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Comparing deliantra/server/common/object.C (file contents):
Revision 1.242 by elmex, Wed May 7 21:00:02 2008 UTC vs.
Revision 1.294 by root, Thu Nov 5 15:43:21 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
186 || ob1->speed != ob2->speed 190 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 191 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 192 || ob1->name != ob2->name)
189 return 0; 193 return 0;
190 194
191 /* Do not merge objects if nrof would overflow. First part checks 195 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 196 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 197 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; 198 return 0;
198 199
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 200 /* 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 201 * 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 202 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 208
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 209 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 210 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 211
211 if (ob1->arch->name != ob2->arch->name 212 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 213 || ob1->name != ob2->name
213 || ob1->title != ob2->title 214 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 215 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 216 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 217 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 218 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 219 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 220 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 221 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 222 || ob1->animation_id != ob2->animation_id
223 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 224 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 225 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 226 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 227 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 228 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 237 return 0;
236 238
237 if ((ob1->flag ^ ob2->flag) 239 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 240 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 241 .reset (FLAG_REMOVED)
241 .any ()) 242 .any ())
242 return 0; 243 return 0;
243 244
244 /* This is really a spellbook check - we should in general 245 /* This is really a spellbook check - we should in general
326 { 327 {
327 // see if we are in a container of sorts 328 // see if we are in a container of sorts
328 if (env) 329 if (env)
329 { 330 {
330 // the player inventory itself is always visible 331 // the player inventory itself is always visible
331 if (env->type == PLAYER) 332 if (env->is_player ())
332 return env; 333 return env;
333 334
334 // else a player could have our env open 335 // else a player could have our env open
335 object *envest = env->outer_env (); 336 object *envest = env->outer_env_or_self ();
336 337
337 // the player itself is always on a map, so we will find him here 338 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 339 // even if our inv is in a player.
339 if (envest->is_on_map ()) 340 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 341 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 342 if (pl->container_ () == env)
342 return pl; 343 return pl;
343 } 344 }
344 else 345 else
345 { 346 {
346 // maybe there is a player standing on the same mapspace 347 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 348 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 349 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 350 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || pl->container_ () == this)
350 return pl; 352 return pl;
351 } 353 }
352 } 354 }
353 355
354 return 0; 356 return 0;
430 return strdup ("[NULLOBJ]"); 432 return strdup ("[NULLOBJ]");
431 433
432 object_freezer freezer; 434 object_freezer freezer;
433 op->write (freezer); 435 op->write (freezer);
434 return freezer.as_string (); 436 return freezer.as_string ();
437}
438
439char *
440object::as_string ()
441{
442 return dump_object (this);
435} 443}
436 444
437/* 445/*
438 * get_nearest_part(multi-object, object 2) returns the part of the 446 * get_nearest_part(multi-object, object 2) returns the part of the
439 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
478 */ 486 */
479object * 487object *
480find_object_name (const char *str) 488find_object_name (const char *str)
481{ 489{
482 shstr_cmp str_ (str); 490 shstr_cmp str_ (str);
483 object *op;
484 491
492 if (str_)
485 for_all_objects (op) 493 for_all_objects (op)
486 if (op->name == str_) 494 if (op->name == str_)
487 break; 495 return op;
488 496
489 return op; 497 return 0;
490} 498}
491 499
492/* 500/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 501 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 502 * skill and experience objects.
556 update_stats (); 564 update_stats ();
557 565
558 new_draw_info_format (NDI_UNIQUE, 0, this, 566 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, " 567 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. " 568 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name); 569 "[You need to unapply some items first - use the 'body' command to see "
570 "how many items you cna wera on a specific body part.]", &ob->name);
562 return false; 571 return false;
563 } 572 }
564 573
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 574 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 } 575 }
638 } 647 }
639 648
640 if (speed < 0) 649 if (speed < 0)
641 dst->speed_left -= rndm (); 650 dst->speed_left -= rndm ();
642 651
643 dst->set_speed (dst->speed); 652 dst->activate ();
644} 653}
645 654
646void 655void
647object::instantiate () 656object::instantiate ()
648{ 657{
760 else if (action == UP_OBJ_INSERT) 769 else if (action == UP_OBJ_INSERT)
761 { 770 {
762 // this is likely overkill, TODO: revisit (schmorp) 771 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 772 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 773 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 774 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 775 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 776 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 777 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 778 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 779 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 780 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 781 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 782 * have move_allow right now.
