); // carrying == 0 1556 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1567 1557
1568 if (object *pl = visible_to ()) 1558 if (object *pl = visible_to ())
1569 esrv_update_item (UPD_NROF, pl, this); 1559 esrv_update_item (UPD_NROF, pl, this);
1570 1560
1571 return true; 1561 return true;
1572 } 1562 }
1573 else 1563 else
1574 { 1564 {
1575 destroy (1); 1565 destroy ();
1576 return false; 1566 return false;
1577 } 1567 }
1578} 1568}
1579 1569
1580/* 1570/*
1597 } 1587 }
1598 else 1588 else
1599 { 1589 {
1600 decrease (nr); 1590 decrease (nr);
1601 1591
1602 object *op = object_create_clone (this); 1592 object *op = deep_clone ();
1603 op->nrof = nr; 1593 op->nrof = nr;
1604 return op; 1594 return op;
1605 } 1595 }
1606} 1596}
1607 1597
1657 if (object *pl = tmp->visible_to ()) 1647 if (object *pl = tmp->visible_to ())
1658 esrv_update_item (UPD_NROF, pl, tmp); 1648 esrv_update_item (UPD_NROF, pl, tmp);
1659 1649
1660 adjust_weight (this, op->total_weight ()); 1650 adjust_weight (this, op->total_weight ());
1661 1651
1662 op->destroy (1); 1652 op->destroy ();
1663 op = tmp; 1653 op = tmp;
1664 goto inserted; 1654 goto inserted;
1665 } 1655 }
1666 1656
1667 op->owner = 0; // it's his/hers now. period. 1657 op->owner = 0; // it's his/hers now. period.
1685 1675
1686 adjust_weight (this, op->total_weight ()); 1676 adjust_weight (this, op->total_weight ());
1687 1677
1688inserted: 1678inserted:
1689 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1690 if (op->glow_radius && map && map->darkness) 1680 if (op->glow_radius && is_on_map ())
1681 {
1682 update_stats ();
1691 update_all_los (map, x, y); 1683 update_all_los (map, x, y);
1692 1684 }
1685 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1693 // if this is a player's inventory, update stats 1686 // if this is a player's inventory, update stats
1694 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1695 update_stats (); 1687 update_stats ();
1696 1688
1697 INVOKE_OBJECT (INSERT, this); 1689 INVOKE_OBJECT (INSERT, this);
1698 1690
1699 return op; 1691 return op;
1720 * on top. 1712 * on top.
1721 */ 1713 */
1722int 1714int
1723check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1724{ 1716{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1725 object *tmp; 1720 object *tmp;
1726 maptile *m = op->map; 1721 maptile *m = op->map;
1727 int x = op->x, y = op->y; 1722 int x = op->x, y = op->y;
1728 1723
1729 MoveType move_on, move_slow, move_block; 1724 mapspace &ms = m->at (x, y);
1730 1725
1731 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1726 ms.update ();
1732 return 0;
1733 1727
1734 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1728 MoveType move_on = ms.move_on;
1735 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1729 MoveType move_slow = ms.move_slow;
1736 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1730 MoveType move_block = ms.move_block;
1737 1731
1738 /* if nothing on this space will slow op down or be applied, 1732 /* if nothing on this space will slow op down or be applied,
1739 * no need to do checking below. have to make sure move_type 1733 * no need to do checking below. have to make sure move_type
1740 * is set, as lots of objects don't have it set - we treat that 1734 * is set, as lots of objects don't have it set - we treat that
1741 * as walking. 1735 * as walking.
1752 return 0; 1746 return 0;
1753 1747
1754 /* The objects have to be checked from top to bottom. 1748 /* The objects have to be checked from top to bottom.
1755 * Hence, we first go to the top: 1749 * Hence, we first go to the top:
1756 */ 1750 */
1757 1751 for (object *next, *tmp = ms.top; tmp; tmp = next)
1758 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1759 {
1760 /* Trim the search when we find the first other spell effect
1761 * this helps performance so that if a space has 50 spell objects,
1762 * we don't need to check all of them.
1763 */
1764 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1765 break;
1766 } 1752 {
1753 next = tmp->below;
1767 1754
1768 for (; tmp; tmp = tmp->below)
1769 {
1770 if (tmp == op) 1755 if (tmp == op)
1771 continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1772 1757
1773 /* Check to see if one of the movement types should be slowed down. 1758 /* Check to see if one of the movement types should be slowed down.
