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Comparing deliantra/server/common/object.C (file contents):
Revision 1.251 by root, Sun Jul 20 16:56:34 2008 UTC vs.
Revision 1.299 by root, Sun Nov 8 20:55:39 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,
48 0, 52 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 56};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
60 0, 58 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
64}; 69};
65 70
66static void 71static void
67write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
68{ 73{
181bool object::can_merge_slow (object *ob1, object *ob2) 186bool object::can_merge_slow (object *ob1, object *ob2)
182{ 187{
183 /* A couple quicksanity checks */ 188 /* A couple quicksanity checks */
184 if (ob1 == ob2 189 if (ob1 == ob2
185 || ob1->type != ob2->type 190 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed 191 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
187 || ob1->value != ob2->value 192 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
189 return 0; 194 return 0;
190 195
191 /* Do not merge objects if nrof would overflow. First part checks 196 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 197 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 198 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; 199 return 0;
198 200
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* 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 202 * 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 203 * just can't ignore the been applied or identified flags, as they
228 || ob1->move_block != ob2->move_block 230 || ob1->move_block != ob2->move_block
229 || ob1->move_allow != ob2->move_allow 231 || ob1->move_allow != ob2->move_allow
230 || ob1->move_on != ob2->move_on 232 || ob1->move_on != ob2->move_on
231 || ob1->move_off != ob2->move_off 233 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow 234 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty 235 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 238 return 0;
237 239
238 if ((ob1->flag ^ ob2->flag) 240 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 241 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 242 .reset (FLAG_REMOVED)
242 .any ()) 243 .any ())
243 return 0; 244 return 0;
244 245
245 /* This is really a spellbook check - we should in general 246 /* This is really a spellbook check - we should in general
327 { 328 {
328 // see if we are in a container of sorts 329 // see if we are in a container of sorts
329 if (env) 330 if (env)
330 { 331 {
331 // the player inventory itself is always visible 332 // the player inventory itself is always visible
332 if (env->type == PLAYER) 333 if (env->is_player ())
333 return env; 334 return env;
334 335
335 // else a player could have our env open 336 // else a player could have our env open
336 object *envest = env->outer_env (); 337 object *envest = env->outer_env_or_self ();
337 338
338 // the player itself is always on a map, so we will find him here 339 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player. 340 // even if our inv is in a player.
340 if (envest->is_on_map ()) 341 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ()) 342 if (object *pl = envest->ms ().player ())
342 if (pl->container == env) 343 if (pl->container_ () == env)
343 return pl; 344 return pl;
344 } 345 }
345 else 346 else
346 { 347 {
347 // maybe there is a player standing on the same mapspace 348 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player 349 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ()) 350 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || this == pl->container) 352 || pl->container_ () == this)
352 return pl; 353 return pl;
353 } 354 }
354 } 355 }
355 356
356 return 0; 357 return 0;
434 object_freezer freezer; 435 object_freezer freezer;
435 op->write (freezer); 436 op->write (freezer);
436 return freezer.as_string (); 437 return freezer.as_string ();
437} 438}
438 439
439/* 440char *
440 * get_nearest_part(multi-object, object 2) returns the part of the 441object::as_string ()
441 * multi-object 1 which is closest to the second object.
442 * If it's not a multi-object, it is returned.
443 */
444object *
445get_nearest_part (object *op, const object *pl)
446{ 442{
447 object *tmp, *closest; 443 return dump_object (this);
448 int last_dist, i;
449
450 if (!op->more)
451 return op;
452
453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
456 if ((i = distance (tmp, pl)) < last_dist)
457 closest = tmp, last_dist = i;
458
459 return closest;
460} 444}
461 445
462/* 446/*
463 * Returns the object which has the count-variable equal to the argument. 447 * Returns the object which has the count-variable equal to the argument.
464 * VERRRY slow. 448 * VERRRY slow.
558 update_stats (); 542 update_stats ();
559 543
560 new_draw_info_format (NDI_UNIQUE, 0, this, 544 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, " 545 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. " 546 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name); 547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
564 return false; 549 return false;
565 } 550 }
566 551
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 } 553 }
640 } 625 }
641 626
642 if (speed < 0) 627 if (speed < 0)
643 dst->speed_left -= rndm (); 628 dst->speed_left -= rndm ();
644 629
645 dst->set_speed (dst->speed); 630 dst->activate ();
646} 631}
647 632
648void 633void
649object::instantiate () 634object::instantiate ()
650{ 635{
694 * This function needs to be called whenever the speed of an object changes. 679 * This function needs to be called whenever the speed of an object changes.