774 */ 783 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 784 || ((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) 785 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.flags_ = 0; 786 m.invalidate ();
778 } 787 }
779 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 790 * that is being removed.
782 */ 791 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 793 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
787 else 796 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 798
793 802
794object::object () 803object::object ()
795{ 804{
796 SET_FLAG (this, FLAG_REMOVED); 805 SET_FLAG (this, FLAG_REMOVED);
797 806
798 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
799 face = blank_face; 808 face = blank_face;
800} 809}
801 810
802object::~object () 811object::~object ()
803{ 812{
833 /* If already on active list, don't do anything */ 842 /* If already on active list, don't do anything */
834 if (active) 843 if (active)
835 return; 844 return;
836 845
837 if (has_active_speed ()) 846 if (has_active_speed ())
847 {
848 if (flag [FLAG_FREED])
849 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
850
838 actives.insert (this); 851 actives.insert (this);
852 }
839} 853}
840 854
841void 855void
842object::activate_recursive () 856object::activate_recursive ()
843{ 857{
908 || map->in_memory != MAP_ACTIVE 922 || map->in_memory != MAP_ACTIVE
909 || map->no_drop 923 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 924 || ms ().move_block == MOVE_ALL)
911 { 925 {
912 while (inv) 926 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 927 inv->destroy ();
916 }
917 } 928 }
918 else 929 else
919 { /* Put objects in inventory onto this space */ 930 { /* Put objects in inventory onto this space */
920 while (inv) 931 while (inv)
921 { 932 {
925 || op->flag [FLAG_NO_DROP] 936 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 937 || op->type == RUNE
927 || op->type == TRAP 938 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 939 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 940 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 941 op->destroy ();
931 else 942 else
932 map->insert (op, x, y); 943 map->insert (op, x, y);
933 } 944 }
934 } 945 }
935} 946}
964 975
965void 976void
966object::do_destroy () 977object::do_destroy ()
967{ 978{
968 if (flag [FLAG_IS_LINKED]) 979 if (flag [FLAG_IS_LINKED])
969 remove_button_link (this); 980 remove_link ();
970 981
971 if (flag [FLAG_FRIENDLY]) 982 if (flag [FLAG_FRIENDLY])
972 remove_friendly_object (this); 983 remove_friendly_object (this);
973 984
974 remove (); 985 remove ();
999 attacked_by = 0; 1010 attacked_by = 0;
1000 current_weapon = 0; 1011 current_weapon = 0;
1001} 1012}
1002 1013
1003void 1014void
1004object::destroy (bool destroy_inventory) 1015object::destroy ()
1005{ 1016{
1006 if (destroyed ()) 1017 if (destroyed ())
1007 return; 1018 return;
1008 1019
1009 if (!is_head () && !head->destroyed ()) 1020 if (!is_head () && !head->destroyed ())
1010 { 1021 {
1011 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1022 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1012 head->destroy (destroy_inventory); 1023 head->destroy ();
1013 return; 1024 return;
1014 } 1025 }
1015 1026
1016 destroy_inv (!destroy_inventory); 1027 destroy_inv (false);
1017 1028
1018 if (is_head ()) 1029 if (is_head ())
1019 if (sound_destroy) 1030 if (sound_destroy)
1020 play_sound (sound_destroy); 1031 play_sound (sound_destroy);
1021 else if (flag [FLAG_MONSTER]) 1032 else if (flag [FLAG_MONSTER])
1032 * the previous environment. 1043 * the previous environment.
