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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.234 by root, Tue May 6 18:47:52 2008 UTC vs.
Revision 1.283 by root, Sat Feb 21 06:25:46 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
186 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 188 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
189 return 0; 190 return 0;
190 191
191 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 195 return 0;
198 196
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 205
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 208
211 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 210 || ob1->name != ob2->name
213 || ob1->title != ob2->title 211 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 218 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 234 return 0;
236 235
237 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
241 .any ()) 239 .any ())
242 return 0; 240 return 0;
243 241
244 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
326 { 324 {
327 // see if we are in a container of sorts 325 // see if we are in a container of sorts
328 if (env) 326 if (env)
329 { 327 {
330 // the player inventory itself is always visible 328 // the player inventory itself is always visible
331 if (env->type == PLAYER) 329 if (env->is_player ())
332 return env; 330 return env;
333 331
334 // else a player could have our env open 332 // else a player could have our env open
335 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
336 334
344 else 342 else
345 { 343 {
346 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
349 if (!pl->container || this == pl->container) 348 || this == pl->container)
350 return pl; 349 return pl;
351 } 350 }
352 } 351 }
353 352
354 return 0; 353 return 0;
478 */ 477 */
479object * 478object *
480find_object_name (const char *str) 479find_object_name (const char *str)
481{ 480{
482 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
483 object *op;
484 482
483 if (str_)
485 for_all_objects (op) 484 for_all_objects (op)
486 if (op->name == str_) 485 if (op->name == str_)
487 break; 486 return op;
488 487
489 return op; 488 return 0;
490} 489}
491 490
492/* 491/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 493 * skill and experience objects.
638 } 637 }
639 638
640 if (speed < 0) 639 if (speed < 0)
641 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
642 641
643 dst->set_speed (dst->speed); 642 dst->activate ();
644} 643}
645 644
646void 645void
647object::instantiate () 646object::instantiate ()
648{ 647{
760 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
761 { 760 {
762 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 772 * have move_allow right now.
774 */ 773 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.flags_ = 0; 776 m.invalidate ();
778 } 777 }
779 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 780 * that is being removed.
782 */ 781 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 783 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
787 else 786 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 788
831object::activate () 830object::activate ()
832{ 831{
833 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
834 if (active) 833 if (active)
835 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
836 838
837 if (has_active_speed ()) 839 if (has_active_speed ())
838 actives.insert (this); 840 actives.insert (this);
839} 841}
840 842
904 * drop on that space. 906 * drop on that space.
905 */ 907 */
906 if (!drop_to_ground 908 if (!drop_to_ground
907 || !map 909 || !map
908 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 911 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
911 { 913 {
912 while (inv) 914 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 915 inv->destroy ();
916 }
917 } 916 }
918 else 917 else
919 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
920 while (inv) 919 while (inv)
921 { 920 {
925 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 925 || op->type == RUNE
927 || op->type == TRAP 926 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 929 op->destroy ();
931 else 930 else
932 map->insert (op, x, y); 931 map->insert (op, x, y);
933 } 932 }
934 } 933 }
935} 934}
943 942
944static struct freed_map : maptile 943static struct freed_map : maptile
945{ 944{
946 freed_map () 945 freed_map ()
947 { 946 {
948 path = "<freed objects map>"; 947 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 948 name = "/internal/freed_objects_map";
950 width = 3; 949 width = 3;
951 height = 3; 950 height = 3;
952 nodrop = 1; 951 no_drop = 1;
952 no_reset = 1;
953 953
954 alloc (); 954 alloc ();
955 in_memory = MAP_ACTIVE; 955 in_memory = MAP_ACTIVE;
956 } 956 }
957 957
963 963
964void 964void
965object::do_destroy () 965object::do_destroy ()
966{ 966{
967 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 968 remove_link ();
969 969
970 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 971 remove_friendly_object (this);
972 972
973 remove (); 973 remove ();
998 attacked_by = 0; 998 attacked_by = 0;
999 current_weapon = 0; 999 current_weapon = 0;
1000} 1000}
1001 1001
1002void 1002void
1003object::destroy (bool destroy_inventory) 1003object::destroy ()
1004{ 1004{
1005 if (destroyed ()) 1005 if (destroyed ())
1006 return; 1006 return;
1007 1007
1008 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1009 { 1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1011 head->destroy ();
1012 return; 1012 return;
1013 } 1013 }
1014 1014
1015 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1016 1016
1017 if (is_head ()) 1017 if (is_head ())
1018 if (sound_destroy) 1018 if (sound_destroy)
1019 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1057 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1059
1060 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1061 1061
1062 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1063
1067 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1065 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1070 */ 1067 */
1071 map = env->map; 1068 map = env->map;
1072 x = env->x; 1069 x = env->x;
1073 y = env->y; 1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1074 above = 0; 1076 above = 0;
1075 below = 0; 1077 below = 0;
1076 env = 0; 1078 env = 0;
1077 1079
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1082 * to save cpu time.