1774 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1779 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1780 { 1765 {
1781 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1782 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1783 { 1768 {
1784
1785 float
1786 diff = tmp->move_slow_penalty * fabs (op->speed); 1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1787 1770
1788 if (op->type == PLAYER) 1771 if (op->is_player ())
1789 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1790 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1791 diff /= 4.0; 1774 diff /= 4.0;
1792 1775
1793 op->speed_left -= diff; 1776 op->speed_left -= diff;
1794 } 1777 }
1795 } 1778 }
1828 LOG (llevError, "Present_arch called outside map.\n"); 1811 LOG (llevError, "Present_arch called outside map.\n");
1829 return NULL; 1812 return NULL;
1830 } 1813 }
1831 1814
1832 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1833 if (tmp->arch == at) 1816 if (tmp->arch->archname == at->archname)
1834 return tmp; 1817 return tmp;
1835 1818
1836 return NULL; 1819 return NULL;
1837} 1820}
1838 1821
1902 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1903 */ 1886 */
1904object * 1887object *
1905present_arch_in_ob (const archetype *at, const object *op) 1888present_arch_in_ob (const archetype *at, const object *op)
1906{ 1889{
1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1890 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 if (tmp->arch == at) 1891 if (tmp->arch->archname == at->archname)
1909 return tmp; 1892 return tmp;
1910 1893
1911 return NULL; 1894 return NULL;
1912} 1895}
1913 1896
2001 * head of the object should correspond for the entire object. 1984 * head of the object should correspond for the entire object.
2002 */ 1985 */
2003 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1986 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2004 continue; 1987 continue;
2005 1988
2006 if (ob->blocked (m, pos.x, pos.y)) 1989 if (ob->blocked (pos.m, pos.x, pos.y))
2007 continue; 1990 continue;
2008 1991
2009 altern [index++] = i; 1992 altern [index++] = i;
2010 } 1993 }
2011 1994
2079 * there is capable of. 2062 * there is capable of.
2080 */ 2063 */
2081int 2064int
2082find_dir (maptile *m, int x, int y, object *exclude) 2065find_dir (maptile *m, int x, int y, object *exclude)
2083{ 2066{
2084 int i, max = SIZEOFFREE, mflags; 2067 int max = SIZEOFFREE, mflags;
2085
2086 sint16 nx, ny;
2087 object *tmp;
2088 maptile *mp;
2089
2090 MoveType blocked, move_type; 2068 MoveType move_type;
2091 2069
2092 if (exclude && exclude->head_ () != exclude) 2070 if (exclude && exclude->head_ () != exclude)
2093 { 2071 {
2094 exclude = exclude->head; 2072 exclude = exclude->head;
2095 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2098 { 2076 {
2099 /* If we don't have anything, presume it can use all movement types. */ 2077 /* If we don't have anything, presume it can use all movement types. */
2100 move_type = MOVE_ALL; 2078 move_type = MOVE_ALL;
2101 } 2079 }
2102 2080
2103 for (i = 1; i < max; i++) 2081 for (int i = 1; i < max; i++)
2104 { 2082 {
2105 mp = m; 2083 mapxy pos (m, x, y);
2106 nx = x + freearr_x[i]; 2084 pos.move (i);
2107 ny = y + freearr_y[i];
2108 2085
2109 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 if (!pos.normalise ())
2110
2111 if (mflags & P_OUT_OF_MAP)
2112 max = maxfree[i]; 2087 max = maxfree[i];
2113 else 2088 else
2114 { 2089 {
2115 mapspace &ms = mp->at (nx, ny); 2090 mapspace &ms = *pos;
2116 2091
2117 blocked = ms.move_block;
2118
2119 if ((move_type & blocked) == move_type) 2092 if ((move_type & ms.move_block) == move_type)
2120 max = maxfree[i]; 2093 max = maxfree [i];
2121 else if (mflags & P_IS_ALIVE) 2094 else if (ms.flags () & P_IS_ALIVE)
2122 { 2095 {
2123 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2124 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2125 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2126 break;
2127
2128 if (tmp)
2129 return freedir[i]; 2099 return freedir [i];
2130 } 2100 }
2131 } 2101 }
2132 } 2102 }
2133 2103
2134 return 0; 2104 return 0;
2209 * This basically means that if direction is 15, then it could either go 2179 * This basically means that if direction is 15, then it could either go
2210 * direction 4, 14, or 16 to get back to where we are. 2180 * direction 4, 14, or 16 to get back to where we are.