1033 */ 1044 */
1034void 1045void
1035object::do_remove () 1046object::do_remove ()
1036{ 1047{
1037 object *tmp, *last = 0;
1038 object *otmp;
1039
1040 if (flag [FLAG_REMOVED]) 1048 if (flag [FLAG_REMOVED])
1041 return; 1049 return;
1042 1050
1043 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1044 1052
1057 if (object *pl = visible_to ()) 1065 if (object *pl = visible_to ())
1058 esrv_del_item (pl->contr, count); 1066 esrv_del_item (pl->contr, count);
1059 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1060 1068
1061 adjust_weight (env, -total_weight ()); 1069 adjust_weight (env, -total_weight ());
1070
1071 object *pl = in_player ();
1062 1072
1063 /* we set up values so that it could be inserted into 1073 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up 1074 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do. 1075 * to the caller to decide what we want to do.
1066 */ 1076 */
1078 1088
1079 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
1080 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1081 * to save cpu time. 1091 * to save cpu time.
1082 */ 1092 */
1083 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
1084 otmp->update_stats (); 1096 pl->update_stats ();
1097
1098 if (glow_radius && pl->is_on_map ())
1099 update_all_los (pl->map, pl->x, pl->y);
1100 }
1085 } 1101 }
1086 else if (map) 1102 else if (map)
1087 { 1103 {
1088 map->dirty = true; 1104 map->dirty = true;
1089 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1090 1106
1091 if (object *pl = ms.player ()) 1107 if (object *pl = ms.player ())
1092 { 1108 {
1093 if (type == PLAYER) // this == pl(!) 1109 if (is_player ())
1094 { 1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1095 // leaving a spot always closes any open container on the ground 1114 // leaving a spot always closes any open container on the ground
1096 if (container && !container->env) 1115 if (container && !container->env)
1097 // this causes spurious floorbox updates, but it ensures 1116 // this causes spurious floorbox updates, but it ensures
1098 // that the CLOSE event is being sent. 1117 // that the CLOSE event is being sent.
1099 close_container (); 1118 close_container ();
1100 1119
1101 --map->players; 1120 --map->players;
1102 map->touch (); 1121 map->touch ();
1103 } 1122 }
1104 else if (pl->container == this) 1123 else if (pl->container_ () == this)
1105 { 1124 {
1106 // removing a container should close it 1125 // removing a container should close it
1107 close_container (); 1126 close_container ();
1108 } 1127 }
1109 1128
1116 *(below ? &below->above : &ms.bot) = above; 1135 *(below ? &below->above : &ms.bot) = above;
1117 1136
1118 above = 0; 1137 above = 0;
1119 below = 0; 1138 below = 0;
1120 1139
1140 ms.invalidate ();
1141
1121 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1122 return; 1143 return;
1123 1144
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1125 1146
1126 if (object *pl = ms.player ()) 1147 if (object *pl = ms.player ())
1127 { 1148 {
1128 if (pl->container == this) 1149 if (pl->container_ () == this)
1129 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1131 * appropriately. 1152 * appropriately.
1132 */ 1153 */
1133 pl->close_container (); 1154 pl->close_container ();
1137 //TODO: update floorbox to preserve ordering 1158 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns) 1159 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update (); 1160 pl->contr->ns->floorbox_update ();
1140 } 1161 }
1141 1162
1163 if (check_walk_off)
1142 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1143 { 1165 {
1166 above = tmp->above;
1167
1144 /* No point updating the players look faces if he is the object 1168 /* No point updating the players look faces if he is the object
1145 * being removed. 1169 * being removed.
1146 */ 1170 */
1147 1171
1148 /* See if object moving off should effect something */ 1172 /* See if object moving off should effect something */
1149 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1173 if ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1174 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1152 {
1153 move_apply (tmp, this, 0); 1175 move_apply (tmp, this, 0);
1154
1155 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1176 }
1158 1177
1159 last = tmp; 1178 if (affects_los ())
1160 }
1161
1162 /* last == NULL if there are no objects on this space */
1163 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last)
1165 map->at (x, y).flags_ = 0;
1166 else
1167 update_object (last, UP_OBJ_REMOVE);
1168
1169 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1170 update_all_los (map, x, y); 1179 update_all_los (map, x, y);
1171 } 1180 }
1172} 1181}
1173 1182
1174/* 1183/*
1198 esrv_update_item (UPD_NROF, pl, top); 1207 esrv_update_item (UPD_NROF, pl, top);
1199 1208
1200 op->weight = 0; // cancel the addition above 1209 op->weight = 0; // cancel the addition above
1201 op->carrying = 0; // must be 0 already 1210 op->carrying = 0; // must be 0 already
1202 1211
1203 op->destroy (1); 1212 op->destroy ();
1204 1213
1205 return top; 1214 return top;
1206 } 1215 }
1207 1216
1208 return 0; 1217 return 0;
1236 * job preparing multi-part monsters. 1245 * job preparing multi-part monsters.