1081 */ 1083 */
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1083 otmp->update_stats (); 1087 pl->update_stats ();
1088
1089 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y);
1091 }
1084 } 1092 }
1085 else if (map) 1093 else if (map)
1086 { 1094 {
1087 map->dirty = true; 1095 map->dirty = true;
1088 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1089 1097
1090 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1091 { 1099 {
1092 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1093 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1094 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1106 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1098 close_container (); 1109 close_container ();
1108 1119
1109 esrv_del_item (pl->contr, count); 1120 esrv_del_item (pl->contr, count);
1110 } 1121 }
1111 1122
1112 /* link the object above us */ 1123 /* link the object above us */
1113 if (above) 1124 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
1115 else 1126 *(below ? &below->above : &ms.bot) = above;
1116 ms.top = below; /* we were top, set new top */
1117
1118 /* Relink the object below us, if there is one */
1119 if (below)
1120 below->above = above;
1121 else
1122 {
1123 /* Nothing below, which means we need to relink map object for this space
1124 * use translated coordinates in case some oddness with map tiling is
1125 * evident
1126 */
1127 if (GET_MAP_OB (map, x, y) != this)
1128 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 ());
1129
1130 ms.bot = above; /* goes on above it. */
1131 }
1132 1127
1133 above = 0; 1128 above = 0;
1134 below = 0; 1129 below = 0;
1130
1131 ms.invalidate ();
1135 1132
1136 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1137 return; 1134 return;
1138 1135
1139 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1172 } 1169 }
1173 1170
1174 last = tmp; 1171 last = tmp;
1175 } 1172 }
1176 1173
1177 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1178 //TODO: this makes little sense, why only update the topmost object?
1179 if (!last)
1180 map->at (x, y).flags_ = 0;
1181 else
1182 update_object (last, UP_OBJ_REMOVE);
1183
1184 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1185 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1186 } 1176 }
1187} 1177}
1188 1178
1189/* 1179/*
1213 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1214 1204
1215 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1217 1207
1218 op->destroy (1); 1208 op->destroy ();
1219 1209
1220 return top; 1210 return top;
1221 } 1211 }
1222 1212
1223 return 0; 1213 return 0;
1251 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1252 */ 1242 */
1253object * 1243object *
1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1255{ 1245{
1246 op->remove ();
1247
1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1257 { 1249 {
1258 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1259 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1260 } 1252 }
1283 * just 'op' otherwise 1275 * just 'op' otherwise
1284 */ 1276 */
1285object * 1277object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1279{
1288 assert (!op->flag [FLAG_FREED]);
1289
1290 op->remove (); 1280 op->remove ();
1281
1282 if (m == &freed_map)//D TODO: remove soon
1283 {//D
1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1285 }//D
1291 1286
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work 1289 * need extra work
1295 */ 1290 */
1291 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1293 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1295 return 0;
1300 } 1296 }
1301 1297
1302 if (object *more = op->more) 1298 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1300 return 0;
1305 1301
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1302 op->flag [FLAG_REMOVED] = false;
1307 1303 op->env = 0;
1308 op->map = m; 1304 op->map = newmap;