2211 * Moved from spell_util.c to object.c with the other related direction 2181 * Moved from spell_util.c to object.c with the other related direction
2212 * functions. 2182 * functions.
2213 */ 2183 */
2214int reduction_dir[SIZEOFFREE][3] = { 2184const int reduction_dir[SIZEOFFREE][3] = {
2215 {0, 0, 0}, /* 0 */ 2185 {0, 0, 0}, /* 0 */
2216 {0, 0, 0}, /* 1 */ 2186 {0, 0, 0}, /* 1 */
2217 {0, 0, 0}, /* 2 */ 2187 {0, 0, 0}, /* 2 */
2218 {0, 0, 0}, /* 3 */ 2188 {0, 0, 0}, /* 3 */
2219 {0, 0, 0}, /* 4 */ 2189 {0, 0, 0}, /* 4 */
2315int 2285int
2316can_pick (const object *who, const object *item) 2286can_pick (const object *who, const object *item)
2317{ 2287{
2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2321} 2291}
2322 2292
2323/* 2293/*
2324 * create clone from object to another 2294 * create clone from object to another
2325 */ 2295 */
2326object * 2296object *
2327object_create_clone (object *asrc) 2297object::deep_clone ()
2328{ 2298{
2299 assert (("deep_clone called on non-head object", is_head ()));
2300
2329 object *dst = 0; 2301 object *dst = clone ();
2330 2302
2331 if (!asrc)
2332 return 0;
2333
2334 object *src = asrc->head_ ();
2335
2336 object *prev = 0; 2303 object *prev = dst;
2337 for (object *part = src; part; part = part->more) 2304 for (object *part = this->more; part; part = part->more)
2338 { 2305 {
2339 object *tmp = part->clone (); 2306 object *tmp = part->clone ();
2340
2341 tmp->x -= src->x;
2342 tmp->y -= src->y;
2343
2344 if (!part->head)
2345 {
2346 dst = tmp;
2347 tmp->head = 0;
2348 }
2349 else
2350 tmp->head = dst; 2307 tmp->head = dst;
2351
2352 tmp->more = 0;
2353
2354 if (prev)
2355 prev->more = tmp; 2308 prev->more = tmp;
2356
2357 prev = tmp; 2309 prev = tmp;
2358 } 2310 }
2359 2311
2360 for (object *item = src->inv; item; item = item->below) 2312 for (object *item = inv; item; item = item->below)
2361 insert_ob_in_ob (object_create_clone (item), dst); 2313 insert_ob_in_ob (item->deep_clone (), dst);
2362 2314
2363 return dst; 2315 return dst;
2364} 2316}
2365 2317
2366/* This returns the first object in who's inventory that 2318/* This returns the first object in who's inventory that
2375 return tmp; 2327 return tmp;
2376 2328
2377 return 0; 2329 return 0;
2378} 2330}
2379 2331
2380/* If ob has a field named key, return the link from the list, 2332shstr_tmp
2381 * otherwise return NULL. 2333object::kv_get (shstr_tmp key) const
2382 *
2383 * key must be a passed in shared string - otherwise, this won't
2384 * do the desired thing.
2385 */
2386key_value *
2387get_ob_key_link (const object *ob, const char *key)
2388{ 2334{
2389 for (key_value *link = ob->key_values; link; link = link->next) 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2390 if (link->key == key) 2336 if (kv->key == key)
2391 return link;
2392
2393 return 0;
2394}
2395
2396/*
2397 * Returns the value of op has an extra_field for key, or NULL.
2398 *
2399 * The argument doesn't need to be a shared string.
2400 *
2401 * The returned string is shared.
2402 */
2403const char *
2404get_ob_key_value (const object *op, const char *const key)
2405{
2406 key_value *link;
2407 shstr_cmp canonical_key (key);
2408
2409 if (!canonical_key)
2410 {
2411 /* 1. There being a field named key on any object
2412 * implies there'd be a shared string to find.
2413 * 2. Since there isn't, no object has this field.
2414 * 3. Therefore, *this* object doesn't have this field.
2415 */
2416 return 0;
2417 }
2418
2419 /* This is copied from get_ob_key_link() above -
2420 * only 4 lines, and saves the function call overhead.