1237 */ 1246 */
1238object * 1247object *
1239insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1240{ 1249{
1250 op->remove ();
1251
1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1252 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 { 1253 {
1243 tmp->x = x + tmp->arch->x; 1254 tmp->x = x + tmp->arch->x;
1244 tmp->y = y + tmp->arch->y; 1255 tmp->y = y + tmp->arch->y;
1245 } 1256 }
1270object * 1281object *
1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1272{ 1283{
1273 op->remove (); 1284 op->remove ();
1274 1285
1286 if (m == &freed_map)//D TODO: remove soon
1287 {//D
1288 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1289 }//D
1290
1275 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* Ideally, the caller figures this out. However, it complicates a lot
1276 * of areas of callers (eg, anything that uses find_free_spot would now 1292 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work 1293 * need extra work
1278 */ 1294 */
1295 maptile *newmap = m;
1279 if (!xy_normalise (m, op->x, op->y)) 1296 if (!xy_normalise (newmap, op->x, op->y))
1280 { 1297 {
1281 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1298 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 return 0; 1299 return 0;
1283 } 1300 }
1284 1301
1285 if (object *more = op->more) 1302 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag)) 1303 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0; 1304 return 0;
1288 1305
1289 CLEAR_FLAG (op, FLAG_REMOVED); 1306 op->flag [FLAG_REMOVED] = false;
1290 1307 op->env = 0;
1291 op->map = m; 1308 op->map = newmap;
1309
1292 mapspace &ms = op->ms (); 1310 mapspace &ms = op->ms ();
1293 1311
1294 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1295 */ 1313 */
1296 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 if (op->nrof && !(flag & INS_NO_MERGE))
1299 { 1317 {
1300 // TODO: we actually want to update tmp, not op, 1318 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp 1319 // but some caller surely breaks when we return tmp
1302 // from here :/ 1320 // from here :/
1303 op->nrof += tmp->nrof; 1321 op->nrof += tmp->nrof;
1304 tmp->destroy (1); 1322 tmp->destroy ();
1305 } 1323 }
1306 1324
1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1308 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1326 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1309 1327
1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1335 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318 abort (); 1336 abort ();
1319 } 1337 }
1320 1338
1321 if (!originator->is_on_map ()) 1339 if (!originator->is_on_map ())
1340 {
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1341 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323 op->debug_desc (), originator->debug_desc ()); 1342 op->debug_desc (), originator->debug_desc ());
1343 abort ();
1344 }
1324 1345
1325 op->above = originator; 1346 op->above = originator;
1326 op->below = originator->below; 1347 op->below = originator->below;
1327 originator->below = op; 1348 originator->below = op;
1328 1349
1414 op->below = top; 1435 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op; 1436 *(op->above ? &op->above->below : &ms.top) = op;
1416 } 1437 }
1417 } 1438 }
1418 1439
1419 if (op->type == PLAYER) 1440 if (op->is_player ())
1420 { 1441 {
1421 op->contr->do_los = 1; 1442 op->contr->do_los = 1;
1422 ++op->map->players; 1443 ++op->map->players;
1423 op->map->touch (); 1444 op->map->touch ();
1424 } 1445 }
1439 * be far away from this change and not affected in any way - 1460 * be far away from this change and not affected in any way -
1440 * this should get redone to only look for players within range, 1461 * this should get redone to only look for players within range,
1441 * or just updating the P_UPTODATE for spaces within this area 1462 * or just updating the P_UPTODATE for spaces within this area
1442 * of effect may be sufficient. 1463 * of effect may be sufficient.