1305
1309 mapspace &ms = op->ms (); 1306 mapspace &ms = op->ms ();
1310 1307
1311 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1312 */ 1309 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1315 if (object::can_merge (op, tmp)) 1312 if (object::can_merge (op, tmp))
1316 { 1313 {
1317 // TODO: we atcually want to update tmp, not op, 1314 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1315 // but some caller surely breaks when we return tmp
1319 // from here :/ 1316 // from here :/
1320 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1318 tmp->destroy ();
1322 } 1319 }
1323 1320
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1323
1333 { 1330 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1332 abort ();
1336 } 1333 }
1337 1334
1335 if (!originator->is_on_map ())
1336 {
1337 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1338 op->debug_desc (), originator->debug_desc ());
1339 abort ();
1340 }
1341
1338 op->above = originator; 1342 op->above = originator;
1339 op->below = originator->below; 1343 op->below = originator->below;
1340
1341 if (op->below)
1342 op->below->above = op;
1343 else
1344 ms.bot = op;
1345
1346 /* since *below* originator, no need to update top */
1347 originator->below = op; 1344 originator->below = op;
1345
1346 *(op->below ? &op->below->above : &ms.bot) = op;
1348 } 1347 }
1349 else 1348 else
1350 { 1349 {
1351 object *top, *floor = NULL; 1350 object *floor = 0;
1352 1351 object *top = ms.top;
1353 top = ms.bot;
1354 1352
1355 /* If there are other objects, then */ 1353 /* If there are other objects, then */
1356 if (top) 1354 if (top)
1357 { 1355 {
1358 object *last = 0;
1359
1360 /* 1356 /*
1361 * If there are multiple objects on this space, we do some trickier handling. 1357 * If there are multiple objects on this space, we do some trickier handling.
1362 * We've already dealt with merging if appropriate. 1358 * We've already dealt with merging if appropriate.
1363 * Generally, we want to put the new object on top. But if 1359 * Generally, we want to put the new object on top. But if
1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1360 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1367 * once we get to them. This reduces the need to traverse over all of 1363 * once we get to them. This reduces the need to traverse over all of
1368 * them when adding another one - this saves quite a bit of cpu time 1364 * them when adding another one - this saves quite a bit of cpu time
1369 * when lots of spells are cast in one area. Currently, it is presumed 1365 * when lots of spells are cast in one area. Currently, it is presumed
1370 * that flying non pickable objects are spell objects. 1366 * that flying non pickable objects are spell objects.
1371 */ 1367 */
1372 for (top = ms.bot; top; top = top->above) 1368 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1369 {
1374 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1370 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1375 floor = top; 1371 floor = tmp;
1376 1372
1377 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1378 { 1374 {
1379 /* We insert above top, so we want this object below this */ 1375 /* We insert above top, so we want this object below this */
1380 top = top->below; 1376 top = tmp->below;
1381 break; 1377 break;
1382 } 1378 }
1383 1379
1384 last = top; 1380 top = tmp;
1385 } 1381 }
1386
1387 /* Don't want top to be NULL, so set it to the last valid object */
1388 top = last;
1389 1382
1390 /* We let update_position deal with figuring out what the space 1383 /* We let update_position deal with figuring out what the space
1391 * looks like instead of lots of conditions here. 1384 * looks like instead of lots of conditions here.
1392 * makes things faster, and effectively the same result. 1385 * makes things faster, and effectively the same result.