2421 */
2422 for (link = op->key_values; link; link = link->next)
2423 if (link->key == canonical_key)
2424 return link->value; 2337 return kv->value;
2425 2338
2426 return 0; 2339 return shstr ();
2427} 2340}
2428 2341
2429/* 2342void
2430 * Updates the canonical_key in op to value. 2343object::kv_set (shstr_tmp key, shstr_tmp value)
2431 *
2432 * canonical_key is a shared string (value doesn't have to be).
2433 *
2434 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2435 * keys.
2436 *
2437 * Returns TRUE on success.
2438 */
2439int
2440set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2441{ 2344{
2442 key_value *field = NULL, *last = NULL; 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2443 2346 if (kv->key == key)
2444 for (field = op->key_values; field != NULL; field = field->next)
2445 {
2446 if (field->key != canonical_key)
2447 { 2347 {
2448 last = field; 2348 kv->value = value;
2449 continue; 2349 return;
2450 } 2350 }
2451 2351
2452 if (value) 2352 key_value *kv = new key_value;
2453 field->value = value; 2353
2454 else 2354 kv->next = key_values;
2355 kv->key = key;
2356 kv->value = value;
2357
2358 key_values = kv;
2359}
2360
2361void
2362object::kv_del (shstr_tmp key)
2363{
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key)
2455 { 2366 {
2456 /* Basically, if the archetype has this key set, 2367 key_value *kv = *kvp;
2457 * we need to store the null value so when we save 2368 *kvp = (*kvp)->next;
2458 * it, we save the empty value so that when we load, 2369 delete kv;
2459 * we get this value back again. 2370 return;
2460 */
2461 if (get_ob_key_link (op->arch, canonical_key))
2462 field->value = 0;
2463 else
2464 {
2465 if (last)
2466 last->next = field->next;
2467 else
2468 op->key_values = field->next;
2469
2470 delete field;
2471 }
2472 } 2371 }
2473 return TRUE;
2474 }
2475 /* IF we get here, key doesn't exist */
2476
2477 /* No field, we'll have to add it. */
2478
2479 if (!add_key)
2480 return FALSE;
2481
2482 /* There isn't any good reason to store a null
2483 * value in the key/value list. If the archetype has
2484 * this key, then we should also have it, so shouldn't
2485 * be here. If user wants to store empty strings,
2486 * should pass in ""
2487 */
2488 if (value == NULL)
2489 return TRUE;
2490
2491 field = new key_value;
2492
2493 field->key = canonical_key;
2494 field->value = value;
2495 /* Usual prepend-addition. */
2496 field->next = op->key_values;
2497 op->key_values = field;
2498
2499 return TRUE;
2500}
2501
2502/*
2503 * Updates the key in op to value.
2504 *
2505 * If add_key is FALSE, this will only update existing keys,
2506 * and not add new ones.
2507 * In general, should be little reason FALSE is ever passed in for add_key
2508 *
2509 * Returns TRUE on success.
2510 */
2511int
2512set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2513{
2514 shstr key_ (key);
2515
2516 return set_ob_key_value_s (op, key_, value, add_key);
2517} 2372}
2518 2373
2519object::depth_iterator::depth_iterator (object *container) 2374object::depth_iterator::depth_iterator (object *container)
2520: iterator_base (container) 2375: iterator_base (container)
2521{ 2376{
2571{ 2426{
2572 char flagdesc[512]; 2427 char flagdesc[512];
2573 char info2[256 * 4]; 2428 char info2[256 * 4];
2574 char *p = info; 2429 char *p = info;
2575 2430
2576 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2431 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2577 count, 2432 count,
2578 uuid.c_str (), 2433 uuid.c_str (),
2579 &name, 2434 &name,
2580 title ? "\",title:\"" : "", 2435 title ? ",title:\"" : "",
2581 title ? (const char *)title : "", 2436 title ? (const char *)title : "",
2437 title ? "\"" : "",
2582 flag_desc (flagdesc, 512), type); 2438 flag_desc (flagdesc, 512), type);
2583 2439
2584 if (!flag[FLAG_REMOVED] && env) 2440 if (!flag[FLAG_REMOVED] && env)
2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2441 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2586 2442
2642 container = 0; 2498 container = 0;
2643 2499
2644 // client needs item update to make it work, client bug requires this to be separate 2500 // client needs item update to make it work, client bug requires this to be separate