1443 */ 1464 */
1444 if (op->map->darkness && (op->glow_radius != 0)) 1465 if (op->affects_los ())
1466 {
1467 op->ms ().invalidate ();
1445 update_all_los (op->map, op->x, op->y); 1468 update_all_los (op->map, op->x, op->y);
1469 }
1446 1470
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1471 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object (op, UP_OBJ_INSERT); 1472 update_object (op, UP_OBJ_INSERT);
1449 1473
1450 INVOKE_OBJECT (INSERT, op); 1474 INVOKE_OBJECT (INSERT, op);
1457 * blocked() and wall() work properly), and these flags are updated by 1481 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1482 * update_object().
1459 */ 1483 */
1460 1484
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1485 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1486 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1487 {
1464 if (check_move_on (op, originator)) 1488 if (check_move_on (op, originator))
1465 return 0; 1489 return 0;
1466 1490
1467 /* If we are a multi part object, lets work our way through the check 1491 /* If we are a multi part object, lets work our way through the check
1478/* this function inserts an object in the map, but if it 1502/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1503 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1504 * op is the object to insert it under: supplies x and the map.
1481 */ 1505 */
1482void 1506void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1507replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1508{
1485 /* first search for itself and remove any old instances */ 1509 /* first search for itself and remove any old instances */
1486 1510
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1512 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (1); 1513 tmp->destroy ();
1490 1514
1491 object *tmp = arch_to_object (archetype::find (arch_string)); 1515 object *tmp = arch_to_object (archetype::find (archname));
1492 1516
1493 tmp->x = op->x; 1517 tmp->x = op->x;
1494 tmp->y = op->y; 1518 tmp->y = op->y;
1495 1519
1496 insert_ob_in_map (tmp, op->map, op, 0); 1520 insert_ob_in_map (tmp, op->map, op, 0);
1518 if (!nr) 1542 if (!nr)
1519 return true; 1543 return true;
1520 1544
1521 nr = min (nr, nrof); 1545 nr = min (nr, nrof);
1522 1546
1547 if (nrof > nr)
1548 {
1523 nrof -= nr; 1549 nrof -= nr;
1524
1525 if (nrof)
1526 {
1527 adjust_weight (env, -weight * nr); // carrying == 0 1550 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1528 1551
1529 if (object *pl = visible_to ()) 1552 if (object *pl = visible_to ())
1530 esrv_update_item (UPD_NROF, pl, this); 1553 esrv_update_item (UPD_NROF, pl, this);
1531 1554
1532 return true; 1555 return true;
1533 } 1556 }
1534 else 1557 else
1535 { 1558 {
1536 destroy (1); 1559 destroy ();
1537 return false; 1560 return false;
1538 } 1561 }
1539} 1562}
1540 1563
1541/* 1564/*
1618 if (object *pl = tmp->visible_to ()) 1641 if (object *pl = tmp->visible_to ())
1619 esrv_update_item (UPD_NROF, pl, tmp); 1642 esrv_update_item (UPD_NROF, pl, tmp);
1620 1643
1621 adjust_weight (this, op->total_weight ()); 1644 adjust_weight (this, op->total_weight ());
1622 1645
1623 op->destroy (1); 1646 op->destroy ();
1624 op = tmp; 1647 op = tmp;
1625 goto inserted; 1648 goto inserted;
1626 } 1649 }
1627 1650
1628 op->owner = 0; // it's his/hers now. period. 1651 op->owner = 0; // it's his/hers now. period.
1646 1669
1647 adjust_weight (this, op->total_weight ()); 1670 adjust_weight (this, op->total_weight ());
1648 1671
1649inserted: 1672inserted:
1650 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1651 if (op->glow_radius && map && map->darkness) 1674 if (op->glow_radius && is_on_map ())
1675 {
1676 update_stats ();
1652 update_all_los (map, x, y); 1677 update_all_los (map, x, y);
1653 1678 }
1679 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1654 // if this is a player's inventory, update stats 1680 // if this is a player's inventory, update stats
1655 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1656 update_stats (); 1681 update_stats ();
1657 1682
1658 INVOKE_OBJECT (INSERT, this); 1683 INVOKE_OBJECT (INSERT, this);
1659 1684
1660 return op; 1685 return op;
1681 * on top. 1706 * on top.