1393 */ 1386 */
1400 */ 1393 */
1401 if (!(flag & INS_ON_TOP) 1394 if (!(flag & INS_ON_TOP)
1402 && ms.flags () & P_BLOCKSVIEW 1395 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility)) 1396 && (op->face && !faces [op->face].visibility))
1404 { 1397 {
1398 object *last;
1399
1405 for (last = top; last != floor; last = last->below) 1400 for (last = top; last != floor; last = last->below)
1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1401 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1407 break; 1402 break;
1408 1403
1409 /* Check to see if we found the object that blocks view, 1404 /* Check to see if we found the object that blocks view,
1417 } /* If objects on this space */ 1412 } /* If objects on this space */
1418 1413
1419 if (flag & INS_ABOVE_FLOOR_ONLY) 1414 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor; 1415 top = floor;
1421 1416
1422 /* Top is the object that our object (op) is going to get inserted above. 1417 // insert object above top, or bottom-most if top = 0
1423 */
1424
1425 /* First object on this space */
1426 if (!top) 1418 if (!top)
1427 { 1419 {
1420 op->below = 0;
1428 op->above = ms.bot; 1421 op->above = ms.bot;
1429
1430 if (op->above)
1431 op->above->below = op;
1432
1433 op->below = 0;
1434 ms.bot = op; 1422 ms.bot = op;
1423
1424 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1425 }
1436 else 1426 else
1437 { /* get inserted into the stack above top */ 1427 {
1438 op->above = top->above; 1428 op->above = top->above;
1439
1440 if (op->above)
1441 op->above->below = op; 1429 top->above = op;
1442 1430
1443 op->below = top; 1431 op->below = top;
1444 top->above = op; 1432 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1433 }
1434 }
1446 1435
1447 if (!op->above) 1436 if (op->is_player ())
1448 ms.top = op;
1449 } /* else not INS_BELOW_ORIGINATOR */
1450
1451 if (op->type == PLAYER)
1452 { 1437 {
1453 op->contr->do_los = 1; 1438 op->contr->do_los = 1;
1454 ++op->map->players; 1439 ++op->map->players;
1455 op->map->touch (); 1440 op->map->touch ();
1456 } 1441 }
1471 * be far away from this change and not affected in any way - 1456 * be far away from this change and not affected in any way -
1472 * this should get redone to only look for players within range, 1457 * this should get redone to only look for players within range,
1473 * or just updating the P_UPTODATE for spaces within this area 1458 * or just updating the P_UPTODATE for spaces within this area
1474 * of effect may be sufficient. 1459 * of effect may be sufficient.
1475 */ 1460 */
1476 if (op->map->darkness && (op->glow_radius != 0)) 1461 if (op->affects_los ())
1462 {
1463 op->ms ().invalidate ();
1477 update_all_los (op->map, op->x, op->y); 1464 update_all_los (op->map, op->x, op->y);
1465 }
1478 1466
1479 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1467 /* updates flags (blocked, alive, no magic, etc) for this map space */
1480 update_object (op, UP_OBJ_INSERT); 1468 update_object (op, UP_OBJ_INSERT);
1481 1469
1482 INVOKE_OBJECT (INSERT, op); 1470 INVOKE_OBJECT (INSERT, op);
1510/* this function inserts an object in the map, but if it 1498/* this function inserts an object in the map, but if it
1511 * finds an object of its own type, it'll remove that one first. 1499 * finds an object of its own type, it'll remove that one first.
1512 * op is the object to insert it under: supplies x and the map. 1500 * op is the object to insert it under: supplies x and the map.