695 */ 680 */
696void 681void
697object::set_speed (float speed) 682object::set_speed (float speed)
698{ 683{
699 if (flag [FLAG_FREED] && speed)
700 {
701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
702 speed = 0;
703 }
704
705 this->speed = speed; 684 this->speed = speed;
706 685
707 if (has_active_speed ()) 686 if (has_active_speed ())
708 activate (); 687 activate ();
709 else 688 else
759 738
760 if (!(m.flags_ & P_UPTODATE)) 739 if (!(m.flags_ & P_UPTODATE))
761 /* nop */; 740 /* nop */;
762 else if (action == UP_OBJ_INSERT) 741 else if (action == UP_OBJ_INSERT)
763 { 742 {
743#if 0
764 // this is likely overkill, TODO: revisit (schmorp) 744 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 745 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 746 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 747 || (op->is_player () && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 748 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 749 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 750 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 751 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 752 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 753 || (m.move_slow | op->move_slow) != m.move_slow
774 /* This isn't perfect, but I don't expect a lot of objects to 754 /* This isn't perfect, but I don't expect a lot of objects to
775 * to have move_allow right now. 755 * have move_allow right now.
776 */ 756 */
777 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 757 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
758 m.invalidate ();
759#else
778 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 760 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
779 m.flags_ = 0; 761 m.invalidate ();
762#endif
780 } 763 }
781 /* if the object is being removed, we can't make intelligent 764 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 765 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 766 * that is being removed.
784 */ 767 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 768 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 769 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 770 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 771 /* Nothing to do for that case */ ;
789 else 772 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 773 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 774
795 778
796object::object () 779object::object ()
797{ 780{
798 SET_FLAG (this, FLAG_REMOVED); 781 SET_FLAG (this, FLAG_REMOVED);
799 782
800 expmul = 1.0; 783 //expmul = 1.0; declared const for the time being
801 face = blank_face; 784 face = blank_face;
802} 785}
803 786
804object::~object () 787object::~object ()
805{ 788{
835 /* If already on active list, don't do anything */ 818 /* If already on active list, don't do anything */
836 if (active) 819 if (active)
837 return; 820 return;
838 821
839 if (has_active_speed ()) 822 if (has_active_speed ())
823 {
824 if (flag [FLAG_FREED])
825 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
826
840 actives.insert (this); 827 actives.insert (this);
828 }
841} 829}
842 830
843void 831void
844object::activate_recursive () 832object::activate_recursive ()
845{ 833{
910 || map->in_memory != MAP_ACTIVE 898 || map->in_memory != MAP_ACTIVE
911 || map->no_drop 899 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 900 || ms ().move_block == MOVE_ALL)
913 { 901 {
914 while (inv) 902 while (inv)
915 inv->destroy (true); 903 inv->destroy ();
916 } 904 }
917 else 905 else
918 { /* Put objects in inventory onto this space */ 906 { /* Put objects in inventory onto this space */
919 while (inv) 907 while (inv)
920 { 908 {
924 || op->flag [FLAG_NO_DROP] 912 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE 913 || op->type == RUNE
926 || op->type == TRAP 914 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE] 915 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH]) 916 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy (true); 917 op->destroy ();
930 else 918 else
931 map->insert (op, x, y); 919 map->insert (op, x, y);
932 } 920 }
933 } 921 }
934} 922}
963 951
964void 952void
965object::do_destroy () 953object::do_destroy ()
966{ 954{
967 if (flag [FLAG_IS_LINKED]) 955 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 956 remove_link ();
969 957
970 if (flag [FLAG_FRIENDLY]) 958 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 959 remove_friendly_object (this);
972 960
973 remove (); 961 remove ();
998 attacked_by = 0; 986 attacked_by = 0;
999 current_weapon = 0; 987 current_weapon = 0;
1000} 988}
1001 989
1002void 990void
1003object::destroy (bool destroy_inventory) 991object::destroy ()
1004{ 992{
1005 if (destroyed ()) 993 if (destroyed ())
1006 return; 994 return;
1007 995
1008 if (!is_head () && !head->destroyed ()) 996 if (!is_head () && !head->destroyed ())
1009 { 997 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 998 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 999 head->destroy ();
1012 return; 1000 return;
1013 } 1001 }
1014 1002
1015 destroy_inv (!destroy_inventory); 1003 destroy_inv (false);
1016 1004
1017 if (is_head ()) 1005 if (is_head ())
1018 if (sound_destroy) 1006 if (sound_destroy)
1019 play_sound (sound_destroy); 1007 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1008 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1019 * the previous environment.