1682 */ 1707 */
1683int 1708int
1684check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1685{ 1710{
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1712 return 0;
1713
1686 object *tmp; 1714 object *tmp;
1687 maptile *m = op->map; 1715 maptile *m = op->map;
1688 int x = op->x, y = op->y; 1716 int x = op->x, y = op->y;
1689 1717
1690 MoveType move_on, move_slow, move_block; 1718 mapspace &ms = m->at (x, y);
1691 1719
1692 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1720 ms.update ();
1693 return 0;
1694 1721
1695 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 MoveType move_on = ms.move_on;
1696 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 MoveType move_slow = ms.move_slow;
1697 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 MoveType move_block = ms.move_block;
1698 1725
1699 /* if nothing on this space will slow op down or be applied, 1726 /* if nothing on this space will slow op down or be applied,
1700 * no need to do checking below. have to make sure move_type 1727 * no need to do checking below. have to make sure move_type
1701 * is set, as lots of objects don't have it set - we treat that 1728 * is set, as lots of objects don't have it set - we treat that
1702 * as walking. 1729 * as walking.
1713 return 0; 1740 return 0;
1714 1741
1715 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1716 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1717 */ 1744 */
1718 1745 for (object *next, *tmp = ms.top; tmp; tmp = next)
1719 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1720 {
1721 /* Trim the search when we find the first other spell effect
1722 * this helps performance so that if a space has 50 spell objects,
1723 * we don't need to check all of them.
1724 */
1725 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1726 break;
1727 } 1746 {
1747 next = tmp->below;
1728 1748
1729 for (; tmp; tmp = tmp->below)
1730 {
1731 if (tmp == op) 1749 if (tmp == op)
1732 continue; /* Can't apply yourself */ 1750 continue; /* Can't apply yourself */
1733 1751
1734 /* Check to see if one of the movement types should be slowed down. 1752 /* Check to see if one of the movement types should be slowed down.
1735 * Second check makes sure that the movement types not being slowed 1753 * Second check makes sure that the movement types not being slowed
1740 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1758 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1741 { 1759 {
1742 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1760 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1743 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1761 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1744 { 1762 {
1745
1746 float
1747 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 float diff = tmp->move_slow_penalty * fabs (op->speed);
1748 1764
1749 if (op->type == PLAYER) 1765 if (op->is_player ())
1750 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1751 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1752 diff /= 4.0; 1768 diff /= 4.0;
1753 1769
1754 op->speed_left -= diff; 1770 op->speed_left -= diff;
1755 } 1771 }
1756 } 1772 }
1962 * head of the object should correspond for the entire object. 1978 * head of the object should correspond for the entire object.
1963 */ 1979 */
1964 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1965 continue; 1981 continue;
1966 1982
1967 if (ob->blocked (m, pos.x, pos.y)) 1983 if (ob->blocked (pos.m, pos.x, pos.y))
1968 continue; 1984 continue;
1969 1985
1970 altern [index++] = i; 1986 altern [index++] = i;
1971 } 1987 }
1972 1988
2040 * there is capable of. 2056 * there is capable of.