1513 */ 1501 */
1514void 1502void
1515replace_insert_ob_in_map (const char *arch_string, object *op) 1503replace_insert_ob_in_map (shstr_tmp archname, object *op)
1516{ 1504{
1517 /* first search for itself and remove any old instances */ 1505 /* first search for itself and remove any old instances */
1518 1506
1519 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1520 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1508 if (tmp->arch->archname == archname) /* same archetype */
1521 tmp->destroy (1); 1509 tmp->destroy ();
1522 1510
1523 object *tmp = arch_to_object (archetype::find (arch_string)); 1511 object *tmp = arch_to_object (archetype::find (archname));
1524 1512
1525 tmp->x = op->x; 1513 tmp->x = op->x;
1526 tmp->y = op->y; 1514 tmp->y = op->y;
1527 1515
1528 insert_ob_in_map (tmp, op->map, op, 0); 1516 insert_ob_in_map (tmp, op->map, op, 0);
1550 if (!nr) 1538 if (!nr)
1551 return true; 1539 return true;
1552 1540
1553 nr = min (nr, nrof); 1541 nr = min (nr, nrof);
1554 1542
1543 if (nrof > nr)
1544 {
1555 nrof -= nr; 1545 nrof -= nr;
1556
1557 if (nrof)
1558 {
1559 adjust_weight (env, -weight * nr); // carrying == 0 1546 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1560 1547
1561 if (object *pl = visible_to ()) 1548 if (object *pl = visible_to ())
1562 esrv_update_item (UPD_NROF, pl, this); 1549 esrv_update_item (UPD_NROF, pl, this);
1563 1550
1564 return true; 1551 return true;
1565 } 1552 }
1566 else 1553 else
1567 { 1554 {
1568 destroy (1); 1555 destroy ();
1569 return false; 1556 return false;
1570 } 1557 }
1571} 1558}
1572 1559
1573/* 1560/*
1650 if (object *pl = tmp->visible_to ()) 1637 if (object *pl = tmp->visible_to ())
1651 esrv_update_item (UPD_NROF, pl, tmp); 1638 esrv_update_item (UPD_NROF, pl, tmp);
1652 1639
1653 adjust_weight (this, op->total_weight ()); 1640 adjust_weight (this, op->total_weight ());
1654 1641
1655 op->destroy (1); 1642 op->destroy ();
1656 op = tmp; 1643 op = tmp;
1657 goto inserted; 1644 goto inserted;
1658 } 1645 }
1659 1646
1660 op->owner = 0; // it's his/hers now. period. 1647 op->owner = 0; // it's his/hers now. period.
1678 1665
1679 adjust_weight (this, op->total_weight ()); 1666 adjust_weight (this, op->total_weight ());
1680 1667
1681inserted: 1668inserted:
1682 /* reset the light list and los of the players on the map */ 1669 /* reset the light list and los of the players on the map */
1683 if (op->glow_radius && map && map->darkness) 1670 if (op->glow_radius && is_on_map ())
1671 {
1672 update_stats ();
1684 update_all_los (map, x, y); 1673 update_all_los (map, x, y);
1685 1674 }
1675 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1686 // if this is a player's inventory, update stats 1676 // if this is a player's inventory, update stats
1687 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1688 update_stats (); 1677 update_stats ();
1689 1678
1690 INVOKE_OBJECT (INSERT, this); 1679 INVOKE_OBJECT (INSERT, this);
1691 1680
1692 return op; 1681 return op;
1776 { 1765 {
1777 1766
1778 float 1767 float
1779 diff = tmp->move_slow_penalty * fabs (op->speed); 1768 diff = tmp->move_slow_penalty * fabs (op->speed);
1780 1769
1781 if (op->type == PLAYER) 1770 if (op->is_player ())
1782 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1783 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1784 diff /= 4.0; 1773 diff /= 4.0;
1785 1774
1786 op->speed_left -= diff; 1775 op->speed_left -= diff;
1994 * head of the object should correspond for the entire object. 1983 * head of the object should correspond for the entire object.
1995 */ 1984 */
1996 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1985 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1997 continue; 1986 continue;
1998 1987
1999 if (ob->blocked (m, pos.x, pos.y)) 1988 if (ob->blocked (pos.m, pos.x, pos.y))
2000 continue; 1989 continue;
2001 1990
2002 altern [index++] = i; 1991 altern [index++] = i;
2003 } 1992 }
2004 1993
2072 * there is capable of. 2061 * there is capable of.