1032 */ 1020 */
1033void 1021void
1034object::do_remove () 1022object::do_remove ()
1035{ 1023{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1024 if (flag [FLAG_REMOVED])
1040 return; 1025 return;
1041 1026
1042 INVOKE_OBJECT (REMOVE, this); 1027 INVOKE_OBJECT (REMOVE, this);
1043 1028
1056 if (object *pl = visible_to ()) 1041 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1042 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1043 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1044
1060 adjust_weight (env, -total_weight ()); 1045 adjust_weight (env, -total_weight ());
1046
1047 object *pl = in_player ();
1061 1048
1062 /* we set up values so that it could be inserted into 1049 /* we set up values so that it could be inserted into
1063 * the map, but we don't actually do that - it is up 1050 * the map, but we don't actually do that - it is up
1064 * to the caller to decide what we want to do. 1051 * to the caller to decide what we want to do.
1065 */ 1052 */
1077 1064
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1065 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1066 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1067 * to save cpu time.
1081 */ 1068 */
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1069 if (pl)
1070 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1071 {
1083 otmp->update_stats (); 1072 pl->update_stats ();
1073
1074 if (glow_radius && pl->is_on_map ())
1075 update_all_los (pl->map, pl->x, pl->y);
1076 }
1084 } 1077 }
1085 else if (map) 1078 else if (map)
1086 { 1079 {
1087 map->dirty = true; 1080 map->dirty = true;
1088 mapspace &ms = this->ms (); 1081 mapspace &ms = this->ms ();
1089 1082
1090 if (object *pl = ms.player ()) 1083 if (object *pl = ms.player ())
1091 { 1084 {
1092 if (type == PLAYER) // this == pl(!) 1085 if (is_player ())
1093 { 1086 {
1087 if (!flag [FLAG_WIZPASS])
1088 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1089
1094 // leaving a spot always closes any open container on the ground 1090 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1091 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1092 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1093 // that the CLOSE event is being sent.
1098 close_container (); 1094 close_container ();
1099 1095
1100 --map->players; 1096 --map->players;
1101 map->touch (); 1097 map->touch ();
1102 } 1098 }
1103 else if (pl->container == this) 1099 else if (pl->container_ () == this)
1104 { 1100 {
1105 // removing a container should close it 1101 // removing a container should close it
1106 close_container (); 1102 close_container ();
1107 } 1103 }
1108 1104
1115 *(below ? &below->above : &ms.bot) = above; 1111 *(below ? &below->above : &ms.bot) = above;
1116 1112
1117 above = 0; 1113 above = 0;
1118 below = 0; 1114 below = 0;
1119 1115
1116 ms.invalidate ();
1117
1120 if (map->in_memory == MAP_SAVING) 1118 if (map->in_memory == MAP_SAVING)
1121 return; 1119 return;
1122 1120
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1121 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1122
1125 if (object *pl = ms.player ()) 1123 if (object *pl = ms.player ())
1126 { 1124 {
1127 if (pl->container == this) 1125 if (pl->container_ () == this)
1128 /* If a container that the player is currently using somehow gets 1126 /* If a container that the player is currently using somehow gets
1129 * removed (most likely destroyed), update the player view 1127 * removed (most likely destroyed), update the player view
1130 * appropriately. 1128 * appropriately.
1131 */ 1129 */
1132 pl->close_container (); 1130 pl->close_container ();
1136 //TODO: update floorbox to preserve ordering 1134 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns) 1135 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update (); 1136 pl->contr->ns->floorbox_update ();
1139 } 1137 }
1140 1138
1139 if (check_walk_off)
1141 for (tmp = ms.bot; tmp; tmp = tmp->above) 1140 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1142 { 1141 {
1142 above = tmp->above;
1143
1143 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1144 * being removed. 1145 * being removed.