2645 esrv_update_item (UPD_FLAGS, this, old_container); 2501 esrv_update_item (UPD_FLAGS, this, old_container);
2646 2502
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2648 play_sound (sound_find ("chest_close")); 2504 play_sound (sound_find ("chest_close"));
2649 } 2505 }
2650 2506
2651 if (new_container) 2507 if (new_container)
2652 { 2508 {
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2518 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer); 2519 new_container->insert (closer);
2664 } 2520 }
2665#endif 2521#endif
2666 2522
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2668 2524
2669 // make sure the container is available, client bug requires this to be separate 2525 // make sure the container is available, client bug requires this to be separate
2670 esrv_send_item (this, new_container); 2526 esrv_send_item (this, new_container);
2671 2527
2672 new_container->flag [FLAG_APPLIED] = true; 2528 new_container->flag [FLAG_APPLIED] = true;
2680// else if (!old_container->env && contr && contr->ns) 2536// else if (!old_container->env && contr && contr->ns)
2681// contr->ns->floorbox_reset (); 2537// contr->ns->floorbox_reset ();
2682} 2538}
2683 2539
2684object * 2540object *
2685object::force_find (const shstr name) 2541object::force_find (shstr_tmp name)
2686{ 2542{
2687 /* cycle through his inventory to look for the MARK we want to 2543 /* cycle through his inventory to look for the MARK we want to
2688 * place 2544 * place
2689 */ 2545 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below) 2546 for (object *tmp = inv; tmp; tmp = tmp->below)
2693 2549
2694 return 0; 2550 return 0;
2695} 2551}
2696 2552
2697void 2553void
2554object::force_set_timer (int duration)
2555{
2556 this->duration = 1;
2557 this->speed_left = -1.f;
2558
2559 this->set_speed (duration ? 1.f / duration : 0.f);
2560}
2561
2562object *
2698object::force_add (const shstr name, int duration) 2563object::force_add (shstr_tmp name, int duration)
2699{ 2564{
2700 if (object *force = force_find (name)) 2565 if (object *force = force_find (name))
2701 force->destroy (); 2566 force->destroy ();
2702 2567
2703 object *force = get_archetype (FORCE_NAME); 2568 object *force = get_archetype (FORCE_NAME);
2704 2569
2705 force->slaying = name; 2570 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708 2571
2709 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->force_set_timer (duration);
2710 force->flag [FLAG_IS_USED_UP] = true; 2573
2711 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2712 2575
2713 insert (force); 2576 return insert (force);
2714} 2577}
2715 2578
2716void 2579void
2717object::play_sound (faceidx sound) 2580object::play_sound (faceidx sound) const
2718{ 2581{
2719 if (!sound) 2582 if (!sound)
2720 return; 2583 return;
2721 2584
2722 if (flag [FLAG_REMOVED]) 2585 if (is_on_map ())
2586 map->play_sound (sound, x, y);
2587 else if (object *pl = in_player ())
2588 pl->contr->play_sound (sound);
2589}
2590
2591void
2592object::say_msg (const char *msg) const
2593{
2594 if (is_on_map ())
2595 map->say_msg (msg, x, y);
2596 else if (object *pl = in_player ())
2597 pl->contr->play_sound (sound);
2598}
2599
2600void
2601object::make_noise ()
2602{
2603 // we do not model noise in the map, so instead put
2604 // a temporary light into the noise source
2605 // could use the map instead, but that's less reliable for our
2606 // goal, which is to make invisibility a bit harder to exploit
2607
2608 // currently only works sensibly for players
2609 if (!is_player ())
2723 return; 2610 return;
2724 2611
2725 if (env) 2612 // find old force, or create new one
2726 { 2613 object *force = force_find (shstr_noise_force);
2727 if (object *pl = in_player ()) 2614
2728 pl->contr->play_sound (sound); 2615 if (force)
2729 } 2616 force->speed_left = -1.f; // patch old speed up
2730 else 2617 else
2731 map->play_sound (sound, x, y); 2618 {
2732} 2619 force = archetype::get (shstr_noise_force);
2733 2620
2621 force->slaying = shstr_noise_force;
2622 force->stats.food = 1;
2623 force->speed_left = -1.f;
2624
2625 force->set_speed (1.f / 4.f);
2626 force->flag [FLAG_IS_USED_UP] = true;
2627 force->flag [FLAG_APPLIED] = true;
2628
2629 insert (force);
2630 }
2631}
2632

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