2073 */ 2062 */
2074int 2063int
2075find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2076{ 2065{
2077 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2078
2079 sint16 nx, ny;
2080 object *tmp;
2081 maptile *mp;
2082
2083 MoveType blocked, move_type; 2067 MoveType move_type;
2084 2068
2085 if (exclude && exclude->head_ () != exclude) 2069 if (exclude && exclude->head_ () != exclude)
2086 { 2070 {
2087 exclude = exclude->head; 2071 exclude = exclude->head;
2088 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2091 { 2075 {
2092 /* If we don't have anything, presume it can use all movement types. */ 2076 /* If we don't have anything, presume it can use all movement types. */
2093 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2094 } 2078 }
2095 2079
2096 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2097 { 2081 {
2098 mp = m; 2082 mapxy pos (m, x, y);
2099 nx = x + freearr_x[i]; 2083 pos.move (i);
2100 ny = y + freearr_y[i];
2101 2084
2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2103
2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i]; 2086 max = maxfree[i];
2106 else 2087 else
2107 { 2088 {
2108 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2109 2090
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2113 max = maxfree[i]; 2092 max = maxfree [i];
2114 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2115 { 2094 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2118 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break;
2120
2121 if (tmp)
2122 return freedir[i]; 2098 return freedir [i];
2123 } 2099 }
2124 } 2100 }
2125 } 2101 }
2126 2102
2127 return 0; 2103 return 0;
2202 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2203 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2181 * functions.
2206 */ 2182 */
2207int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2208 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2209 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2210 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2211 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2212 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2308int 2284int
2309can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2310{ 2286{
2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2314} 2290}
2315 2291
2316/* 2292/*
2317 * create clone from object to another 2293 * create clone from object to another
2318 */ 2294 */
2350 return tmp; 2326 return tmp;
2351 2327
2352 return 0; 2328 return 0;
2353} 2329}
2354 2330
2355const shstr & 2331shstr_tmp
2356object::kv_get (const shstr &key) const 2332object::kv_get (shstr_tmp key) const
2357{ 2333{
2358 for (key_value *kv = key_values; kv; kv = kv->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2359 if (kv->key == key) 2335 if (kv->key == key)
2360 return kv->value; 2336 return kv->value;
2361 2337
2362 return shstr_null; 2338 return shstr ();
2363} 2339}
2364 2340
2365void 2341void
2366object::kv_set (const shstr &key, const shstr &value) 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2367{ 2343{
2368 for (key_value *kv = key_values; kv; kv = kv->next) 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (kv->key == key) 2345 if (kv->key == key)
2370 { 2346 {
2371 kv->value = value; 2347 kv->value = value;
2380 2356
2381 key_values = kv; 2357 key_values = kv;
2382} 2358}
2383 2359
2384void 2360void
2385object::kv_del (const shstr &key) 2361object::kv_del (shstr_tmp key)
2386{ 2362{
2387 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2388 if ((*kvp)->key == key) 2364 if ((*kvp)->key == key)
2389 { 2365 {
2390 key_value *kv = *kvp; 2366 key_value *kv = *kvp;
2449{ 2425{
2450 char flagdesc[512]; 2426 char flagdesc[512];
2451 char info2[256 * 4]; 2427 char info2[256 * 4];
2452 char *p = info; 2428 char *p = info;
2453 2429
2454 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2455 count, 2431 count,
2456 uuid.c_str (), 2432 uuid.c_str (),
2457 &name, 2433 &name,
2458 title ? "\",title:\"" : "", 2434 title ? ",title:\"" : "",
2459 title ? (const char *)title : "", 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2460 flag_desc (flagdesc, 512), type); 2437 flag_desc (flagdesc, 512), type);
2461 2438
2462 if (!flag[FLAG_REMOVED] && env) 2439 if (!flag[FLAG_REMOVED] && env)
2463 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2464 2441