2041 */ 2057 */
2042int 2058int
2043find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2044{ 2060{
2045 int i, max = SIZEOFFREE, mflags; 2061 int max = SIZEOFFREE, mflags;
2046
2047 sint16 nx, ny;
2048 object *tmp;
2049 maptile *mp;
2050
2051 MoveType blocked, move_type; 2062 MoveType move_type;
2052 2063
2053 if (exclude && exclude->head_ () != exclude) 2064 if (exclude && exclude->head_ () != exclude)
2054 { 2065 {
2055 exclude = exclude->head; 2066 exclude = exclude->head;
2056 move_type = exclude->move_type; 2067 move_type = exclude->move_type;
2059 { 2070 {
2060 /* If we don't have anything, presume it can use all movement types. */ 2071 /* If we don't have anything, presume it can use all movement types. */
2061 move_type = MOVE_ALL; 2072 move_type = MOVE_ALL;
2062 } 2073 }
2063 2074
2064 for (i = 1; i < max; i++) 2075 for (int i = 1; i < max; i++)
2065 { 2076 {
2066 mp = m; 2077 mapxy pos (m, x, y);
2067 nx = x + freearr_x[i]; 2078 pos.move (i);
2068 ny = y + freearr_y[i];
2069 2079
2070 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2080 if (!pos.normalise ())
2071
2072 if (mflags & P_OUT_OF_MAP)
2073 max = maxfree[i]; 2081 max = maxfree[i];
2074 else 2082 else
2075 { 2083 {
2076 mapspace &ms = mp->at (nx, ny); 2084 mapspace &ms = *pos;
2077 2085
2078 blocked = ms.move_block;
2079
2080 if ((move_type & blocked) == move_type) 2086 if ((move_type & ms.move_block) == move_type)
2081 max = maxfree[i]; 2087 max = maxfree [i];
2082 else if (mflags & P_IS_ALIVE) 2088 else if (ms.flags () & P_IS_ALIVE)
2083 { 2089 {
2084 for (tmp = ms.bot; tmp; tmp = tmp->above) 2090 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2085 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2091 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2086 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2092 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2087 break;
2088
2089 if (tmp)
2090 return freedir[i]; 2093 return freedir [i];
2091 } 2094 }
2092 } 2095 }
2093 } 2096 }
2094 2097
2095 return 0; 2098 return 0;
2170 * This basically means that if direction is 15, then it could either go 2173 * This basically means that if direction is 15, then it could either go
2171 * direction 4, 14, or 16 to get back to where we are. 2174 * direction 4, 14, or 16 to get back to where we are.
2172 * Moved from spell_util.c to object.c with the other related direction 2175 * Moved from spell_util.c to object.c with the other related direction
2173 * functions. 2176 * functions.
2174 */ 2177 */
2175int reduction_dir[SIZEOFFREE][3] = { 2178const int reduction_dir[SIZEOFFREE][3] = {
2176 {0, 0, 0}, /* 0 */ 2179 {0, 0, 0}, /* 0 */
2177 {0, 0, 0}, /* 1 */ 2180 {0, 0, 0}, /* 1 */
2178 {0, 0, 0}, /* 2 */ 2181 {0, 0, 0}, /* 2 */
2179 {0, 0, 0}, /* 3 */ 2182 {0, 0, 0}, /* 3 */
2180 {0, 0, 0}, /* 4 */ 2183 {0, 0, 0}, /* 4 */
2276int 2279int
2277can_pick (const object *who, const object *item) 2280can_pick (const object *who, const object *item)
2278{ 2281{
2279 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2282 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2280 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2283 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2281 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2284 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2282} 2285}
2283 2286
2284/* 2287/*
2285 * create clone from object to another 2288 * create clone from object to another
2286 */ 2289 */
2318 return tmp; 2321 return tmp;
2319 2322
2320 return 0; 2323 return 0;
2321} 2324}
2322 2325
2323const shstr & 2326shstr_tmp
2324object::kv_get (const shstr &key) const 2327object::kv_get (shstr_tmp key) const
2325{ 2328{
2326 for (key_value *kv = key_values; kv; kv = kv->next) 2329 for (key_value *kv = key_values; kv; kv = kv->next)
2327 if (kv->key == key) 2330 if (kv->key == key)
2328 return kv->value; 2331 return kv->value;
2329 2332
2330 return shstr_null; 2333 return shstr ();
2331} 2334}
2332 2335
2333void 2336void
2334object::kv_set (const shstr &key, const shstr &value) 2337object::kv_set (shstr_tmp key, shstr_tmp value)
2335{ 2338{
2336 for (key_value *kv = key_values; kv; kv = kv->next) 2339 for (key_value *kv = key_values; kv; kv = kv->next)
2337 if (kv->key == key) 2340 if (kv->key == key)
2338 { 2341 {
2339 kv->value = value; 2342 kv->value = value;
2348 2351
2349 key_values = kv; 2352 key_values = kv;
2350} 2353}
2351 2354
2352void 2355void
2353object::kv_del (const shstr &key) 2356object::kv_del (shstr_tmp key)
2354{ 2357{
2355 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2358 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2356 if ((*kvp)->key == key) 2359 if ((*kvp)->key == key)
2357 { 2360 {
2358 key_value *kv = *kvp; 2361 key_value *kv = *kvp;
2489 container = 0; 2492 container = 0;
2490 2493
2491 // client needs item update to make it work, client bug requires this to be separate 2494 // client needs item update to make it work, client bug requires this to be separate
2492 esrv_update_item (UPD_FLAGS, this, old_container); 2495 esrv_update_item (UPD_FLAGS, this, old_container);
2493 2496
2494 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2497 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2495 play_sound (sound_find ("chest_close")); 2498 play_sound (sound_find ("chest_close"));
2496 } 2499 }
2497 2500
2498 if (new_container) 2501 if (new_container)
2499 { 2502 {
2509 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2512 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2510 new_container->insert (closer); 2513 new_container->insert (closer);
2511 } 2514 }
2512#endif 2515#endif
2513 2516
2514 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2515 2518
2516 // make sure the container is available, client bug requires this to be separate 2519 // make sure the container is available, client bug requires this to be separate
2517 esrv_send_item (this, new_container); 2520 esrv_send_item (this, new_container);
2518 2521
2519 new_container->flag [FLAG_APPLIED] = true; 2522 new_container->flag [FLAG_APPLIED] = true;
2527// else if (!old_container->env && contr && contr->ns) 2530// else if (!old_container->env && contr && contr->ns)
2528// contr->ns->floorbox_reset (); 2531// contr->ns->floorbox_reset ();
2529} 2532}
2530 2533
2531object * 2534object *
2532object::force_find (const shstr name) 2535object::force_find (shstr_tmp name)
2533{ 2536{
2534 /* cycle through his inventory to look for the MARK we want to 2537 /* cycle through his inventory to look for the MARK we want to
2535 * place 2538 * place
2536 */ 2539 */
2537 for (object *tmp = inv; tmp; tmp = tmp->below) 2540 for (object *tmp = inv; tmp; tmp = tmp->below)
2539 return splay (tmp); 2542 return splay (tmp);
2540 2543
2541 return 0; 2544 return 0;
2542} 2545}
2543 2546
2547//-GPL
2548
2544void 2549void
2550object::force_set_timer (int duration)
2551{
2552 this->duration = 1;
2553 this->speed_left = -1.f;
2554
2555 this->set_speed (duration ? 1.f / duration : 0.f);
2556}
2557
2558object *
2545object::force_add (const shstr name, int duration) 2559object::force_add (shstr_tmp name, int duration)
2546{ 2560{
2547 if (object *force = force_find (name)) 2561 if (object *force = force_find (name))
2548 force->destroy (); 2562 force->destroy ();
2549 2563
2550 object *force = get_archetype (FORCE_NAME); 2564 object *force = get_archetype (FORCE_NAME);
2551 2565
2552 force->slaying = name; 2566 force->slaying = name;
2553 force->stats.food = 1; 2567 force->force_set_timer (duration);
2554 force->speed_left = -1.f;
2555
2556 force->set_speed (duration ? 1.f / duration : 0.f);
2557 force->flag [FLAG_IS_USED_UP] = true;
2558 force->flag [FLAG_APPLIED] = true; 2568 force->flag [FLAG_APPLIED] = true;
2559 2569
2560 insert (force); 2570 return insert (force);
2561} 2571}
2562 2572
2563void 2573void
2564object::play_sound (faceidx sound) 2574object::play_sound (faceidx sound) const
2565{ 2575{
2566 if (!sound) 2576 if (!sound)
2567 return; 2577 return;
2568 2578
2569 if (flag [FLAG_REMOVED]) 2579 if (is_on_map ())
2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2570 return; 2604 return;
2571 2605
2572 if (env) 2606 // find old force, or create new one
2573 { 2607 object *force = force_find (shstr_noise_force);
2574 if (object *pl = in_player ()) 2608
2575 pl->contr->play_sound (sound); 2609 if (force)
2576 } 2610 force->speed_left = -1.f; // patch old speed up
2577 else 2611 else
2578 map->play_sound (sound, x, y); 2612 {
2579} 2613 force = archetype::get (shstr_noise_force);
2580 2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

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