1145 */ 1146 */
1146 1147
1147 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1148 if (check_walk_off
1149 && ((move_type & tmp->move_off) 1149 if ((move_type & tmp->move_off)
1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1151 {
1152 move_apply (tmp, this, 0); 1151 move_apply (tmp, this, 0);
1153
1154 if (destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 } 1152 }
1157 1153
1158 last = tmp; 1154 if (affects_los ())
1159 }
1160
1161 /* last == NULL if there are no objects on this space */
1162 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last)
1164 map->at (x, y).flags_ = 0;
1165 else
1166 update_object (last, UP_OBJ_REMOVE);
1167
1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 update_all_los (map, x, y); 1155 update_all_los (map, x, y);
1170 } 1156 }
1171} 1157}
1172 1158
1173/* 1159/*
1197 esrv_update_item (UPD_NROF, pl, top); 1183 esrv_update_item (UPD_NROF, pl, top);
1198 1184
1199 op->weight = 0; // cancel the addition above 1185 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already 1186 op->carrying = 0; // must be 0 already
1201 1187
1202 op->destroy (1); 1188 op->destroy ();
1203 1189
1204 return top; 1190 return top;
1205 } 1191 }
1206 1192
1207 return 0; 1193 return 0;
1269 * just 'op' otherwise 1255 * just 'op' otherwise
1270 */ 1256 */
1271object * 1257object *
1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1258insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273{ 1259{
1274 if (op->is_on_map ())
1275 {
1276 LOG (llevError, "insert_ob_in_map called for object already on map");
1277 abort ();
1278 }
1279
1280 if (op->env)
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1283 op->remove (); 1260 op->remove ();
1284 }
1285 1261
1286 if (op->face && !face_info (op->face))//D TODO: remove soon 1262 if (m == &freed_map)//D TODO: remove soon
1287 {//D 1263 {//D
1288 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1264 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1289 op->face = 1;//D
1290 }//D 1265 }//D
1291 1266
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1267 /* 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 1268 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work 1269 * need extra work
1295 */ 1270 */
1271 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1272 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1273 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1274 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1275 return 0;
1300 } 1276 }
1301 1277
1302 if (object *more = op->more) 1278 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1279 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1280 return 0;
1305 1281
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1282 op->flag [FLAG_REMOVED] = false;
1307 1283 op->env = 0;
1308 op->map = m; 1284 op->map = newmap;
1285
1309 mapspace &ms = op->ms (); 1286 mapspace &ms = op->ms ();
1310 1287
1311 /* this has to be done after we translate the coordinates. 1288 /* this has to be done after we translate the coordinates.
1312 */ 1289 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1290 if (op->nrof && !(flag & INS_NO_MERGE))
1316 { 1293 {
1317 // TODO: we actually want to update tmp, not op, 1294 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1295 // but some caller surely breaks when we return tmp
1319 // from here :/ 1296 // from here :/
1320 op->nrof += tmp->nrof; 1297 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1298 tmp->destroy ();
1322 } 1299 }
1323 1300
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1302 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1303
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1312 abort ();
1336 } 1313 }
1337 1314
1338 if (!originator->is_on_map ()) 1315 if (!originator->is_on_map ())
1316 {
1339 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1317 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ()); 1318 op->debug_desc (), originator->debug_desc ());
1319 abort ();
1320 }
1341 1321
1342 op->above = originator; 1322 op->above = originator;
1343 op->below = originator->below; 1323 op->below = originator->below;
1344 originator->below = op; 1324 originator->below = op;
1345 1325
1431 op->below = top; 1411 op->below = top;
1432 *(op->above ? &op->above->below : &ms.top) = op; 1412 *(op->above ? &op->above->below : &ms.top) = op;
1433 } 1413 }
1434 } 1414 }
1435 1415
1436 if (op->type == PLAYER) 1416 if (op->is_player ())
1437 { 1417 {
1438 op->contr->do_los = 1; 1418 op->contr->do_los = 1;
1439 ++op->map->players; 1419 ++op->map->players;
1440 op->map->touch (); 1420 op->map->touch ();
1441 } 1421 }
1456 * be far away from this change and not affected in any way - 1436 * be far away from this change and not affected in any way -
1457 * this should get redone to only look for players within range, 1437 * this should get redone to only look for players within range,
1458 * or just updating the P_UPTODATE for spaces within this area 1438 * or just updating the P_UPTODATE for spaces within this area
1459 * of effect may be sufficient. 1439 * of effect may be sufficient.
1460 */ 1440 */
1461 if (op->map->darkness && (op->glow_radius != 0)) 1441 if (op->affects_los ())
1442 {
1443 op->ms ().invalidate ();
1462 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1445 }
1463 1446
1464 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1465 update_object (op, UP_OBJ_INSERT); 1448 update_object (op, UP_OBJ_INSERT);
1466 1449
1467 INVOKE_OBJECT (INSERT, op); 1450 INVOKE_OBJECT (INSERT, op);
1474 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1475 * update_object(). 1458 * update_object().
1476 */ 1459 */
1477 1460
1478 /* if this is not the head or flag has been passed, don't check walk on status */ 1461 /* if this is not the head or flag has been passed, don't check walk on status */
1479 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1462 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1480 { 1463 {
1481 if (check_move_on (op, originator)) 1464 if (check_move_on (op, originator))
1482 return 0; 1465 return 0;
1483 1466
1484 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1495/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1496 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1497 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1498 */ 1481 */
1499void 1482void
1500replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (shstr_tmp archname, object *op)
1501{ 1484{
1502 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1503 1486
1504 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1505 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1488 if (tmp->arch->archname == archname) /* same archetype */
1506 tmp->destroy (1); 1489 tmp->destroy ();
1507 1490
1508 object *tmp = arch_to_object (archetype::find (arch_string)); 1491 object *tmp = arch_to_object (archetype::find (archname));
1509 1492
1510 tmp->x = op->x; 1493 tmp->x = op->x;
1511 tmp->y = op->y; 1494 tmp->y = op->y;
1512 1495
1513 insert_ob_in_map (tmp, op->map, op, 0); 1496 insert_ob_in_map (tmp, op->map, op, 0);
1518{ 1501{
1519 if (where->env) 1502 if (where->env)
1520 return where->env->insert (this); 1503 return where->env->insert (this);
1521 else 1504 else
1522 return where->map->insert (this, where->x, where->y, originator, flags); 1505 return where->map->insert (this, where->x, where->y, originator, flags);
1506}
1507
1508// check whether we can put this into the map, respect max_nrof, max_volume, max_items
1509bool
1510object::can_drop_at (maptile *m, int x, int y, object *originator)
1511{
1512 mapspace &ms = m->at (x, y);
1513
1514 int items = ms.items ();
1515
1516 if (!items // testing !items ensures we can drop at least one item
1517 || (items < m->max_items
1518 && ms.volume () < m->max_volume
1519 && nrof <= m->max_nrof))
1520 return true;
1521
1522 if (originator && originator->is_player ())
1523 originator->contr->failmsg (format (
1524 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1525 query_name ()
1526 ));
1527
1528 return false;
1523} 1529}
1524 1530
1525/* 1531/*
1526 * decrease(object, number) decreases a specified number from 1532 * decrease(object, number) decreases a specified number from
1527 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1634 if (object *pl = tmp->visible_to ()) 1640 if (object *pl = tmp->visible_to ())
1635 esrv_update_item (UPD_NROF, pl, tmp); 1641 esrv_update_item (UPD_NROF, pl, tmp);
1636 1642
1637 adjust_weight (this, op->total_weight ()); 1643 adjust_weight (this, op->total_weight ());
1638 1644
1639 op->destroy (1); 1645 op->destroy ();
1640 op = tmp; 1646 op = tmp;
1641 goto inserted; 1647 goto inserted;
1642 } 1648 }
1643 1649
1644 op->owner = 0; // it's his/hers now. period. 1650 op->owner = 0; // it's his/hers now. period.
1662 1668
1663 adjust_weight (this, op->total_weight ()); 1669 adjust_weight (this, op->total_weight ());
1664 1670
1665inserted: 1671inserted:
1666 /* reset the light list and los of the players on the map */ 1672 /* reset the light list and los of the players on the map */
1667 if (op->glow_radius && map && map->darkness) 1673 if (op->glow_radius && is_on_map ())
1674 {
1675 update_stats ();
1668 update_all_los (map, x, y); 1676 update_all_los (map, x, y);
1669 1677 }
1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1670 // if this is a player's inventory, update stats 1679 // if this is a player's inventory, update stats
1671 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1672 update_stats (); 1680 update_stats ();
1673 1681
1674 INVOKE_OBJECT (INSERT, this); 1682 INVOKE_OBJECT (INSERT, this);
1675 1683
1676 return op; 1684 return op;
1697 * on top. 1705 * on top.
1698 */ 1706 */
1699int 1707int
1700check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1701{ 1709{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1702 object *tmp; 1713 object *tmp;
1703 maptile *m = op->map; 1714 maptile *m = op->map;
1704 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1705 1716
1706 MoveType move_on, move_slow, move_block; 1717 mapspace &ms = m->at (x, y);
1707 1718
1708 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 ms.update ();
1709 return 0;
1710 1720
1711 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 MoveType move_on = ms.move_on;
1712 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 MoveType move_slow = ms.move_slow;
1713 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 MoveType move_block = ms.move_block;
1714 1724
1715 /* if nothing on this space will slow op down or be applied, 1725 /* if nothing on this space will slow op down or be applied,
1716 * no need to do checking below. have to make sure move_type 1726 * no need to do checking below. have to make sure move_type
1717 * is set, as lots of objects don't have it set - we treat that 1727 * is set, as lots of objects don't have it set - we treat that
1718 * as walking. 1728 * as walking.
1729 return 0; 1739 return 0;
1730 1740
1731 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1732 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1733 */ 1743 */
1734 1744 for (object *next, *tmp = ms.top; tmp; tmp = next)
1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1736 {
1737 /* Trim the search when we find the first other spell effect
1738 * this helps performance so that if a space has 50 spell objects,
1739 * we don't need to check all of them.
1740 */
1741 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742 break;
1743 } 1745 {
1746 next = tmp->below;
1744 1747
1745 for (; tmp; tmp = tmp->below)
1746 {
1747 if (tmp == op) 1748 if (tmp == op)
1748 continue; /* Can't apply yourself */ 1749 continue; /* Can't apply yourself */
1749 1750
1750 /* Check to see if one of the movement types should be slowed down. 1751 /* Check to see if one of the movement types should be slowed down.
1751 * Second check makes sure that the movement types not being slowed 1752 * Second check makes sure that the movement types not being slowed
1756 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1757 { 1758 {
1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760 { 1761 {
1761
1762 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1763
1765 if (op->type == PLAYER) 1764 if (op->is_player ())
1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1768 diff /= 4.0; 1767 diff /= 4.0;
1769 1768
1770 op->speed_left -= diff; 1769 op->speed_left -= diff;
1771 } 1770 }
1772 } 1771 }
1978 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
1979 */ 1978 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue; 1980 continue;
1982 1981
1983 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue; 1983 continue;
1985 1984
1986 altern [index++] = i; 1985 altern [index++] = i;
1987 } 1986 }
1988 1987
2056 * there is capable of. 2055 * there is capable of.
2057 */ 2056 */
2058int 2057int
2059find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2060{ 2059{
2061 int i, max = SIZEOFFREE, mflags; 2060 int max = SIZEOFFREE, mflags;
2062
2063 sint16 nx, ny;
2064 object *tmp;
2065 maptile *mp;
2066
2067 MoveType blocked, move_type; 2061 MoveType move_type;
2068 2062
2069 if (exclude && exclude->head_ () != exclude) 2063 if (exclude && exclude->head_ () != exclude)
2070 { 2064 {
2071 exclude = exclude->head; 2065 exclude = exclude->head;
2072 move_type = exclude->move_type; 2066 move_type = exclude->move_type;
2075 { 2069 {
2076 /* If we don't have anything, presume it can use all movement types. */ 2070 /* If we don't have anything, presume it can use all movement types. */
2077 move_type = MOVE_ALL; 2071 move_type = MOVE_ALL;
2078 } 2072 }
2079 2073
2080 for (i = 1; i < max; i++) 2074 for (int i = 1; i < max; i++)
2081 { 2075 {
2082 mp = m; 2076 mapxy pos (m, x, y);
2083 nx = x + freearr_x[i]; 2077 pos.move (i);
2084 ny = y + freearr_y[i];
2085 2078
2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2079 if (!pos.normalise ())
2087
2088 if (mflags & P_OUT_OF_MAP)
2089 max = maxfree[i]; 2080 max = maxfree[i];
2090 else 2081 else
2091 { 2082 {
2092 mapspace &ms = mp->at (nx, ny); 2083 mapspace &ms = *pos;
2093 2084
2094 blocked = ms.move_block;
2095
2096 if ((move_type & blocked) == move_type) 2085 if ((move_type & ms.move_block) == move_type)
2097 max = maxfree[i]; 2086 max = maxfree [i];
2098 else if (mflags & P_IS_ALIVE) 2087 else if (ms.flags () & P_IS_ALIVE)
2099 { 2088 {
2100 for (tmp = ms.bot; tmp; tmp = tmp->above) 2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 break;
2104
2105 if (tmp)
2106 return freedir[i]; 2092 return freedir [i];
2107 } 2093 }
2108 } 2094 }
2109 } 2095 }
2110 2096
2111 return 0; 2097 return 0;
2186 * This basically means that if direction is 15, then it could either go 2172 * This basically means that if direction is 15, then it could either go
2187 * direction 4, 14, or 16 to get back to where we are. 2173 * direction 4, 14, or 16 to get back to where we are.
2188 * Moved from spell_util.c to object.c with the other related direction 2174 * Moved from spell_util.c to object.c with the other related direction
2189 * functions. 2175 * functions.
2190 */ 2176 */
2191int reduction_dir[SIZEOFFREE][3] = { 2177static const int reduction_dir[SIZEOFFREE][3] = {
2192 {0, 0, 0}, /* 0 */ 2178 {0, 0, 0}, /* 0 */
2193 {0, 0, 0}, /* 1 */ 2179 {0, 0, 0}, /* 1 */
2194 {0, 0, 0}, /* 2 */ 2180 {0, 0, 0}, /* 2 */
2195 {0, 0, 0}, /* 3 */ 2181 {0, 0, 0}, /* 3 */
2196 {0, 0, 0}, /* 4 */ 2182 {0, 0, 0}, /* 4 */
2292int 2278int
2293can_pick (const object *who, const object *item) 2279can_pick (const object *who, const object *item)
2294{ 2280{
2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2298} 2284}
2299 2285
2300/* 2286/*
2301 * create clone from object to another 2287 * create clone from object to another
2302 */ 2288 */
2334 return tmp; 2320 return tmp;
2335 2321
2336 return 0; 2322 return 0;
2337} 2323}
2338 2324
2339const shstr & 2325shstr_tmp
2340object::kv_get (const shstr &key) const 2326object::kv_get (shstr_tmp key) const
2341{ 2327{
2342 for (key_value *kv = key_values; kv; kv = kv->next) 2328 for (key_value *kv = key_values; kv; kv = kv->next)
2343 if (kv->key == key) 2329 if (kv->key == key)
2344 return kv->value; 2330 return kv->value;
2345 2331
2346 return shstr_null; 2332 return shstr ();
2347} 2333}
2348 2334
2349void 2335void
2350object::kv_set (const shstr &key, const shstr &value) 2336object::kv_set (shstr_tmp key, shstr_tmp value)
2351{ 2337{
2352 for (key_value *kv = key_values; kv; kv = kv->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2353 if (kv->key == key) 2339 if (kv->key == key)
2354 { 2340 {
2355 kv->value = value; 2341 kv->value = value;
2364 2350
2365 key_values = kv; 2351 key_values = kv;
2366} 2352}
2367 2353
2368void 2354void
2369object::kv_del (const shstr &key) 2355object::kv_del (shstr_tmp key)
2370{ 2356{
2371 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372 if ((*kvp)->key == key) 2358 if ((*kvp)->key == key)
2373 { 2359 {
2374 key_value *kv = *kvp; 2360 key_value *kv = *kvp;
2505 container = 0; 2491 container = 0;
2506 2492
2507 // client needs item update to make it work, client bug requires this to be separate 2493 // client needs item update to make it work, client bug requires this to be separate
2508 esrv_update_item (UPD_FLAGS, this, old_container); 2494 esrv_update_item (UPD_FLAGS, this, old_container);
2509 2495
2510 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2496 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2511 play_sound (sound_find ("chest_close")); 2497 play_sound (sound_find ("chest_close"));
2512 } 2498 }
2513 2499
2514 if (new_container) 2500 if (new_container)
2515 { 2501 {
2525 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2526 new_container->insert (closer); 2512 new_container->insert (closer);
2527 } 2513 }
2528#endif 2514#endif
2529 2515
2530 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2531 2517
2532 // make sure the container is available, client bug requires this to be separate 2518 // make sure the container is available, client bug requires this to be separate
2533 esrv_send_item (this, new_container); 2519 esrv_send_item (this, new_container);
2534 2520
2535 new_container->flag [FLAG_APPLIED] = true; 2521 new_container->flag [FLAG_APPLIED] = true;
2543// else if (!old_container->env && contr && contr->ns) 2529// else if (!old_container->env && contr && contr->ns)
2544// contr->ns->floorbox_reset (); 2530// contr->ns->floorbox_reset ();
2545} 2531}
2546 2532
2547object * 2533object *
2548object::force_find (const shstr name) 2534object::force_find (shstr_tmp name)
2549{ 2535{
2550 /* cycle through his inventory to look for the MARK we want to 2536 /* cycle through his inventory to look for the MARK we want to
2551 * place 2537 * place
2552 */ 2538 */
2553 for (object *tmp = inv; tmp; tmp = tmp->below) 2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2555 return splay (tmp); 2541 return splay (tmp);
2556 2542
2557 return 0; 2543 return 0;
2558} 2544}
2559 2545
2546//-GPL
2547
2560void 2548void
2549object::force_set_timer (int duration)
2550{
2551 this->duration = 1;
2552 this->speed_left = -1.f;
2553
2554 this->set_speed (duration ? 1.f / duration : 0.f);
2555}
2556
2557object *
2561object::force_add (const shstr name, int duration) 2558object::force_add (shstr_tmp name, int duration)
2562{ 2559{
2563 if (object *force = force_find (name)) 2560 if (object *force = force_find (name))
2564 force->destroy (); 2561 force->destroy ();
2565 2562
2566 object *force = get_archetype (FORCE_NAME); 2563 object *force = get_archetype (FORCE_NAME);
2567 2564
2568 force->slaying = name; 2565 force->slaying = name;
2569 force->stats.food = 1; 2566 force->force_set_timer (duration);
2570 force->speed_left = -1.f;
2571
2572 force->set_speed (duration ? 1.f / duration : 0.f);
2573 force->flag [FLAG_IS_USED_UP] = true;
2574 force->flag [FLAG_APPLIED] = true; 2567 force->flag [FLAG_APPLIED] = true;
2575 2568
2576 insert (force); 2569 return insert (force);
2577} 2570}
2578 2571
2579void 2572void
2580object::play_sound (faceidx sound) 2573object::play_sound (faceidx sound) const
2581{ 2574{
2582 if (!sound) 2575 if (!sound)
2583 return; 2576 return;
2584 2577
2585 if (flag [FLAG_REMOVED]) 2578 if (is_on_map ())
2579 map->play_sound (sound, x, y);
2580 else if (object *pl = in_player ())
2581 pl->contr->play_sound (sound);
2582}
2583
2584void
2585object::say_msg (const char *msg) const
2586{
2587 if (is_on_map ())
2588 map->say_msg (msg, x, y);
2589 else if (object *pl = in_player ())
2590 pl->contr->play_sound (sound);
2591}
2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // currently only works sensibly for players
2602 if (!is_player ())
2586 return; 2603 return;
2587 2604
2588 if (env) 2605 // find old force, or create new one
2589 { 2606 object *force = force_find (shstr_noise_force);
2590 if (object *pl = in_player ()) 2607
2591 pl->contr->play_sound (sound); 2608 if (force)
2592 } 2609 force->speed_left = -1.f; // patch old speed up
2593 else 2610 else
2594 map->play_sound (sound, x, y); 2611 {
2595} 2612 force = archetype::get (shstr_noise_force);
2596 2613
2614 force->slaying = shstr_noise_force;
2615 force->stats.food = 1;
2616 force->speed_left = -1.f;
2617
2618 force->set_speed (1.f / 4.f);
2619 force->flag [FLAG_IS_USED_UP] = true;
2620 force->flag [FLAG_APPLIED] = true;
2621
2622 insert (force);
2623 }
2624}
2625

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