2520 container = 0; 2497 container = 0;
2521 2498
2522 // client needs item update to make it work, client bug requires this to be separate 2499 // client needs item update to make it work, client bug requires this to be separate
2523 esrv_update_item (UPD_FLAGS, this, old_container); 2500 esrv_update_item (UPD_FLAGS, this, old_container);
2524 2501
2525 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2526 play_sound (sound_find ("chest_close")); 2503 play_sound (sound_find ("chest_close"));
2527 } 2504 }
2528 2505
2529 if (new_container) 2506 if (new_container)
2530 { 2507 {
2540 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2541 new_container->insert (closer); 2518 new_container->insert (closer);
2542 } 2519 }
2543#endif 2520#endif
2544 2521
2545 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2546 2523
2547 // make sure the container is available, client bug requires this to be separate 2524 // make sure the container is available, client bug requires this to be separate
2548 esrv_send_item (this, new_container); 2525 esrv_send_item (this, new_container);
2549 2526
2550 new_container->flag [FLAG_APPLIED] = true; 2527 new_container->flag [FLAG_APPLIED] = true;
2558// else if (!old_container->env && contr && contr->ns) 2535// else if (!old_container->env && contr && contr->ns)
2559// contr->ns->floorbox_reset (); 2536// contr->ns->floorbox_reset ();
2560} 2537}
2561 2538
2562object * 2539object *
2563object::force_find (const shstr name) 2540object::force_find (shstr_tmp name)
2564{ 2541{
2565 /* cycle through his inventory to look for the MARK we want to 2542 /* cycle through his inventory to look for the MARK we want to
2566 * place 2543 * place
2567 */ 2544 */
2568 for (object *tmp = inv; tmp; tmp = tmp->below) 2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2570 return splay (tmp); 2547 return splay (tmp);
2571 2548
2572 return 0; 2549 return 0;
2573} 2550}
2574 2551
2575void 2552object *
2576object::force_add (const shstr name, int duration) 2553object::force_add (shstr_tmp name, int duration)
2577{ 2554{
2578 if (object *force = force_find (name)) 2555 if (object *force = force_find (name))
2579 force->destroy (); 2556 force->destroy ();
2580 2557
2581 object *force = get_archetype (FORCE_NAME); 2558 object *force = get_archetype (FORCE_NAME);
2586 2563
2587 force->set_speed (duration ? 1.f / duration : 0.f); 2564 force->set_speed (duration ? 1.f / duration : 0.f);
2588 force->flag [FLAG_IS_USED_UP] = true; 2565 force->flag [FLAG_IS_USED_UP] = true;
2589 force->flag [FLAG_APPLIED] = true; 2566 force->flag [FLAG_APPLIED] = true;
2590 2567
2591 insert (force); 2568 return insert (force);
2592} 2569}
2593 2570
2594void 2571void
2595object::play_sound (faceidx sound) 2572object::play_sound (faceidx sound) const
2596{ 2573{
2597 if (!sound) 2574 if (!sound)
2598 return; 2575 return;
2599 2576
2600 if (flag [FLAG_REMOVED]) 2577 if (is_on_map ())
2578 map->play_sound (sound, x, y);
2579 else if (object *pl = in_player ())
2580 pl->contr->play_sound (sound);
2581}
2582
2583void
2584object::say_msg (const char *msg) const
2585{
2586 if (is_on_map ())
2587 map->say_msg (msg, x, y);
2588 else if (object *pl = in_player ())
2589 pl->contr->play_sound (sound);
2590}
2591
2592void
2593object::make_noise ()
2594{
2595 // we do not model noise in the map, so instead put
2596 // a temporary light into the noise source
2597 // could use the map instead, but that's less reliable for our
2598 // goal, which is to make invisibility a bit harder to exploit
2599
2600 // currently only works sensibly for players
2601 if (!is_player ())
2601 return; 2602 return;
2602 2603
2603 if (env) 2604 // find old force, or create new one
2604 { 2605 object *force = force_find (shstr_noise_force);
2605 if (object *pl = in_player ()) 2606
2606 pl->contr->play_sound (sound); 2607 if (force)
2607 } 2608 force->speed_left = -1.f; // patch old speed up
2608 else 2609 else
2609 map->play_sound (sound, x, y); 2610 {
2610} 2611 force = archetype::get (shstr_noise_force);
2611 2612
2613 force->slaying = shstr_noise_force;
2614 force->stats.food = 1;
2615 force->speed_left = -1.f;
2616
2617 force->set_speed (1.f / 4.f);
2618 force->flag [FLAG_IS_USED_UP] = true;
2619 force->flag [FLAG_APPLIED] = true;
2620
2621 insert (force);
2622 }
2623}
2624

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines